1/** 2 * Test using a geometry shader to implement polygon outlining. 3 * Using GLSL 1.50 (or any later version) 4 * 5 * Based on the technique "Single-Pass Wireframe Rendering" by Andreas 6 * Bærentzen, Steen Lund Nielsen, Mikkel Gjael, Bent D. Larsen & Niels 7 * Jaergen Christensen, SIGGRAPH 2006 8 * 9 * Brian Paul 10 * May 2012 11 */ 12 13#include <assert.h> 14#include <string.h> 15#include <stdio.h> 16#include <stdlib.h> 17#include <math.h> 18#include <GL/glew.h> 19#include "glut_wrap.h" 20#include "shaderutil.h" 21#include "trackball.h" 22 23static GLint WinWidth = 500, WinHeight = 500; 24static GLint Win = 0; 25static GLuint VertShader, GeomShader, FragShader, Program; 26static GLuint vao, vbo; 27static GLboolean Anim = GL_TRUE; 28static int uViewportSize = -1, uModelViewProj = -1, uColor = -1; 29 30static const GLfloat Orange[4] = {1.0, 0.6, 0.0, 1}; 31 32static float CurQuat[4] = { 0, 0, 0, 1 }; 33static GLboolean ButtonDown = GL_FALSE; 34static GLint ButtonX, ButtonY; 35 36static GLfloat Projection[16]; 37 38 39static void 40CheckError(int line) 41{ 42 GLenum err = glGetError(); 43 if (err) { 44 printf("GL Error %s (0x%x) at line %d\n", 45 gluErrorString(err), (int) err, line); 46 } 47} 48 49 50static void 51mat_identity(GLfloat mat[16]) 52{ 53 memset(mat, 0, 16*sizeof(GLfloat)); 54 mat[0] = mat[5] = mat[10] = mat[15] = 1.0; 55} 56 57 58static void 59mat_translate(GLfloat mat[16], float tx, float ty, float tz) 60{ 61 mat_identity(mat); 62 mat[12] = tx; 63 mat[13] = ty; 64 mat[14] = tx; 65} 66 67 68static void 69mat_frustum(GLfloat mat[16], 70 GLfloat left, GLfloat right, 71 GLfloat bottom, GLfloat top, 72 GLfloat nearval, GLfloat farval) 73{ 74 GLfloat x, y, a, b, c, d; 75 76 x = (2.0F*nearval) / (right-left); 77 y = (2.0F*nearval) / (top-bottom); 78 a = (right+left) / (right-left); 79 b = (top+bottom) / (top-bottom); 80 c = -(farval+nearval) / ( farval-nearval); 81 d = -(2.0F*farval*nearval) / (farval-nearval); /* error? */ 82 83#define M(row,col) mat[col*4+row] 84 M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; 85 M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; 86 M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; 87 M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; 88#undef M 89} 90 91 92static void 93mat_multiply(GLfloat product[16], const GLfloat a[16], const GLfloat b[16]) 94{ 95#define A(row,col) a[(col<<2)+row] 96#define B(row,col) b[(col<<2)+row] 97#define P(row,col) product[(col<<2)+row] 98 GLint i; 99 for (i = 0; i < 4; i++) { 100 const GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); 101 P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0); 102 P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1); 103 P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2); 104 P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3); 105 } 106#undef A 107#undef B 108#undef P 109} 110 111 112 113static void 114Redisplay(void) 115{ 116 GLfloat rot[4][4]; 117 GLfloat trans[16], mvp[16]; 118 119 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 120 121 /* Build the modelview * projection matrix */ 122 build_rotmatrix(rot, CurQuat); 123 mat_translate(trans, 0, 0, -10); 124 mat_multiply(mvp, trans, (GLfloat *) rot); 125 mat_multiply(mvp, Projection, mvp); 126 /* Set the MVP matrix */ 127 glUniformMatrix4fv(uModelViewProj, 1, GL_FALSE, (float *) mvp); 128 129 /* Draw */ 130 