132001f49Smrg/**
232001f49Smrg * Test using a geometry and fragment shaders to implement stippled lines.
332001f49Smrg *
432001f49Smrg * Brian Paul
532001f49Smrg * April 2011
632001f49Smrg */
732001f49Smrg
832001f49Smrg#include <assert.h>
932001f49Smrg#include <string.h>
1032001f49Smrg#include <stdio.h>
1132001f49Smrg#include <stdlib.h>
1232001f49Smrg#include <math.h>
1332001f49Smrg#include <GL/glew.h>
1432001f49Smrg#include "glut_wrap.h"
1532001f49Smrg#include "shaderutil.h"
1632001f49Smrg
1732001f49Smrgstatic GLint WinWidth = 500, WinHeight = 500;
1832001f49Smrgstatic GLint Win = 0;
1932001f49Smrgstatic GLuint VertShader, GeomShader, FragShader, Program;
2032001f49Smrgstatic GLboolean Anim = GL_TRUE;
2132001f49Smrgstatic GLboolean UseGeomShader = GL_TRUE;
2232001f49Smrgstatic GLfloat Xrot = 0, Yrot = 0;
2332001f49Smrgstatic int uViewportSize = -1, uStippleFactor = -1, uStipplePattern = -1;
247ec3b29aSmrgstatic int NumPoints = 50;
2532001f49Smrg
2632001f49Smrgstatic const GLushort StipplePattern = 0x10ff;
2732001f49Smrgstatic GLuint StippleFactor = 2;
2832001f49Smrg
2932001f49Smrg
3032001f49Smrgstatic void
3132001f49SmrgCheckError(int line)
3232001f49Smrg{
3332001f49Smrg   GLenum err = glGetError();
3432001f49Smrg   if (err) {
3532001f49Smrg      printf("GL Error %s (0x%x) at line %d\n",
3632001f49Smrg             gluErrorString(err), (int) err, line);
3732001f49Smrg   }
3832001f49Smrg}
3932001f49Smrg
4032001f49Smrg
4132001f49Smrg/**
4232001f49Smrg * Set stipple factor and pattern for geometry shader.
4332001f49Smrg *
4432001f49Smrg * We convert the 16-bit stipple pattern into an array of 16 float values
4532001f49Smrg * then pass the array as a uniform variable.
4632001f49Smrg *
4732001f49Smrg * Note: With GLSL 1.30 or later the stipple pattern could be implemented
4832001f49Smrg * as an ordinary integer since GLSL 1.30 has true integer types and bit
4932001f49Smrg * shifts and bit masks.
5032001f49Smrg *
5132001f49Smrg */
5232001f49Smrgstatic void
5332001f49SmrgSetStippleUniform(GLint factor, GLushort pattern)
5432001f49Smrg{
5532001f49Smrg   GLfloat p[16];
5632001f49Smrg   int i;
5732001f49Smrg   for (i = 0; i < 16; i++) {
5832001f49Smrg      p[i] = (pattern & (1 << i)) ? 1.0f : 0.0f;
5932001f49Smrg   }
6032001f49Smrg   glUniform1fv(uStipplePattern, 16, p);
6132001f49Smrg   glUniform1f(uStippleFactor, factor);
6232001f49Smrg}
6332001f49Smrg
6432001f49Smrg
6532001f49Smrgstatic void
6632001f49SmrgRedisplay(void)
6732001f49Smrg{
6832001f49Smrg   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
6932001f49Smrg
7032001f49Smrg   glPushMatrix();
7132001f49Smrg   glRotatef(Xrot, 1, 0, 0);
7232001f49Smrg   glRotatef(Yrot, 0, 0, 1);
7332001f49Smrg
7432001f49Smrg   if (UseGeomShader) {
7532001f49Smrg      glUseProgram(Program);
7632001f49Smrg      glDisable(GL_LINE_STIPPLE);
7732001f49Smrg   }
7832001f49Smrg   else {
7932001f49Smrg      glUseProgram(0);
8032001f49Smrg      glEnable(GL_LINE_STIPPLE);
8132001f49Smrg   }
8232001f49Smrg
837ec3b29aSmrg   glDrawArrays(GL_LINES, 0, NumPoints / 2);
8432001f49Smrg
8532001f49Smrg   glPopMatrix();
8632001f49Smrg
8732001f49Smrg   glutSwapBuffers();
8832001f49Smrg}
8932001f49Smrg
9032001f49Smrg
9132001f49Smrgstatic void
9232001f49SmrgIdle(void)
9332001f49Smrg{
9432001f49Smrg   int curTime = glutGet(GLUT_ELAPSED_TIME);
9532001f49Smrg   Xrot = curTime * 0.02;
9632001f49Smrg   Yrot = curTime * 0.05;
9732001f49Smrg   glutPostRedisplay();
9832001f49Smrg}
9932001f49Smrg
10032001f49Smrg
10132001f49Smrgstatic void
