Demos (master): geom-wide-lines, geom-sprites - geometry shader demos

Brian Paul brianp at kemper.freedesktop.org
Sat Mar 26 12:09:27 UTC 2011


Module: Demos
Branch: master
Commit: bc461a0a8f25dfeafbdbf2f3aca09fa085bacb5d
URL:    http://cgit.freedesktop.org/mesa/demos/commit/?id=bc461a0a8f25dfeafbdbf2f3aca09fa085bacb5d

Author: Brian Paul <brianp at vmware.com>
Date:   Sat Mar 26 06:06:04 2011 -0600

geom-wide-lines, geom-sprites - geometry shader demos

---

 src/glsl/CMakeLists.txt    |    2 +
 src/glsl/Makefile.am       |    4 +
 src/glsl/geom-sprites.c    |  330 ++++++++++++++++++++++++++++++++++++++++++++
 src/glsl/geom-wide-lines.c |  309 +++++++++++++++++++++++++++++++++++++++++
 4 files changed, 645 insertions(+), 0 deletions(-)

diff --git a/src/glsl/CMakeLists.txt b/src/glsl/CMakeLists.txt
index 63234ab..63b4801 100644
--- a/src/glsl/CMakeLists.txt
+++ b/src/glsl/CMakeLists.txt
@@ -28,6 +28,8 @@ set (targets
 	deriv
 	fragcoord
 	fsraytrace
+	geom-sprites
+	geom-wide-lines
 	identity
 	linktest
 	mandelbrot
diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
index 294a5f5..7f96a5c 100644
--- a/src/glsl/Makefile.am
+++ b/src/glsl/Makefile.am
@@ -41,6 +41,8 @@ bin_PROGRAMS = \
 	deriv \
 	fragcoord \
 	fsraytrace \
+	geom-sprites \
+	geom-wide-lines \
 	identity \
 	linktest \
 	mandelbrot \
@@ -76,6 +78,8 @@ brick_LDADD = ../util/libutil.la
 bump_LDADD = ../util/libutil.la
 convolutions_LDADD = ../util/libutil.la
 deriv_LDADD = ../util/libutil.la
+geom_sprites_LDADD = ../util/libutil.la
+geom_wide_lines_LDADD = ../util/libutil.la
 fsraytrace_LDADD = ../util/libutil.la
 fragcoord_LDADD = ../util/libutil.la
 identity_LDADD = ../util/libutil.la
diff --git a/src/glsl/geom-sprites.c b/src/glsl/geom-sprites.c
new file mode 100644
index 0000000..ce7ed4f
--- /dev/null
+++ b/src/glsl/geom-sprites.c
@@ -0,0 +1,330 @@
+/**
+ * Test using a geometry shader to implement point sprites.
+ * XXX we should also demo point size attenuation.
+ *
+ * Brian Paul
+ * March 2011
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "shaderutil.h"
+
+#ifndef M_PI
+#define M_PI 3.1415926535
+#endif
+
+static GLint WinWidth = 500, WinHeight = 500;
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint VertShader, GeomShader, FragShader;
+static GLuint Program;
+static GLint Win = 0;
+static GLboolean Anim = GL_TRUE;
+static GLfloat Xrot = 0, Yrot = 0;
+static int uPointSize = -1, uInverseViewportSize = -1;
+
+static const int NumPoints = 50;
+static float Points[100][3];
+
+static const GLfloat Red[4] = {1, 0, 0, 1};
+static const GLfloat Green[4] = {0, 1, 0, 0};
+
+
+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
+Redisplay(void)
+{
+   int i;
+
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+   glPushMatrix();
+   glRotatef(Xrot, 1, 0, 0);
+   glRotatef(Yrot, 0, 0, 1);
+
+   glBegin(GL_POINTS);
+   for (i = 0; i < NumPoints; i++) {
+      glVertex3fv(Points[i]);
+   }
+   glEnd();
+
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+static void
+Idle(void)
+{
+   int curTime = glutGet(GLUT_ELAPSED_TIME);
+   Xrot = curTime * 0.02;
+   Yrot = curTime * 0.05;
+   glutPostRedisplay();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+   float ar = (float) width / height;
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-ar, ar, -1, 1, 3, 25);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0, 0, -10);
+
+   {
+      GLfloat viewport[4];
+      glGetFloatv(GL_VIEWPORT, viewport);
+      glUniform2f(uInverseViewportSize, 1.0F / viewport[2], 1.0F / viewport[3]);
+   }
+}
+
+
+static void
+CleanUp(void)
+{
+   glDeleteShader(FragShader);
+   glDeleteShader(VertShader);
+   glDeleteShader(GeomShader);
+   glDeleteProgram(Program);
+   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 GLuint
+MakeTexture(void)
+{
+#define TEX_SIZE 32
+   GLubyte image[TEX_SIZE][TEX_SIZE][3];
+   GLuint i, j;
+   GLuint tex;
+
+   glGenTextures(1, &tex);
+   glBindTexture(GL_TEXTURE_2D, tex);
+
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+   /* 'X' pattern */
