/* 08_vertex_transform.c - OpenGL-based vertex transform example using Cg program from Chapter 4 of "The Cg Tutorial" (Addison-Wesley, ISBN 0321194969). */ /* Requires the OpenGL Utility Toolkit (GLUT) and Cg runtime (version 1.5 or higher). */ #include <stdio.h> /* for printf and NULL */ #include <stdlib.h> /* for exit */ #include <math.h> /* for sqrt, sin, and cos */ #include <assert.h> /* for assert */ #include <GL/glew.h> #ifdef __APPLE__ #include <GLUT/glut.h> #else #include <GL/glut.h> #endif #ifdef _WIN32 #include <GL/wglew.h> #else #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #else #include <GL/glxew.h> #endif #endif #include <Cg/cg.h> /* Can't include this? Is Cg Toolkit installed! */ #include <Cg/cgGL.h> static CGcontext myCgContext; static CGprofile myCgVertexProfile, myCgFragmentProfile; static CGprogram myCgVertexProgram, myCgFragmentProgram; static CGparameter myCgVertexParam_modelViewProj, myCgFragmentParam_c; static const char *myProgramName = "08_vertex_transform", *myVertexProgramFileName = "C4E1v_transform.cg", /* Page 97 */ *myVertexProgramName = "C4E1v_transform"; static float myEyeAngle = 0; /* Angle eye rotates around scene. */ static float myProjectionMatrix[16]; static void checkForCgError(const char *situation) { CGerror error; const char *string = cgGetLastErrorString(&error); if (error != CG_NO_ERROR) { printf("%s: %s: %s\n", myProgramName, situation, string); if (error == CG_COMPILER_ERROR) { printf("%s\n", cgGetLastListing(myCgContext)); } exit(1); } } /* Forward declared GLUT callbacks registered by main. */ static void reshape(int width, int height); static void display(void); static void keyboard(unsigned char c, int x, int y); static void menu(int item); static void requestSynchronizedSwapBuffers(void); int main(int argc, char **argv) { glutInitWindowSize(400, 400); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInit(&argc, argv); glutCreateWindow(myProgramName); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutReshapeFunc(reshape); /* Initialize OpenGL entry points. */ if (glewInit()!=GLEW_OK || !GLEW_VERSION_1_1) { fprintf(stderr, "%s: failed to initialize GLEW, OpenGL 1.1 required.\n", myProgramName); exit(1); } requestSynchronizedSwapBuffers(); glClearColor(0.1, 0.1, 0.1, 0); /* Gray background. */ glEnable(GL_DEPTH_TEST); /* Hidden surface removal. */ myCgContext = cgCreateContext(); checkForCgError("creating context"); cgGLSetDebugMode(CG_FALSE); cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING); myCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX); cgGLSetOptimalOptions(myCgVertexProfile); checkForCgError("selecting vertex profile"); myCgVertexProgram = cgCreateProgramFromFile( myCgContext, /* Cg runtime context */ CG_SOURCE, /* Program in human-readable form */ myVertexProgramFileName, /* Name of file containing program */ myCgVertexProfile, /* Profile: OpenGL ARB vertex program */ myVertexProgramName, /* Entry function name */ NULL); /* No extra compiler options */ checkForCgError("creating vertex program from file"); cgGLLoadProgram(myCgVertexProgram); checkForCgError("loading vertex program"); myCgVertexParam_modelViewProj = cgGetNamedParameter(myCgVertexProgram, "modelViewProj"); checkForCgError("could not get modelViewProj parameter"); myCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT); cgGLSetOptimalOptions(myCgFragmentProfile); checkForCgError("selecting fragment profile"); /* Specify fragment program with a string. */ myCgFragmentProgram = cgCreateProgram( myCgContext, /* Cg runtime context */ CG_SOURCE, /* Program in human-readable form */ "float4 main(uniform float4 c) : COLOR { return c; }", myCgFragmentProfile, /* Profile: latest fragment profile */ "main", /* Entry function name */ NULL); /* No