132001f49Smrg/** 232001f49Smrg * Test/demo of Ian McEwan's simplex noise function. 332001f49Smrg * See https://github.com/ashima/webgl-noise 432001f49Smrg * 532001f49Smrg * Brian Paul 632001f49Smrg * 17 March 2011 732001f49Smrg */ 832001f49Smrg 932001f49Smrg#include <assert.h> 1032001f49Smrg#include <string.h> 1132001f49Smrg#include <stdio.h> 1232001f49Smrg#include <stdlib.h> 1332001f49Smrg#include <math.h> 1432001f49Smrg#include <GL/glew.h> 1532001f49Smrg#include "glut_wrap.h" 1632001f49Smrg#include "shaderutil.h" 1732001f49Smrg 1832001f49Smrg 1932001f49Smrgstatic const char *VertShaderText = 2032001f49Smrg "void main() {\n" 2132001f49Smrg " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" 2232001f49Smrg " gl_TexCoord[0] = gl_MultiTexCoord0;\n" 2332001f49Smrg "}\n"; 2432001f49Smrg 2532001f49Smrgstatic const char *FragShaderMainText = 2632001f49Smrg "uniform float Slice;\n" 2732001f49Smrg "void main()\n" 2832001f49Smrg "{\n" 2932001f49Smrg " vec3 c = vec3(3.0 * gl_TexCoord[0].xy, Slice);\n" 3032001f49Smrg " float r = simplexNoise3(c); \n" 3132001f49Smrg " gl_FragColor = vec4(r, r, r, 1.0);;\n" 3232001f49Smrg "}\n"; 3332001f49Smrg 3432001f49Smrg 3532001f49Smrgstatic struct uniform_info Uniforms[] = { 3632001f49Smrg { "pParam", 1, GL_FLOAT_VEC4, { 17*17, 3, 2, 3 }, -1 }, 3732001f49Smrg { "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 }, 3832001f49Smrg END_OF_UNIFORMS 3932001f49Smrg}; 4032001f49Smrg 4132001f49Smrg/* program/shader objects */ 4232001f49Smrgstatic GLuint fragShader; 4332001f49Smrgstatic GLuint vertShader; 4432001f49Smrgstatic GLuint program; 4532001f49Smrg 4632001f49Smrgstatic GLint win = 0; 4732001f49Smrgstatic GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; 4832001f49Smrgstatic GLfloat Slice = 0.0; 4932001f49Smrgstatic GLboolean Anim = GL_TRUE; 5032001f49Smrgstatic GLint ParamUniform = -1, SliceUniform = -1; 5132001f49Smrg 5232001f49Smrg 5332001f49Smrgstatic void 5432001f49SmrgIdle(void) 5532001f49Smrg{ 5632001f49Smrg Slice = glutGet(GLUT_ELAPSED_TIME) * 0.001; 5732001f49Smrg glutPostRedisplay(); 5832001f49Smrg} 5932001f49Smrg 6032001f49Smrg 6132001f49Smrgstatic void 6232001f49SmrgRedisplay(void) 6332001f49Smrg{ 6432001f49Smrg glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 6532001f49Smrg 6632001f49Smrg glUniform1f(SliceUniform, Slice); 6732001f49Smrg 6832001f49Smrg glPushMatrix(); 6932001f49Smrg glRotatef(xRot, 1.0f, 0.0f, 0.0f); 7032001f49Smrg glRotatef(yRot, 0.0f, 1.0f, 0.0f); 7132001f49Smrg glRotatef(zRot, 0.0f, 0.0f, 1.0f); 7232001f49Smrg 7332001f49Smrg glBegin(GL_POLYGON); 7432001f49Smrg glTexCoord2f(0, 0); glVertex2f(-2, -2); 7532001f49Smrg glTexCoord2f(1, 0); glVertex2f( 2, -2); 7632001f49Smrg glTexCoord2f(1, 1); glVertex2f( 2, 2); 7732001f49Smrg glTexCoord2f(0, 1); glVertex2f(-2, 2); 7832001f49Smrg glEnd(); 7932001f49Smrg 8032001f49Smrg glPopMatrix(); 8132001f49Smrg 8232001f49Smrg glutSwapBuffers(); 8332001f49Smrg} 8432001f49Smrg 8532001f49Smrg 8632001f49Smrgstatic void 8732001f49SmrgReshape(int width, int height) 8832001f49Smrg{ 8932001f49Smrg glViewport(0, 0, width, height); 9032001f49Smrg glMatrixMode(GL_PROJECTION); 9132001f49Smrg glLoadIdentity(); 9232001f49Smrg glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); 9332001f49Smrg glMatrixMode(GL_MODELVIEW); 9432001f49Smrg glLoadIdentity(); 9532001f49Smrg glTranslatef(0.0f, 0.0f, -15.0f); 9632001f49Smrg} 9732001f49Smrg 9832001f49Smrg 9932001f49Smrgstatic void 10032001f49SmrgCleanUp(void) 10132001f49Smrg{ 10232001f49Smrg glDeleteShader(fragShader); 10332001f49Smrg glDeleteShader(vertShader); 10432001f49Smrg glDeleteProgram(program); 10532001f49Smrg glutDestroyWindow(win); 10632001f49Smrg} 10732001f49Smrg 10832001f49Smrg 10932001f49Smrgstatic void 11032001f49SmrgKey(unsigned char key, int x, int y) 11132001f49Smrg{ 11232001f49Smrg const GLfloat step = 1.0;//0.01; 11332001f49Smrg (void) x; 