Demos (master): geom-outlining: add demo of polygon outlining with a geometry shader

Brian Paul brianp at kemper.freedesktop.org
Wed May 9 14:09:52 UTC 2012


Module: Demos
Branch: master
Commit: 7ba23583b237d4c07823006ef35dca434ebd5759
URL:    http://cgit.freedesktop.org/mesa/demos/commit/?id=7ba23583b237d4c07823006ef35dca434ebd5759

Author: Brian Paul <brianp at vmware.com>
Date:   Wed May  9 08:08:56 2012 -0600

geom-outlining: add demo of polygon outlining with a geometry shader

Both GLSL 1.30 and 1.50 versions.

---

 src/glsl/CMakeLists.txt       |    2 +
 src/glsl/Makefile.am          |    4 +
 src/glsl/geom-outlining-130.c |  302 ++++++++++++++++++++++++++++++++
 src/glsl/geom-outlining-150.c |  380 +++++++++++++++++++++++++++++++++++++++++
 4 files changed, 688 insertions(+), 0 deletions(-)

diff --git a/src/glsl/CMakeLists.txt b/src/glsl/CMakeLists.txt
index aeaf526..452de9b 100644
--- a/src/glsl/CMakeLists.txt
+++ b/src/glsl/CMakeLists.txt
@@ -29,6 +29,8 @@ set (targets
 	deriv
 	fragcoord
 	fsraytrace
+	geom-outlining-130
+	geom-outlining-150
 	geom-sprites
 	geom-stipple-lines
 	geom-wide-lines
diff --git a/src/glsl/Makefile.am b/src/glsl/Makefile.am
index d9b6f9b..fcd96f6 100644
--- a/src/glsl/Makefile.am
+++ b/src/glsl/Makefile.am
@@ -42,6 +42,8 @@ bin_PROGRAMS = \
 	deriv \
 	fragcoord \
 	fsraytrace \
+	geom-outlining-130 \
+	geom-outlining-150 \
 	geom-sprites \
 	geom-stipple-lines \
 	geom-wide-lines \
@@ -81,6 +83,8 @@ bump_LDADD = ../util/libutil.la
 blinking_teapot_LDADD = ../util/libutil.la
 convolutions_LDADD = ../util/libutil.la
 deriv_LDADD = ../util/libutil.la
+geom_outlining_130_LDADD = ../util/libutil.la
+geom_outlining_150_LDADD = ../util/libutil.la
 geom_sprites_LDADD = ../util/libutil.la
 geom_stipple_lines_LDADD = ../util/libutil.la
 geom_wide_lines_LDADD = ../util/libutil.la
diff --git a/src/glsl/geom-outlining-130.c b/src/glsl/geom-outlining-130.c
new file mode 100644
index 0000000..1f3ceab
--- /dev/null
+++ b/src/glsl/geom-outlining-130.c
@@ -0,0 +1,302 @@
+/**
+ * Test using a geometry shader to implement polygon outlining.
+ *
+ * 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 <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#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 GLboolean Anim = GL_TRUE;
+static int uViewportSize = -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 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)
+{
+   GLfloat rot[4][4];
+
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+   glColor4fv(Orange);
+
+   glPushMatrix();
+   build_rotmatrix(rot, CurQuat);
+   glMultMatrixf(&rot[0][0]);
+
+   if (0)
+      glutSolidDodecahedron();
+   else
+      glutSolidSphere(2, 30, 20);
+
+   glPopMatrix();
+
+   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);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-ar, ar, -1, 1, 3, 25);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0, 0, -10);
+
+   /* 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);
+   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)
+{
+   static const char *vertShaderText =
+      "#version 120 \n"
+      "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 ViewportSize; \n"
+      "varying 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"
+      "   gl_FrontColor = gl_FrontColorIn[0]; \n"
+      "   Vert0 = vpxform(gl_PositionIn[0]); \n"
+      "   Vert1 = vpxform(gl_PositionIn[1]); \n"
+      "   Vert2 = vpxform(gl_PositionIn[2]); \n"
+      "   gl_Position = gl_PositionIn[0]; \n"
+      "   EmitVertex(); \n"
+      "   gl_Position = gl_PositionIn[1]; \n"
+      "   EmitVertex(); \n"
+      "   gl_Position = gl_PositionIn[2]; \n"
+      "   EmitVertex(); \n"
+      "} \n";
+   static const char *fragShaderText =
+      "#version 120 \n"
+      "#define LINE_WIDTH 2.5 \n"
