/** * Test using a geometry shader to implement polygon outlining. * Using GLSL 1.50 (or any later version) * * Based on the technique "Single-Pass Wireframe Rendering" by Andreas * Bærentzen, Steen Lund Nielsen, Mikkel Gjael, Bent D. Larsen & Niels * Jaergen Christensen, SIGGRAPH 2006 * * Brian Paul * May 2012 */ #include #include #include #include #include #include #include "glut_wrap.h" #include "shaderutil.h" #include "trackball.h" static GLint WinWidth = 500, WinHeight = 500; static GLint Win = 0; static GLuint VertShader, GeomShader, FragShader, Program; static GLuint vao, vbo; static GLboolean Anim = GL_TRUE; static int uViewportSize = -1, uModelViewProj = -1, uColor = -1; static const GLfloat Orange[4] = {1.0, 0.6, 0.0, 1}; static float CurQuat[4] = { 0, 0, 0, 1 }; static GLboolean ButtonDown = GL_FALSE; static GLint ButtonX, ButtonY; static GLfloat Projection[16]; static void CheckError(int line) { GLenum err = glGetError(); if (err) { printf("GL Error %s (0x%x) at line %d\n", gluErrorString(err), (int) err, line); } } static void mat_identity(GLfloat mat[16]) { memset(mat, 0, 16*sizeof(GLfloat)); mat[0] = mat[5] = mat[10] = mat[15] = 1.0; } static void mat_translate(GLfloat mat[16], float tx, float ty, float tz) { mat_identity(mat); mat[12] = tx; mat[13] = ty; mat[14] = tx; } static void mat_frustum(GLfloat mat[16], GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearval, GLfloat farval) { GLfloat x, y, a, b, c, d; x = (2.0F*nearval) / (right-left); y = (2.0F*nearval) / (top-bottom); a = (right+left) / (right-left); b = (top+bottom) / (top-bottom); c = -(farval+nearval) / ( farval-nearval); d = -(2.0F*farval*nearval) / (farval-nearval); /* error? */ #define M(row,col) mat[col*4+row] M(0,0) = x; M(0,1) = 0.0F; M(0,2) = a; M(0,3) = 0.0F; M(1,0) = 0.0F; M(1,1) = y; M(1,2) = b; M(1,3) = 0.0F; M(2,0) = 0.0F; M(2,1) = 0.0F; M(2,2) = c; M(2,3) = d; M(3,0) = 0.0F; M(3,1) = 0.0F; M(3,2) = -1.0F; M(3,3) = 0.0F; #undef M } static void mat_multiply(GLfloat product[16], const GLfloat a[16], const GLfloat b[16]) { #define A(row,col) a[(col<<2)+row] #define B(row,col) b[(col<<2)+row] #define P(row,col) product[(col<<2)+row] GLint i; for (i = 0; i < 4; i++) { const GLfloat ai0=A(i,0), ai1=A(i,1), ai2=A(i,2), ai3=A(i,3); P(i,0) = ai0 * B(0,0) + ai1 * B(1,0) + ai2 * B(2,0) + ai3 * B(3,0); P(i,1) = ai0 * B(0,1) + ai1 * B(1,1) + ai2 * B(2,1) + ai3 * B(3,1); P(i,2) = ai0 * B(0,2) + ai1 * B(1,2) + ai2 * B(2,2) + ai3 * B(3,2); P(i,3) = ai0 * B(0,3) + ai1 * B(1,3) + ai2 * B(2,3) + ai3 * B(3,3); } #undef A #undef B #undef P } static void Redisplay(void) { GLfloat rot[4][4]; GLfloat trans[16], mvp[16]; glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); /* Build the modelview * projection matrix */ build_rotmatrix(rot, CurQuat); mat_translate(trans, 0, 0, -10); mat_multiply(mvp, trans, (GLfloat *) rot); mat_multiply(mvp, Projection, mvp); /* Set the MVP matrix */ glUniformMatrix4fv(uModelViewProj, 1, GL_FALSE, (float *) mvp); /* Draw */ glDrawArrays(GL_TRIANGLES, 0, 3); glutSwapBuffers(); } static void Idle(void) { static const float yAxis[3] = {0, 1, 0}; static double t0 = -1.; float quat[4]; double dt, t = glutGet(GLUT_ELAPSED_TIME) / 2000.0; if (t0 < 0.0) t0 = t; dt = t - t0; t0 = t; axis_to_quat(yAxis, 2.0 * dt, quat); add_quats(quat, CurQuat, CurQuat); glutPostRedisplay(); } static void Reshape(int width, int height) { float ar = (float) width / height; WinWidth = width; WinHeight = height; glViewport(0, 0, width, height); mat_frustum(Projection, -ar, ar, -1, 1, 3, 25); /* pass viewport dims to the shader */ { GLfloat viewport[4]; glGetFloatv(GL_VIEWPORT, viewport); glUniform2f(uViewportSize, viewport[2], viewport[3]); } } static void MouseMotion(int x, int y) { if (ButtonDown) { float x0 = (2.0 * ButtonX - WinWidth) / WinWidth; float y0 = (WinHeight - 2.0 * ButtonY) / WinHeight; float x1 = (2.0 * x - WinWidth) / WinWidth; float y1 = (WinHeight - 2.0 * y) / WinHeight; float q[4]; trackball(q, x0, y0, x1, y1); ButtonX = x; ButtonY = y; add_quats(q, CurQuat, CurQuat); glutPostRedisplay(); } } static void MouseButton(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { ButtonDown = GL_TRUE; ButtonX = x; ButtonY = y; } else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) { ButtonDown = GL_FALSE; } } static void CleanUp(void) { glDeleteShader(FragShader); glDeleteShader(VertShader); glDeleteShader(GeomShader); glDeleteProgram(Program); glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glutDestroyWindow(Win); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch(key) { case ' ': case 'a': Anim = !Anim; if (Anim) { glutIdleFunc(Idle); } else glutIdleFunc(NULL); break; case 27: CleanUp(); exit(0); break; } glutPostRedisplay(); } static void Init(void) { const GLubyte *version; static const char *vertShaderText = "#version 150 \n" "uniform mat4 ModelViewProjection; \n" "in vec4 Vertex; \n" "void main() \n" "{ \n" " gl_Position = ModelViewProjection * Vertex; \n" "} \n"; static const char *geomShaderText = "#version 150 \n" "layout(triangles) in; \n" "layout(triangle_strip, max_vertices = 3) out; \n" "uniform vec2 ViewportSize; \n" "out vec2 Vert0, Vert1, Vert2; \n" "\n" "// Transform NDC coord to window coord \n" "vec2 vpxform(vec4 p) \n" "{ \n" " return (p.xy / p.w + 1.0) * 0.5 * ViewportSize; \n" "} \n" "\n" "void main() \n" "{ \n" " Vert0 = vpxform(gl_in[0].gl_Position); \n" " Vert1 = vpxform(gl_in[1].gl_Position); \n" " Vert2 = vpxform(gl_in[2].gl_Position); \n" " gl_Position = gl_in[0].gl_Position; \n" " EmitVertex(); \n" " gl_Position = gl_in[1].gl_Position; \n" " EmitVertex(); \n" " gl_Position = gl_in[2].gl_Position; \n" " EmitVertex(); \n" "} \n"; static const char *fragShaderText = "#version 150 \n" "#define LINE_WIDTH 2.5 \n" "uniform vec4 Color; \n" "in vec2 Vert0, Vert1, Vert2; \n" "out vec4 FragColor; \n" "// Compute distance from a point to a line \n" "float point_line_dist(vec2 p, vec2 v1, vec2 v2) \n" "{ \n" " float s = (v2.x - v1.x) * (v1.y - p.y) - (v1.x - p.x) * (v2.y - v1.y); \n" " float t = length(v2 - v1); \n" " return abs(s) / t; \n" "} \n" "\n" "void main() \n" "{ \n" " float d0 = point_line_dist(gl_FragCoord.xy, Vert0, Vert1); \n" " float d1 = point_line_dist(gl_FragCoord.xy, Vert1, Vert2); \n" " float d2 = point_line_dist(gl_FragCoord.xy, Vert2, Vert0); \n" " float m = min(d0, min(d1, d2)); \n" " FragColor = Color * smoothstep(0.0, LINE_WIDTH, m); \n" "} \n"; static const GLfloat verts[3][2] = { { -1, -1 }, { 1, -1 }, { 0, 1 } }; if (!ShadersSupported()) exit(1); if (!GLEW_VERSION_3_2) { fprintf(stderr, "Sorry, OpenGL 3.2 or later required.\n"); exit(1); } VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); GeomShader = CompileShaderText(GL_GEOMETRY_SHADER, geomShaderText); Program = LinkShaders3(VertShader, GeomShader, FragShader); assert(Program); CheckError(__LINE__); glBindAttribLocation(Program, 0, "Vertex"); glBindFragDataLocation(Program, 0, "FragColor"); /* relink */ glLinkProgram(Program); assert(glIsProgram(Program)); assert(glIsShader(FragShader)); assert(glIsShader(VertShader)); assert(glIsShader(GeomShader)); glUseProgram(Program); uViewportSize = glGetUniformLocation(Program, "ViewportSize"); uModelViewProj = glGetUniformLocation(Program, "ModelViewProjection"); uColor = glGetUniformLocation(Program, "Color"); glUniform4fv(uColor, 1, Orange); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW); glGenVertexArrays(1, &vao); glBindVertexArray(vao); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(0); glClearColor(0.3f, 0.3f, 0.3f, 0.0f); glEnable(GL_DEPTH_TEST); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitWindowSize(WinWidth, WinHeight); #ifdef HAVE_FREEGLUT glutInitContextVersion(3, 2); glutInitContextProfile(GLUT_CORE_PROFILE); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); #elif defined __APPLE__ glutInitDisplayMode(GLUT_3_2_CORE_PROFILE | GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); #else glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); #endif Win = glutCreateWindow(argv[0]); /* glewInit requires glewExperimentel set to true for core profiles. * Depending on the glew version it also generates a GL_INVALID_ENUM. */ glewExperimental = GL_TRUE; glewInit(); glGetError(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutDisplayFunc(Redisplay); glutMotionFunc(MouseMotion); glutMouseFunc(MouseButton); if (Anim) glutIdleFunc(Idle); Init(); glutMainLoop(); return 0; }