10232001f49SmrgReshape(int width, int height)
10332001f49Smrg{
10432001f49Smrg   float ar = (float) width / height;
10532001f49Smrg   glViewport(0, 0, width, height);
10632001f49Smrg   glMatrixMode(GL_PROJECTION);
10732001f49Smrg   glLoadIdentity();
10832001f49Smrg#if 1
10932001f49Smrg   glFrustum(-ar, ar, -1, 1, 3, 25);
11032001f49Smrg#else
11132001f49Smrg   glOrtho(-3.0*ar, 3.0*ar, -3.0, 3.0, 3, 25);
11232001f49Smrg#endif
11332001f49Smrg   glMatrixMode(GL_MODELVIEW);
11432001f49Smrg   glLoadIdentity();
11532001f49Smrg   glTranslatef(0, 0, -10);
11632001f49Smrg
11732001f49Smrg   {
11832001f49Smrg      GLfloat viewport[4];
11932001f49Smrg      glGetFloatv(GL_VIEWPORT, viewport);
12032001f49Smrg      glUniform2f(uViewportSize, viewport[2], viewport[3]);
12132001f49Smrg   }
12232001f49Smrg}
12332001f49Smrg
12432001f49Smrg
12532001f49Smrgstatic void
12632001f49SmrgCleanUp(void)
12732001f49Smrg{
12832001f49Smrg   glDeleteShader(FragShader);
12932001f49Smrg   glDeleteShader(VertShader);
13032001f49Smrg   glDeleteShader(GeomShader);
13132001f49Smrg   glDeleteProgram(Program);
13232001f49Smrg   glutDestroyWindow(Win);
13332001f49Smrg}
13432001f49Smrg
13532001f49Smrg
13632001f49Smrgstatic void
13732001f49SmrgKey(unsigned char key, int x, int y)
13832001f49Smrg{
13932001f49Smrg  (void) x;
14032001f49Smrg  (void) y;
14132001f49Smrg
14232001f49Smrg   switch(key) {
14332001f49Smrg   case ' ':
14432001f49Smrg   case 'a':
14532001f49Smrg      Anim = !Anim;
14632001f49Smrg      if (Anim) {
14732001f49Smrg         glutIdleFunc(Idle);
14832001f49Smrg      }
14932001f49Smrg      else
15032001f49Smrg         glutIdleFunc(NULL);
15132001f49Smrg      break;
15232001f49Smrg   case 'g':
15332001f49Smrg      UseGeomShader = !UseGeomShader;
15432001f49Smrg      printf("Use geometry shader? %d\n", UseGeomShader);
15532001f49Smrg      break;
15632001f49Smrg   case 'x':
15732001f49Smrg      Xrot ++;
15832001f49Smrg      break;
15932001f49Smrg   case 27:
16032001f49Smrg      CleanUp();
16132001f49Smrg      exit(0);
16232001f49Smrg      break;
16332001f49Smrg   }
16432001f49Smrg   glutPostRedisplay();
16532001f49Smrg}
16632001f49Smrg
16732001f49Smrg
16832001f49Smrgstatic void
1697ec3b29aSmrgMakePointsVBO(void)
17032001f49Smrg{
1717ec3b29aSmrg   struct vert {
1727ec3b29aSmrg      GLfloat pos[3];
1737ec3b29aSmrg      GLfloat color[3];
1747ec3b29aSmrg   };
1757ec3b29aSmrg   struct vert *v;
1767ec3b29aSmrg   GLuint vbo;
17732001f49Smrg   int i;
1787ec3b29aSmrg
1797ec3b29aSmrg   glGenBuffers(1, &vbo);
1807ec3b29aSmrg   glBindBuffer(GL_ARRAY_BUFFER, vbo);
1817ec3b29aSmrg   glBufferData(GL_ARRAY_BUFFER, NumPoints * sizeof(struct vert),
1827ec3b29aSmrg                NULL, GL_STATIC_DRAW);
1837ec3b29aSmrg
1847ec3b29aSmrg   v = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
18532001f49Smrg   for (i = 0; i < NumPoints; i++) {
1867ec3b29aSmrg      v[i].color[0] = (rand() % 1000) / 1000.0;
1877ec3b29aSmrg      v[i].color[1] = (rand() % 1000) / 1000.0;
1887ec3b29aSmrg      v[i].color[2] = (rand() % 1000) / 1000.0;
1897ec3b29aSmrg      v[i].pos[0] = ((rand() % 2000) - 1000.0) / 500.0;
1907ec3b29aSmrg      v[i].pos[1] = ((rand() % 2000) - 1000.0) / 500.0;
1917ec3b29aSmrg      v[i].pos[2] = ((rand() % 2000) - 1000.0) / 500.0;
19232001f49Smrg   }
1937ec3b29aSmrg   glUnmapBuffer(GL_ARRAY_BUFFER);
1947ec3b29aSmrg
1957ec3b29aSmrg   glVertexPointer(3, GL_FLOAT, sizeof(struct vert), (void *) 0);
1967ec3b29aSmrg   glEnable(GL_VERTEX_ARRAY);
1977ec3b29aSmrg   glColorPointer(3, GL_FLOAT, sizeof(struct vert), (void *) sizeof(float[3]));