+   for (i = 0; i < TEX_SIZE; i++) {
+      for (j = 0; j < TEX_SIZE; j++) {
+         int p1 = i - j, p2 = TEX_SIZE - 1 - i - j;
+         p1 = (p1 >= -2 && p1 <= 2);
+         p2 = (p2 >= -2 && p2 <= 2);
+         if (p1 || p2) {             
+            image[i][j][0] = 255;
+            image[i][j][1] = 255;
+            image[i][j][2] = 255;
+         }
+         else {
+            image[i][j][0] = 50;
+            image[i][j][1] = 50;
+            image[i][j][2] = 50;
+         }
+      }
+   }
+
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_SIZE, TEX_SIZE, 0,
+                GL_RGB, GL_UNSIGNED_BYTE, image);
+
+   return tex;
+}
+
+
+static void
+MakePoints(void)
+{
+   int i;
+   for (i = 0; i < NumPoints; i++) {
+      Points[i][0] = ((rand() % 2000) - 1000.0) / 500.0;
+      Points[i][1] = ((rand() % 2000) - 1000.0) / 500.0;
+      Points[i][2] = ((rand() % 2000) - 1000.0) / 500.0;
+   }
+}
+
+static void
+Init(void)
+{
+   static const char *fragShaderText =
+      "uniform sampler2D tex; \n"
+      "void main() \n"
+      "{ \n"
+      "   gl_FragColor = texture2D(tex, gl_TexCoord[0].xy); \n"
+      "} \n";
+   static const char *vertShaderText =
+      "void main() \n"
+      "{ \n"
+      "   gl_FrontColor = gl_Color; \n"
+      "   gl_Position = ftransform(); \n"
+      "} \n";
+   static const char *geomShaderText =
+      "#version 120 \n"
+      "#extension GL_ARB_geometry_shader4: enable \n"
+      "uniform vec2 InverseViewportSize; \n"
+      "uniform float PointSize; \n"
+      "void main() \n"
+      "{ \n"
+      "   vec4 pos = gl_PositionIn[0]; \n"
+      "   vec2 d = vec2(PointSize * pos.w) * InverseViewportSize; \n"
+      "   gl_FrontColor = gl_FrontColorIn[0]; \n"
+      "   gl_TexCoord[0] = vec4(0, 0, 0, 1); \n"
+      "   gl_Position = pos + vec4(-d.x, -d.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_TexCoord[0] = vec4(1, 0, 0, 1); \n"
+      "   gl_Position = pos + vec4( d.x, -d.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_TexCoord[0] = vec4(0, 1, 0, 1); \n"
+      "   gl_Position = pos + vec4(-d.x,  d.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_TexCoord[0] = vec4(1, 1, 0, 1); \n"
+      "   gl_Position = pos + vec4( d.x,  d.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "} \n";
+
+   if (!ShadersSupported())
+      exit(1);
+
+   if (!glutExtensionSupported("GL_ARB_geometry_shader4")) {
+      fprintf(stderr, "Sorry, GL_ARB_geometry_shader4 is not supported.\n");
+      exit(1);
+   }
+
+   VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+   FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+   GeomShader = CompileShaderText(GL_GEOMETRY_SHADER_ARB, geomShaderText);
+   assert(GeomShader);
+
+   Program = LinkShaders3(VertShader, GeomShader, FragShader);
+   assert(Program);
+   CheckError(__LINE__);
+
+   /*
+    * The geometry shader will convert incoming points to quads (4-vertex
+    * triangle strips).
+    */
+   glProgramParameteriARB(Program, GL_GEOMETRY_INPUT_TYPE_ARB,
+                          GL_POINTS);
+   glProgramParameteriARB(Program, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+                          GL_TRIANGLE_STRIP);
+   glProgramParameteriARB(Program,GL_GEOMETRY_VERTICES_OUT_ARB, 4);
+   CheckError(__LINE__);
+
+   glLinkProgramARB(Program);
+
+   /* check link */
+   {
+      GLint stat;
+      GetProgramiv(Program, GL_LINK_STATUS, &stat);
+      if (!stat) {
+         GLchar log[1000];
+         GLsizei len;
+         GetProgramInfoLog(Program, 1000, &len, log);
+         fprintf(stderr, "Shader link error:\n%s\n", log);
+      }
+   }
+
+   CheckError(__LINE__);
+
+   glUseProgram(Program);
+   CheckError(__LINE__);
+
+   uInverseViewportSize = glGetUniformLocation(Program, "InverseViewportSize");
+   uPointSize = glGetUniformLocation(Program, "PointSize");
+
+   glUniform1f(uPointSize, 24.0);
+
+   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+