glDrawArrays(GL_TRIANGLES, 0, 3); 131 132 glutSwapBuffers(); 133} 134 135 136static void 137Idle(void) 138{ 139 static const float yAxis[3] = {0, 1, 0}; 140 static double t0 = -1.; 141 float quat[4]; 142 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 2000.0; 143 if (t0 < 0.0) 144 t0 = t; 145 dt = t - t0; 146 t0 = t; 147 148 axis_to_quat(yAxis, 2.0 * dt, quat); 149 add_quats(quat, CurQuat, CurQuat); 150 151 glutPostRedisplay(); 152} 153 154 155static void 156Reshape(int width, int height) 157{ 158 float ar = (float) width / height; 159 WinWidth = width; 160 WinHeight = height; 161 glViewport(0, 0, width, height); 162 mat_frustum(Projection, -ar, ar, -1, 1, 3, 25); 163 164 /* pass viewport dims to the shader */ 165 { 166 GLfloat viewport[4]; 167 glGetFloatv(GL_VIEWPORT, viewport); 168 glUniform2f(uViewportSize, viewport[2], viewport[3]); 169 } 170} 171 172 173static void 174MouseMotion(int x, int y) 175{ 176 if (ButtonDown) { 177 float x0 = (2.0 * ButtonX - WinWidth) / WinWidth; 178 float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight; 179 float x1 = (2.0 * x - WinWidth) / WinWidth; 180 float y1 = (WinHeight - 2.0 * y) / WinHeight; 181 float q[4]; 182 183 trackball(q, x0, y0, x1, y1); 184 ButtonX = x; 185 ButtonY = y; 186 add_quats(q, CurQuat, CurQuat); 187 188 glutPostRedisplay(); 189 } 190} 191 192 193static void 194MouseButton(int button, int state, int x, int y) 195{ 196 if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { 197 ButtonDown = GL_TRUE; 198 ButtonX = x; 199 ButtonY = y; 200 } 201 else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) { 202 ButtonDown = GL_FALSE; 203 } 204} 205 206 207static void 208CleanUp(void) 209{ 210 glDeleteShader(FragShader); 211 glDeleteShader(VertShader); 212 glDeleteShader(GeomShader); 213 glDeleteProgram(Program); 214 glDeleteVertexArrays(1, &vao); 215 glDeleteBuffers(1, &vbo); 216 glutDestroyWindow(Win); 217} 218 219 220static void 221Key(unsigned char key, int x, int y) 222{ 223 (void) x; 224 (void) y; 225 226 switch(key) { 227 case ' ': 228 case 'a': 229 Anim = !Anim; 230 if (Anim) { 231 glutIdleFunc(Idle); 232 } 233 else 234 glutIdleFunc(NULL); 235 break; 236 case 27: 237 CleanUp(); 238 exit(0); 239 break; 240 } 241 glutPostRedisplay(); 242} 243 244 245static void 246Init(void) 247{ 248 const GLubyte *version; 249 static const char *vertShaderText = 250 "#version 150 \n" 251 "uniform mat4 ModelViewProjection; \n" 252 "in vec4 Vertex; \n" 253 "void main() \n" 254 "{ \n" 255 " gl_Position = ModelViewProjection * Vertex; \n" 256 "} \n"; 257 static const char *geomShaderText = 258 "#version 150 \n" 259 "layout(triangles) in; \n" 260 "layout(triangle_strip, max_vertices = 3) out; \n" 261 "uniform vec2 ViewportSize; \n" 262 "out vec2 Vert0, Vert1, Vert2; \n" 263 "\n" 264 "// Transform NDC coord to window coord \n" 265 "vec2 vpxform(vec4 p) \n" 266 "{ \n" 267 " return (p.xy / p.w + 1.0) * 0.5 * ViewportSize; \n" 268 "} \n" 269 "\n" 270 "void main() \n" 271 "{ \n" 272 " Vert0 = vpxform(gl_in[0].gl_Position); \n" 273 " Vert1 = vpxform(gl_in[1].gl_Position); \n" 274 " Vert2 = vpxform(gl_in[2].gl_Position); \n" 275 " gl_Position = gl_in[0].gl_Position; \n" 276 " EmitVertex(); \n" 277 " gl_Position = gl_in[1].gl_Position; \n" 278 " EmitVertex(); \n" 279 " gl_Position = gl_in[2].gl_Position; \n" 280 " EmitVertex(); \n" 281 "} \n"; 282 static const char *fragShaderText = 283 "#version 150 \n" 284 "#define LINE_WIDTH 2.5 \n" 285 "uniform vec4 Color; \n" 286 "in vec2 Vert0, Vert1, Vert2; \n" 287 "out vec4 FragColor; \n" 288 "// Compute distance from a point to a line \n" 289 "float point_line_dist(vec2 p, vec2 v1, vec2 v2) \n" 290 "{ \n" 291 " float s = (v2.x - v1.x) * (v1.y - p.y) - (v1.x - p.x) * (v2.y - v1.y); \n" 292 " float t = length(v2 - v1); \n" 293 " return abs(s) / t; \n" 294 "} \n" 295 "\n" 296 "void main() \n" 297 "{ \n" 298 " float d0 = point_line_dist(gl_FragCoord.xy, Vert0, Vert1); \n" 299 " float d1 = point_line_dist(gl_FragCoord.xy, Vert1, Vert2); \n" 300 " float d2 = point_line_dist(gl_FragCoord.xy, Vert2, Vert0); \n" 301 " float m = min(d0, min(d1, d2)); \n" 302 " FragColor = Color * smoothstep(0.0, LINE_WIDTH, m); \n" 303 "} \n"; 304 static const GLfloat verts[3][2] = { 305 { -1, -1 }, 306 { 1, -1 }, 307 { 0, 1 } 308 }; 309 310 if (!ShadersSupported()) 311 exit(1); 312 313 if (!GLEW_VERSION_3_2) { 314 fprintf(stderr, "Sorry, OpenGL 3.2 or later required.\n"); 315 exit(1); 316 } 317 318 VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); 319 FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); 320 GeomShader = CompileShaderText(GL_GEOMETRY_SHADER, geomShaderText); 321 322 Program = LinkShaders3(VertShader, GeomShader, FragShader); 323 assert(Program); 324 CheckError(__LINE__); 325 326 glBindAttribLocation(Program, 0, "Vertex"); 327 glBindFragDataLocation(Program, 0, "FragColor"); 328 329 /* relink */ 330 glLinkProgram(Program); 331 332 assert(glIsProgram(Program)); 333 assert(glIsShader(FragShader)); 334 assert(glIsShader(VertShader)); 335 assert(glIsShader(GeomShader)); 336 337 glUseProgram(Program); 338 339 uViewportSize = glGetUniformLocation(Program, "ViewportSize"); 340 uModelViewProj = glGetUniformLocation(Program, "ModelViewProjection"); 341 uColor = glGetUniformLocation(Program, "Color"); 342 343 glUniform4fv(uColor, 1, Orange); 344 345 glGenBuffers(1, &vbo); 346 glBindBuffer(GL_ARRAY_BUFFER, vbo); 347 glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); 348 349 glGenVertexArrays(1, &vao); 350 glBindVertexArray(vao); 351 352 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); 353 glEnableVertexAttribArray(0); 354 355 glClearColor(0.3f, 0.3f, 0.3f, 0.0f); 356 glEnable(GL_DEPTH_TEST); 357 358 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); 359} 360 361 362int 363main(int argc, char *argv[]) 364{ 365 glutInit(&argc, argv); 366 glutInitWindowSize(WinWidth, WinHeight); 367#ifdef HAVE_FREEGLUT 368 glutInitContextVersion(3, 2); 369 glutInitContextProfile(GLUT_CORE_PROFILE); 370 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); 371#elif defined __APPLE__ 372 glutInitDisplayMode(GLUT_3_2_CORE_PROFILE | GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); 373#else 374 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); 375#endif 376 Win = glutCreateWindow(argv[0]); 377 /* glewInit requires glewExperimentel set to true for core profiles. 378 * Depending on the glew version it also generates a GL_INVALID_ENUM. 379 */ 380 glewExperimental = GL_TRUE; 381 glewInit(); 382 glGetError(); 383 glutReshapeFunc(Reshape); 384 glutKeyboardFunc(Key); 385 glutDisplayFunc(Redisplay); 386 glutMotionFunc(MouseMotion); 387 glutMouseFunc(MouseButton); 388 if (Anim) 389 glutIdleFunc(Idle); 390 391 Init(); 392 glutMainLoop(); 393 return 0; 394} 395