1987ec3b29aSmrg   glEnable(GL_COLOR_ARRAY);
19932001f49Smrg}
20032001f49Smrg
20132001f49Smrg
20232001f49Smrgstatic void
20332001f49SmrgInit(void)
20432001f49Smrg{
20532001f49Smrg   static const char *fragShaderText =
20632001f49Smrg      "uniform float StipplePattern[16]; \n"
20732001f49Smrg      "varying float stippleCoord; \n"
20832001f49Smrg      "void main() \n"
20932001f49Smrg      "{ \n"
21032001f49Smrg      "   // check the stipple pattern and discard if value is zero \n"
21132001f49Smrg      "   // TODO: we should really undo the perspective interpolation here \n"
21232001f49Smrg      "   // so that it's linear. \n"
21332001f49Smrg      "   float stip = StipplePattern[int(fract(stippleCoord) * 16.0)]; \n"
21432001f49Smrg      "   if (stip == 0.0) \n"
21532001f49Smrg      "      discard; \n"
21632001f49Smrg      "   gl_FragColor = gl_Color; \n"
21732001f49Smrg      "} \n";
21832001f49Smrg   static const char *vertShaderText =
21932001f49Smrg      "void main() \n"
22032001f49Smrg      "{ \n"
22132001f49Smrg      "   gl_FrontColor = gl_Color; \n"
22232001f49Smrg      "   gl_Position = ftransform(); \n"
22332001f49Smrg      "} \n";
22432001f49Smrg   static const char *geomShaderText =
22532001f49Smrg      "#version 120 \n"
22632001f49Smrg      "#extension GL_ARB_geometry_shader4: enable \n"
22732001f49Smrg      "uniform vec2 ViewportSize; \n"
22832001f49Smrg      "uniform float StippleFactor; \n"
22932001f49Smrg      "varying float stippleCoord; \n"
23032001f49Smrg      "void main() \n"
23132001f49Smrg      "{ \n"
23232001f49Smrg      "   vec4 pos0 = gl_PositionIn[0]; \n"
23332001f49Smrg      "   vec4 pos1 = gl_PositionIn[1]; \n"
23432001f49Smrg      "   // Convert eye coords to window coords \n"
23532001f49Smrg      "   // Note: we're off by a factor of two here, make up for that below \n"
23632001f49Smrg      "   vec2 p0 = pos0.xy / pos0.w * ViewportSize; \n"
23732001f49Smrg      "   vec2 p1 = pos1.xy / pos1.w * ViewportSize; \n"
23832001f49Smrg      "   float len = length(p0.xy - p1.xy); \n"
23932001f49Smrg      "   // Emit first vertex \n"
24032001f49Smrg      "   gl_FrontColor = gl_FrontColorIn[0]; \n"
24132001f49Smrg      "   gl_Position = pos0; \n"
24232001f49Smrg      "   stippleCoord = 0.0; \n"
24332001f49Smrg      "   EmitVertex(); \n"
24432001f49Smrg      "   // Emit second vertex \n"
24532001f49Smrg      "   gl_FrontColor = gl_FrontColorIn[1]; \n"
24632001f49Smrg      "   gl_Position = pos1; \n"
24732001f49Smrg      "   stippleCoord = len / StippleFactor / 32.0; // Note: not 16, see above \n"
24832001f49Smrg      "   EmitVertex(); \n"
24932001f49Smrg      "} \n";
25032001f49Smrg
25132001f49Smrg   if (!ShadersSupported())
25232001f49Smrg      exit(1);
25332001f49Smrg
25432001f49Smrg   if (!glutExtensionSupported("GL_ARB_geometry_shader4")) {
25532001f49Smrg      fprintf(stderr, "Sorry, GL_ARB_geometry_shader4 is not supported.\n");
25632001f49Smrg      exit(1);
25732001f49Smrg   }
25832001f49Smrg
25932001f49Smrg   VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
26032001f49Smrg   FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
26132001f49Smrg   GeomShader = CompileShaderText(GL_GEOMETRY_SHADER_ARB, geomShaderText);
26232001f49Smrg   assert(GeomShader);
26332001f49Smrg
26432001f49Smrg   Program = LinkShaders3(VertShader, GeomShader, FragShader);
26532001f49Smrg   assert(Program);
26632001f49Smrg   CheckError(__LINE__);
26732001f49Smrg
26832001f49Smrg   /*
26932001f49Smrg    * The geometry shader accepts lines and produces lines.