+   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+   assert(glIsProgram(Program));
+   assert(glIsShader(FragShader));
+   assert(glIsShader(VertShader));
+   assert(glIsShader(GeomShader));
+
+   glEnable(GL_DEPTH_TEST);
+
+   MakeTexture();
+   MakePoints();
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+   int i;
+   for (i = 1; i < argc; i++) {
+      if (strcmp(argv[i], "-fs") == 0) {
+         FragProgFile = argv[i+1];
+      }
+      else if (strcmp(argv[i], "-vs") == 0) {
+         VertProgFile = argv[i+1];
+      }
+   }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   glutInit(&argc, argv);
+   glutInitWindowSize(WinWidth, WinHeight);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+   Win = glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Redisplay);
+   if (Anim)
+      glutIdleFunc(Idle);
+   ParseOptions(argc, argv);
+
+   Init();
+   glutMainLoop();
+   return 0;
+}
diff --git a/src/glsl/geom-wide-lines.c b/src/glsl/geom-wide-lines.c
new file mode 100644
index 0000000..85a18c0
--- /dev/null
+++ b/src/glsl/geom-wide-lines.c
@@ -0,0 +1,309 @@
+/**
+ * Test using a geometry shader to implement wide lines.
+ *
+ * Brian Paul
+ * March 2011
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "shaderutil.h"
+
+#ifndef M_PI
+#define M_PI 3.1415926535
+#endif
+
+static GLint WinWidth = 500, WinHeight = 500;
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint VertShader, GeomShader, FragShader;
+static GLuint Program;
+static GLint Win = 0;
+static GLboolean Anim = GL_TRUE;
+static GLfloat Xrot = 0, Yrot = 0;
+static int uLineWidth = -1, uInverseViewportSize = -1;
+
+static const int NumPoints = 50;
+static float Points[100][3], Colors[100][3];
+
+static const GLfloat Red[4] = {1, 0, 0, 1};
+static const GLfloat Green[4] = {0, 1, 0, 0};
+
+
+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
+Redisplay(void)
+{
+   int i;
+
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+   glPushMatrix();
+   glRotatef(Xrot, 1, 0, 0);
+   glRotatef(Yrot, 0, 0, 1);
+
+   glBegin(GL_LINES);
+   for (i = 0; i < NumPoints; i++) {
+      glColor3fv(Colors[i]);
+      glVertex3fv(Points[i]);
+   }
+   glEnd();
+
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+static void
+Idle(void)
+{
+   int curTime = glutGet(GLUT_ELAPSED_TIME);
+   Xrot = curTime * 0.02;
+   Yrot = curTime * 0.05;
+   glutPostRedisplay();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+   float ar = (float) width / height;
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-ar, ar, -1, 1, 3, 25);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0, 0, -10);
+
+   {
+      GLfloat viewport[4];
+      glGetFloatv(GL_VIEWPORT, viewport);
+      glUniform2f(uInverseViewportSize, 1.0F / viewport[2], 1.0F / viewport[3]);
+   }
+}
+
+
+static void
+CleanUp(void)
+{
+   glDeleteShader(FragShader);
+   glDeleteShader(VertShader);
+   glDeleteShader(GeomShader);
+   glDeleteProgram(Program);
+   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
+MakePoints(void)
+{
+   int i;
+   for (i = 0; i < NumPoints; i++) {
+      Colors[i][0] = (rand() % 1000) / 1000.0;
+      Colors[i][1] = (rand() % 1000) / 1000.0;
+      Colors[i][2] = (rand() % 1000) / 1000.0;
+      Points[i][0] = ((rand() % 2000) - 1000.0) / 500.0;
+      Points[i][1] = ((rand() % 2000) - 1000.0) / 500.0;
+      Points[i][2] = ((rand() % 2000) - 1000.0) / 500.0;
+   }
+}
+
+static void
+Init(void)
+{
+   static const char *fragShaderText =
+      "uniform sampler2D tex; \n"
+      "void main() \n"
+      "{ \n"
+      "   gl_FragColor = gl_Color; \n"
+      "} \n";
+   static const char *vertShaderText =
+      "void main() \n"
+      "{ \n"
+      "   gl_FrontColor = gl_Color; \n"
+      "   gl_Position = ftransform(); \n"
+      "} \n";
+   static const char *geomShaderText =
+      "#version 120 \n"
+      "#extension GL_ARB_geometry_shader4: enable \n"
+      "uniform vec2 InverseViewportSize; \n"
+      "uniform float LineWidth; \n"
+      "void main() \n"
+      "{ \n"
