/* gs_quadnormal.c - a CgFX 2.0 demo */ #include <stdio.h> #include <string.h> #include <math.h> #include <stdlib.h> /* for exit */ #ifdef _WIN32 #include <windows.h> /* for QueryPerformanceCounter */ #endif #if __APPLE__ #include <GLUT/glut.h> #else #include <GL/glut.h> #endif #include <Cg/cg.h> /* core Cg runtime API */ #include <Cg/cgGL.h> /* 3D API specific Cg runtime API for OpenGL */ #include "fast_teapot.h" #include "request_vsync.h" const char *programName = "gs_quadnormal"; /* Program name for messages. */ /* Cg global variables */ CGcontext myCgContext; CGeffect myCgEffect; CGtechnique myCgTechnique; CGparameter myCgEyePositionParam, myCgLightPositionParam, myCgModelViewProjParam, myCgModelViewParam, myCgInverseModelViewParam; static int enableSync = 1; /* Sync buffer swaps to monitor refresh rate. */ static void handleFPS(void); static void display(void); static void reshape(int width, int height); static void keyboard(unsigned char c, int x, int y); static void initCg(); static void initTechniqueMenu(); static void initOpenGL(); int main(int argc, char **argv) { int i; glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(640, 480); glutInit(&argc, argv); for (i=1; i<argc; i++) { if (!strcmp("-nosync", argv[i])) { enableSync = 0; } } glutCreateWindow(programName); requestSynchronizedSwapBuffers(enableSync); initCg(); initTechniqueMenu(); initOpenGL(); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; } static void checkForCgError(CGerror error, const char *situation) { if (error != CG_NO_ERROR) { printf("%s: %s: %s\n", programName, situation, cgGetErrorString(error)); #ifdef _WIN32 MessageBox(0, "Cg compile error, see console window", programName, 0); #endif exit(1); } } static void initCg(void) { myCgContext = cgCreateContext(); cgGLSetDebugMode( CG_FALSE ); cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING); cgGLRegisterStates(myCgContext); cgGLSetManageTextureParameters(myCgContext, CG_TRUE); checkForCgError(cgGetError(), "establishing Cg context"); myCgEffect = cgCreateEffectFromFile(myCgContext, "gs_quadnormal.cgfx", NULL); if (!myCgEffect) { printf("%s\n", cgGetLastListing(myCgContext)); } checkForCgError(cgGetError(), "creating gs_quadnormal.cgfx effect"); myCgTechnique = cgGetFirstTechnique(myCgEffect); while (myCgTechnique && cgValidateTechnique(myCgTechnique) == CG_FALSE) { fprintf(stderr, "%s: Technique %s did not validate. Skipping.\n", programName, cgGetTechniqueName(myCgTechnique)); myCgTechnique = cgGetNextTechnique(myCgTechnique); } if (myCgTechnique) { fprintf(stderr, "%s: Use technique %s.\n", programName, cgGetTechniqueName(myCgTechnique)); } else { fprintf(stderr, "%s: No valid technique\n", programName); exit(1); } myCgModelViewProjParam = cgGetEffectParameterBySemantic(myCgEffect, "ModelViewProjection"); if (!myCgModelViewProjParam) { fprintf(stderr, "%s: must find parameter with ModelViewProjection semantic\n", programName); exit(1); } myCgModelViewParam = cgGetEffectParameterBySemantic(myCgEffect, "ModelView"); if (!myCgModelViewParam) { fprintf(stderr, "%s: must find parameter with ModelView semantic\n", programName); exit(1); } myCgInverseModelViewParam = cgGetEffectParameterBySemantic(myCgEffect, "InverseModelView"); if (!myCgInverseModelViewParam) { fprintf(stderr, "%s: must find parameter with InverseModelView semantic\n", programName); exit(1); } myCgEyePositionParam = cgGetNamedEffectParameter(myCgEffect, "EyePosition"); if (!myCgEyePositionParam) { fprintf(stderr, "%s: must find parameter named EyePosition\n", programName); exit(1); } myCgLightPositionParam = cgGetNamedEffectParameter(myCgEffect, "LightPosition"); if (!myCgLightPositionParam) { fprintf(stderr, "%s: must find parameter named LightPosition\n", programName); exit(1); } } CGtechnique validTechnique[20]; #define MAX_TECHNIQUES sizeof(validTechnique)/sizeof(validTechnique[0]) int numTechniques = 0; void selectTechnique(int item) { if (item < numTechniques) { myCgTechnique = validTechnique[item]; } else { // Try the item as a keyboard callback keyboard((unsigned char)item, 0, 0); } glutPostRedisplay(); } void initTechniqueMenu(void) { CGtechnique technique; int entry = 0; glutCreateMenu(selectTechnique); technique = cgGetFirstTechnique(myCgEffect); while (technique && entry < MAX_TECHNIQUES) { if (cgValidateTechnique(technique)) { validTechnique[entry] = technique; glutAddMenuEntry(cgGetTechniqueName(technique), entry); entry++; } else { printf("%s: could not validate technique %s\n", programName, cgGetTechniqueName(technique)); } technique = cgGetNextTechnique(technique); } numTechniques = entry; glutAddMenuEntry("[t] Toggle fine vs. coarse tessellation", 't'); glutAddMenuEntry("[f] Toggle frame rate", 'f'); glutAddMenuEntry("[ ] Toggle animation", ' '); glutAttachMenu(GLUT_RIGHT_BUTTON); } static void initOpenGL(void) { glClearColor(0.1, 0.3, 0.6, 0.0); /* Blue background */ glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); /* Evaluator enables for fast teapots */ glEnable(GL_MAP2_VERTEX_3); glEnable(GL_AUTO_NORMAL); } static