+      "varying vec2 Vert0, Vert1, Vert2; \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"
+      "   gl_FragColor = gl_Color * smoothstep(0.0, LINE_WIDTH, m); \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);
+
+   Program = LinkShaders3(VertShader, GeomShader, FragShader);
+   assert(Program);
+   CheckError(__LINE__);
+
+   /*
+    * The geometry shader will receive and emit triangles.
+    */
+   glProgramParameteriARB(Program, GL_GEOMETRY_INPUT_TYPE_ARB,
+                          GL_TRIANGLES);
+   glProgramParameteriARB(Program, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+                          GL_TRIANGLE_STRIP);
+   glProgramParameteriARB(Program,GL_GEOMETRY_VERTICES_OUT_ARB, 3);
+   CheckError(__LINE__);
+
+   /* relink */
+   glLinkProgramARB(Program);
+
+   assert(glIsProgram(Program));
+   assert(glIsShader(FragShader));
+   assert(glIsShader(VertShader));
+   assert(glIsShader(GeomShader));
+
+   glUseProgram(Program);
+
+   uViewportSize = glGetUniformLocation(Program, "ViewportSize");
+
+   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);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+   Win = glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Redisplay);
+   glutMotionFunc(MouseMotion);
+   glutMouseFunc(MouseButton);
+   if (Anim)
+      glutIdleFunc(Idle);
+
+   Init();
+   glutMainLoop();
+   return 0;
+}
diff --git a/src/glsl/geom-outlining-150.c b/src/glsl/geom-outlining-150.c
new file mode 100644
index 0000000..5c2b3c9
--- /dev/null
+++ b/src/glsl/geom-outlining-150.c
@@ -0,0 +1,380 @@
+/**
+ * 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 <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#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 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)
+{
+   static const GLfloat verts[3][2] = {
+      { -1, -1 },
+      {  1, -1 },
+      {  0,  1 }
+   };
+   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 */
+   glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
+   glEnableVertexAttribArray(0);
+   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);
+   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"
+      "#extension GL_ARB_geometry_shader4: enable \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_PositionIn[0]; \n"
+      "   EmitVertex(); \n"
+      "   gl_Position = gl_PositionIn[1]; \n"
+      "   EmitVertex(); \n"
+      "   gl_Position = gl_PositionIn[2]; \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";
+
+   if (!ShadersSupported())
+      exit(1);
+
+   version = glGetString(GL_VERSION);
+   if (version[0] * 10 + version[2] < 32) {
+      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_ARB, geomShaderText);
+
+   Program = LinkShaders3(VertShader, GeomShader, FragShader);
+   assert(Program);
+   CheckError(__LINE__);
+
+   glBindAttribLocation(Program, 0, "Vertex");
+   glBindFragDataLocation(Program, 0, "FragColor");
+
+   /*
+    * The geometry shader will receive and emit triangles.
+    */
+   glProgramParameteriARB(Program, GL_GEOMETRY_INPUT_TYPE_ARB,
+                          GL_TRIANGLES);
+   glProgramParameteriARB(Program, GL_GEOMETRY_OUTPUT_TYPE_ARB,
+                          GL_TRIANGLE_STRIP);
+   glProgramParameteriARB(Program,GL_GEOMETRY_VERTICES_OUT_ARB, 3);
+   CheckError(__LINE__);
+
+   /* relink */
+   glLinkProgramARB(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);
+
+   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);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+   Win = glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Redisplay);
+   glutMotionFunc(MouseMotion);
+   glutMouseFunc(MouseButton);
+   if (Anim)
+      glutIdleFunc(Idle);
+
+   Init();
+   glutMainLoop();
+   return 0;
+}




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