27032001f49Smrg    */
27132001f49Smrg   glProgramParameteriARB(Program, GL_GEOMETRY_INPUT_TYPE_ARB,
27232001f49Smrg                          GL_LINES);
27332001f49Smrg   glProgramParameteriARB(Program, GL_GEOMETRY_OUTPUT_TYPE_ARB,
27432001f49Smrg                          GL_LINE_STRIP);
27532001f49Smrg   glProgramParameteriARB(Program, GL_GEOMETRY_VERTICES_OUT_ARB, 4);
27632001f49Smrg   CheckError(__LINE__);
27732001f49Smrg
27832001f49Smrg   glLinkProgramARB(Program);
27932001f49Smrg
28032001f49Smrg   /* check link */
28132001f49Smrg   {
28232001f49Smrg      GLint stat;
28332001f49Smrg      GetProgramiv(Program, GL_LINK_STATUS, &stat);
28432001f49Smrg      if (!stat) {
28532001f49Smrg         GLchar log[1000];
28632001f49Smrg         GLsizei len;
28732001f49Smrg         GetProgramInfoLog(Program, 1000, &len, log);
28832001f49Smrg         fprintf(stderr, "Shader link error:\n%s\n", log);
28932001f49Smrg      }
29032001f49Smrg   }
29132001f49Smrg
29232001f49Smrg   glUseProgram(Program);
29332001f49Smrg
29432001f49Smrg   uViewportSize = glGetUniformLocation(Program, "ViewportSize");
29532001f49Smrg   uStippleFactor = glGetUniformLocation(Program, "StippleFactor");
29632001f49Smrg   uStipplePattern = glGetUniformLocation(Program, "StipplePattern");
29732001f49Smrg
29832001f49Smrg   glUniform1f(uStippleFactor, StippleFactor);
29932001f49Smrg
30032001f49Smrg   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
30132001f49Smrg
30232001f49Smrg   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
30332001f49Smrg
30432001f49Smrg   assert(glIsProgram(Program));
30532001f49Smrg   assert(glIsShader(FragShader));
30632001f49Smrg   assert(glIsShader(VertShader));
30732001f49Smrg   assert(glIsShader(GeomShader));
30832001f49Smrg
30932001f49Smrg
31032001f49Smrg   glLineStipple(StippleFactor, StipplePattern);
31132001f49Smrg   SetStippleUniform(StippleFactor, StipplePattern);
31232001f49Smrg
3137ec3b29aSmrg   MakePointsVBO();
31432001f49Smrg}
31532001f49Smrg
31632001f49Smrg
31732001f49Smrgint
31832001f49Smrgmain(int argc, char *argv[])
31932001f49Smrg{
32032001f49Smrg   glutInit(&argc, argv);
3217ec3b29aSmrg
3227ec3b29aSmrg   if (argc > 1) {
3237ec3b29aSmrg      int n = atoi(argv[1]);
3247ec3b29aSmrg      if (n > 0) {
3257ec3b29aSmrg         NumPoints = n;
3267ec3b29aSmrg      }
3277ec3b29aSmrg      else {
3287ec3b29aSmrg         printf("Invalid number of points\n");
3297ec3b29aSmrg         return 1;
3307ec3b29aSmrg      }
3317ec3b29aSmrg   }
3327ec3b29aSmrg
33332001f49Smrg   glutInitWindowSize(WinWidth, WinHeight);
33432001f49Smrg   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
33532001f49Smrg   Win = glutCreateWindow(argv[0]);
33632001f49Smrg   glewInit();
33732001f49Smrg   glutReshapeFunc(Reshape);
33832001f49Smrg   glutKeyboardFunc(Key);
33932001f49Smrg   glutDisplayFunc(Redisplay);
34032001f49Smrg   if (Anim)
34132001f49Smrg      glutIdleFunc(Idle);
34232001f49Smrg
34332001f49Smrg   Init();
34432001f49Smrg   glutMainLoop();
34532001f49Smrg   return 0;
34632001f49Smrg}
347