+      "   vec4 pos0 = gl_PositionIn[0]; \n"
+      "   vec4 pos1 = gl_PositionIn[1]; \n"
+      "   vec4 dir = abs(pos1 - pos0); \n"
+      "   vec2 d0 = vec2(LineWidth * pos0.w) * InverseViewportSize; \n"
+      "   vec2 d1 = vec2(LineWidth * pos1.w) * InverseViewportSize; \n"
+      "   // this conditional could be avoided \n"
+      "   if (dir.x > dir.y) { \n"
+      "      // X-major line \n"
+      "      d0.x = 0.0; \n"
+      "      d1.x = 0.0; \n"
+      "   } \n"
+      "   else { \n"
+      "      // Y-major line \n"
+      "      d0.y = 0.0; \n"
+      "      d1.y = 0.0; \n"
+      "   } \n"
+      "   gl_FrontColor = gl_FrontColorIn[0]; \n"
+      "   gl_TexCoord[0] = vec4(0, 0, 0, 1); \n"
+      "   gl_Position = pos0 + vec4( d0.x, -d0.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_FrontColor = gl_FrontColorIn[1]; \n"
+      "   gl_TexCoord[0] = vec4(1, 0, 0, 1); \n"
+      "   gl_Position = pos1 + vec4( d1.x, -d1.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_FrontColor = gl_FrontColorIn[0]; \n"
+      "   gl_TexCoord[0] = vec4(0, 1, 0, 1); \n"
+      "   gl_Position = pos0 + vec4(-d0.x,  d0.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "   gl_FrontColor = gl_FrontColorIn[1]; \n"
+      "   gl_TexCoord[0] = vec4(1, 1, 0, 1); \n"
+      "   gl_Position = pos1 + vec4(-d1.x,  d1.y, 0, 0); \n"
+      "   EmitVertex(); \n"
+      "} \n";
+
+   if (!ShadersSupported())
+      exit(1);
+
+   if (!glutExtensionSupported("GL_ARB_geometry_shader4")) {
+      fprintf(stderr, "Sorry, GL_ARB_geometry_shader4 is not supported.\n");
+      exit(1);
+   }
+
+   VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+   FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+   GeomShader = CompileShaderText(GL_GEOMETRY_SHADER_ARB, geomShaderText);
+   assert(GeomShader);
+
+   Program = LinkShaders3(VertShader, GeomShader, FragShader);
+   assert(Program);
+   CheckError(__LINE__);
+
+   /*
+    * The geometry shader will convert incoming points to quads (4-vertex
+    * triangle strips).
+    */
+   glProgramParameteriARB(Program, GL_GEOMETRY_INPUT_TYPE_ARB,
+                          GL_LINES);
+   glProgramParameteriARB(Program, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+                          GL_TRIANGLE_STRIP);
+   glProgramParameteriARB(Program,GL_GEOMETRY_VERTICES_OUT_ARB, 4);
+   CheckError(__LINE__);
+
+   glLinkProgramARB(Program);
+
+   /* check link */
+   {
+      GLint stat;
+      GetProgramiv(Program, GL_LINK_STATUS, &stat);
+      if (!stat) {
+         GLchar log[1000];
+         GLsizei len;
+         GetProgramInfoLog(Program, 1000, &len, log);
+         fprintf(stderr, "Shader link error:\n%s\n", log);
+      }
+   }
+
+   CheckError(__LINE__);
+
+   glUseProgram(Program);
+   CheckError(__LINE__);
+
+   uInverseViewportSize = glGetUniformLocation(Program, "InverseViewportSize");
+   uLineWidth = glGetUniformLocation(Program, "LineWidth");
+
+   glUniform1f(uLineWidth, 12.0);
+
+   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+
+   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+   assert(glIsProgram(Program));
+   assert(glIsShader(FragShader));
+   assert(glIsShader(VertShader));
+   assert(glIsShader(GeomShader));
+
+   glEnable(GL_DEPTH_TEST);
+
+   MakePoints();
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+   int i;
+   for (i = 1; i < argc; i++) {
+      if (strcmp(argv[i], "-fs") == 0) {
+         FragProgFile = argv[i+1];
+      }
+      else if (strcmp(argv[i], "-vs") == 0) {
+         VertProgFile = argv[i+1];
+      }
+   }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   glutInit(&argc, argv);
+   glutInitWindowSize(WinWidth, WinHeight);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+   Win = glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Redisplay);
+   if (Anim)
+      glutIdleFunc(Idle);
+   ParseOptions(argc, argv);
+
+   Init();
+   glutMainLoop();
+   return 0;
+}




More information about the mesa-commit mailing list