11432001f49Smrg (void) y; 11532001f49Smrg 11632001f49Smrg switch(key) { 11732001f49Smrg case 'a': 11832001f49Smrg Anim = !Anim; 11932001f49Smrg glutIdleFunc(Anim ? Idle : NULL); 12032001f49Smrg break; 12132001f49Smrg case 's': 12232001f49Smrg Slice -= step; 12332001f49Smrg break; 12432001f49Smrg case 'S': 12532001f49Smrg Slice += step; 12632001f49Smrg break; 12732001f49Smrg case 'z': 12832001f49Smrg zRot -= 1.0; 12932001f49Smrg break; 13032001f49Smrg case 'Z': 13132001f49Smrg zRot += 1.0; 13232001f49Smrg break; 13332001f49Smrg case 27: 13432001f49Smrg CleanUp(); 13532001f49Smrg exit(0); 13632001f49Smrg break; 13732001f49Smrg } 13832001f49Smrg glutPostRedisplay(); 13932001f49Smrg} 14032001f49Smrg 14132001f49Smrg 14232001f49Smrgstatic void 14332001f49SmrgSpecialKey(int key, int x, int y) 14432001f49Smrg{ 14532001f49Smrg const GLfloat step = 3.0f; 14632001f49Smrg 14732001f49Smrg (void) x; 14832001f49Smrg (void) y; 14932001f49Smrg 15032001f49Smrg switch(key) { 15132001f49Smrg case GLUT_KEY_UP: 15232001f49Smrg xRot -= step; 15332001f49Smrg break; 15432001f49Smrg case GLUT_KEY_DOWN: 15532001f49Smrg xRot += step; 15632001f49Smrg break; 15732001f49Smrg case GLUT_KEY_LEFT: 15832001f49Smrg yRot -= step; 15932001f49Smrg break; 16032001f49Smrg case GLUT_KEY_RIGHT: 16132001f49Smrg yRot += step; 16232001f49Smrg break; 16332001f49Smrg } 16432001f49Smrg glutPostRedisplay(); 16532001f49Smrg} 16632001f49Smrg 16732001f49Smrg 16832001f49Smrg 16932001f49Smrgstatic void 17032001f49SmrgInit(void) 17132001f49Smrg{ 17232001f49Smrg const char *filename = "simplex-noise.glsl"; 17332001f49Smrg char noiseText[10000]; 17432001f49Smrg FILE *f; 17532001f49Smrg int len; 17632001f49Smrg 17732001f49Smrg f = fopen(filename, "r"); 17832001f49Smrg if (!f) { 17932001f49Smrg fprintf(stderr, "Unable to open %s\n", filename); 18032001f49Smrg exit(1); 18132001f49Smrg } 18232001f49Smrg 18332001f49Smrg len = fread(noiseText, 1, sizeof(noiseText), f); 18432001f49Smrg fclose(f); 18532001f49Smrg 18632001f49Smrg /* append main() code onto buffer */ 18732001f49Smrg strcpy(noiseText + len, FragShaderMainText); 18832001f49Smrg 18932001f49Smrg if (!ShadersSupported()) 19032001f49Smrg exit(1); 19132001f49Smrg 19232001f49Smrg vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText); 19332001f49Smrg fragShader = CompileShaderText(GL_FRAGMENT_SHADER, noiseText); 19432001f49Smrg program = LinkShaders(vertShader, fragShader); 19532001f49Smrg 19632001f49Smrg glUseProgram(program); 19732001f49Smrg 19832001f49Smrg ParamUniform = glGetUniformLocation(program, "pParam"); 19932001f49Smrg SliceUniform = glGetUniformLocation(program, "Slice"); 20032001f49Smrg 20132001f49Smrg SetUniformValues(program, Uniforms); 20232001f49Smrg PrintUniforms(Uniforms); 20332001f49Smrg 20432001f49Smrg assert(glGetError() == 0); 20532001f49Smrg 20632001f49Smrg glClearColor(0.4f, 0.4f, 0.8f, 0.0f); 20732001f49Smrg 20832001f49Smrg printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); 20932001f49Smrg 21032001f49Smrg assert(glIsProgram(program)); 21132001f49Smrg assert(glIsShader(fragShader)); 21232001f49Smrg assert(glIsShader(vertShader)); 21332001f49Smrg 21432001f49Smrg glColor3f(1, 0, 0); 21532001f49Smrg} 21632001f49Smrg 21732001f49Smrg 21832001f49Smrgint 21932001f49Smrgmain(int argc, char *argv[]) 22032001f49Smrg{ 22132001f49Smrg glutInit(&argc, argv); 22232001f49Smrg glutInitWindowSize(400, 400); 22332001f49Smrg glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); 22432001f49Smrg win = glutCreateWindow(argv[0]); 22532001f49Smrg glewInit(); 22632001f49Smrg glutReshapeFunc(Reshape); 22732001f49Smrg glutKeyboardFunc(Key); 22832001f49Smrg glutSpecialFunc(SpecialKey); 22932001f49Smrg glutDisplayFunc(Redisplay); 23032001f49Smrg glutIdleFunc(Anim ? Idle : NULL); 23132001f49Smrg Init(); 23232001f49Smrg glutMainLoop(); 23332001f49Smrg return 0; 23432001f49Smrg} 23532001f49Smrg 236