void reshape(int width, int height) { float aspectRatio = (float) width / (float) height; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 60.0, /* Field of view in degree */ aspectRatio, /* Aspect ratio */ 0.1, /* Z near */ 100.0); /* Z far */ glMatrixMode(GL_MODELVIEW); glViewport(0, 0, width, height); } /* Draw a flat 2D patch that can be "rolled & bent" into a 3D torus by a vertex program. */ static void drawFlatPatch(float rows, float columns) { float m = 1.0f/columns, n = 1.0f/rows; int i, j; for (i=0; i<columns; i++) { glBegin(GL_QUAD_STRIP); for (j=0; j<=rows; j++) { glVertex2f(i*m, j*n); glVertex2f((i+1)*m, j*n); } glVertex2f(i*m, 0); glVertex2f((i+1)*m, 0); glEnd(); } } /* Initial scene state */ static float myEyeAngle = 0; static const float myLightPosition[3] = { -8, 0, 15 }; static int myTeapotTessFactor = 2; static int mySides = 8, myRings = 14; static void display(void) { const float eyeRadius = 18.0, eyeElevationRange = 8.0; const float teapotScale = -2.9; float eyePosition[3]; CGpass pass; int drawTorus = 0; const char *n = cgGetTechniqueName(myCgTechnique); if (strstr(n, "Torus")) { drawTorus = 1; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); eyePosition[0] = eyeRadius * sin(myEyeAngle); eyePosition[1] = eyeElevationRange * sin(myEyeAngle); eyePosition[2] = eyeRadius * cos(myEyeAngle); glLoadIdentity(); gluLookAt( eyePosition[0], eyePosition[1], eyePosition[2], 0.0 ,0.0, 0.0, /* XYZ view center */ 0.0, 1.0, 0.0); /* Up is in positive Y direction */ if (drawTorus) { // No setup required for torus } else { /* Teapot */ glRotatef(90.0, 1.0, 1.0, 0.0); glScalef(teapotScale, teapotScale, teapotScale); glTranslatef(0.0, 0.0, -1.5); } /* Set Cg parameters for the technique's effect. */ cgGLSetStateMatrixParameter(myCgModelViewProjParam, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(myCgModelViewParam, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY); cgGLSetStateMatrixParameter(myCgInverseModelViewParam, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE); cgSetParameter3fv(myCgEyePositionParam, eyePosition); cgSetParameter3fv(myCgLightPositionParam, myLightPosition); /* Iterate through rendering passes for technique (even though bumpdemo.cgfx has just one pass). */ pass = cgGetFirstPass(myCgTechnique); while (pass) { cgSetPassState(pass); if (drawTorus) { drawFlatPatch(mySides, myRings); } else { fastTeapot(myTeapotTessFactor); } cgResetPassState(pass); pass = cgGetNextPass(pass); } handleFPS(); glutSwapBuffers(); } static int myDrawFPS = 1; static void drawFPS(double fpsRate) { GLubyte dummy; char buffer[200], *c; glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 1, 1, 0, -1, 1); glDisable(GL_DEPTH_TEST); glColor3f(1,1,1); glRasterPos2f(1,1); glBitmap(0, 0, 0, 0, -10*9, 15, &dummy); sprintf(buffer, "fps %0.1f", fpsRate); for (c = buffer; *c != '\0'; c++) glutBitmapCharacter(GLUT_BITMAP_9_BY_15, *c); glEnable(GL_DEPTH_TEST); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } #ifndef _WIN32 #include <sys/time.h> /* for gettimeofday and struct timeval */ #endif void handleFPS(void) { static int frameCount = 0; /* Number of frames for timing */ static double lastFpsRate = 0; #ifdef _WIN32 /* Use Win32 performance counter for high-accuracy timing. */ static __int64 freq = 0; static __int64 lastCount = 0; /* Timer count for last fps update */ __int64 newCount; if (!freq) { QueryPerformanceFrequency((LARGE_INTEGER*) &freq); } /* Update the frames per second count if we have gone past at least a second since the last update. */ QueryPerformanceCounter((LARGE_INTEGER*) &newCount); frameCount++; if (((newCount - lastCount) > freq) && drawFPS) { double fpsRate; fpsRate = (double) (freq * (__int64) frameCount) / (double) (newCount - lastCount); lastCount = newCount; frameCount = 0; lastFpsRate = fpsRate; } #else /* Use BSD 4.2 gettimeofday system call for high-accuracy timing. */ static struct timeval last_tp = { 0, 0 }; struct timeval new_tp; double secs; gettimeofday(&new_tp, NULL); secs = (new_tp.tv_sec - last_tp.tv_sec) + (new_tp.tv_usec - last_tp.tv_usec)/1000000.0; if (secs >= 1.0) { lastFpsRate = frameCount / secs; last_tp = new_tp; frameCount = 0; } frameCount++; #endif if (myDrawFPS) { drawFPS(lastFpsRate); } } static void advanceAnimation(void) { myEyeAngle += 0.05f; if (myEyeAngle > 2*3.14159) myEyeAngle -= 2*3.14159; glutPostRedisplay(); } static void keyboard(unsigned char c, int x, int y) { static int animating = 0; switch (c) { case ' ': animating = !animating; /* Toggle */ glutIdleFunc(animating ? advanceAnimation : NULL); break; case 't': myTeapotTessFactor = (7 - myTeapotTessFactor); mySides = 24 - mySides; myRings = 40 - myRings; glutPostRedisplay(); break; case 'f': myDrawFPS = !myDrawFPS; glutPostRedisplay(); break; case 27: /* Esc key */ /* Demonstrate proper deallocation of Cg runtime data structures. Not strictly necessary if we are simply going to exit. */ cgDestroyEffect(myCgEffect); cgDestroyContext(myCgContext); exit(0); break; } }