extra compiler options */ checkForCgError("creating fragment program from string"); cgGLLoadProgram(myCgFragmentProgram); checkForCgError("loading fragment program"); myCgFragmentParam_c = cgGetNamedParameter(myCgFragmentProgram, "c"); checkForCgError("could not get c parameter"); glutCreateMenu(menu); glutAddMenuEntry("[ ] Animate", ' '); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; } /* Forward declared routine used by reshape callback. */ static void buildPerspectiveMatrix(double, double, double, double, float m[16]); static void reshape(int width, int height) { double aspectRatio = (float) width / (float) height; double fieldOfView = 40.0; /* Degrees */ /* Build projection matrix once. */ buildPerspectiveMatrix(fieldOfView, aspectRatio, 1.0, 20.0, /* Znear and Zfar */ myProjectionMatrix); glViewport(0, 0, width, height); } static const double myPi = 3.14159265358979323846; static void buildPerspectiveMatrix(double fieldOfView, double aspectRatio, double zNear, double zFar, float m[16]) { double sine, cotangent, deltaZ; double radians = fieldOfView / 2.0 * myPi / 180.0; deltaZ = zFar - zNear; sine = sin(radians); /* Should be non-zero to avoid division by zero. */ assert(deltaZ); assert(sine); assert(aspectRatio); cotangent = cos(radians) / sine; m[0*4+0] = cotangent / aspectRatio; m[0*4+1] = 0.0; m[0*4+2] = 0.0; m[0*4+3] = 0.0; m[1*4+0] = 0.0; m[1*4+1] = cotangent; m[1*4+2] = 0.0; m[1*4+3] = 0.0; m[2*4+0] = 0.0; m[2*4+1] = 0.0; m[2*4+2] = -(zFar + zNear) / deltaZ; m[2*4+3] = -2 * zNear * zFar / deltaZ; m[3*4+0] = 0.0; m[3*4+1] = 0.0; m[3*4+2] = -1; m[3*4+3] = 0; } /* Build a row-major (C-style) 4x4 matrix transform based on the parameters for gluLookAt. */ static void buildLookAtMatrix(double eyex, double eyey, double eyez, double centerx, double centery, double centerz, double upx, double upy, double upz, float m[16]) { double x[3], y[3], z[3], mag; /* Difference eye and center vectors to make Z vector. */ z[0] = eyex - centerx; z[1] = eyey - centery; z[2] = eyez - centerz; /* Normalize Z. */ mag = sqrt(z[0]*z[0] + z[1]*z[1] + z[2]*z[2]); if (mag) { z[0] /= mag; z[1] /= mag; z[2] /= mag; } /* Up vector makes Y vector. */ y[0] = upx; y[1] = upy; y[2] = upz; /* X vector = Y cross Z. */ x[0] = y[1]*z[2] - y[2]*z[1]; x[1] = -y[0]*z[2] + y[2]*z[0]; x[2] = y[0]*z[1] - y[1]*z[0]; /* Recompute Y = Z cross X. */ y[0] = z[1]*x[2] - z[2]*x[1]; y[1] = -z[0]*x[2] + z[2]*x[0]; y[2] = z[0]*x[1] - z[1]*x[0]; /* Normalize X. */ mag = sqrt(x[0]*x[0] + x[1]*x[1] + x[2]*x[2]); if (mag) { x[0] /= mag; x[1] /= mag; x[2] /= mag; } /* Normalize Y. */ mag = sqrt(y[0]*y[0] + y[1]*y[1] + y[2]*y[2]); if (mag) { y[0] /= mag; y[1] /= mag; y[2] /= mag; } /* Build resulting view matrix. */ m[0*4+0] = x[0]; m[0*4+1] = x[1]; m[0*4+2] = x[2]; m[0*4+3] = -x[0]*eyex + -x[1]*eyey + -x[2]*eyez; m[1*4+0] = y[0]; m[1*4+1] = y[1]; m[1*4+2] = y[2]; m[1*4+3] = -y[0]*eyex + -y[1]*eyey + -y[2]*eyez; m[2*4+0] = z[0]; m[2*4+1] = z[1]; m[2*4+2] = z[2]; m[2*4+3] = -z[0]*eyex + -z[1]*eyey + -z[2]*eyez; m[3*4+0] = 0.0; m[3*4+1] = 0.0; m[3*4+2] = 0.0; m[3*4+3] = 1.0; } static void makeRotateMatrix(float angle, float ax, float ay, float az, float m[16]) { float radians, sine, cosine, ab, bc, ca, tx, ty, tz; float axis[3]; float mag; axis[0] = ax; axis[1] = ay; axis[2] = az; mag = sqrt(axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2]); if (mag) { axis[0] /= mag; axis[1] /= mag; axis[2] /= mag; } radians = angle * myPi / 180.0; sine = sin(radians); cosine = cos(radians); ab = axis[0] * axis[1] * (1 - cosine); bc = axis[1] * axis[2] * (1 - cosine); ca = axis[2] * axis[0] * (1 - cosine); tx = axis[0] * axis[0]; ty = axis[1] * axis[1]; tz = axis[2] * axis[2]; m[0] = tx + cosine * (1 - tx); m[1] = ab + axis[2] * sine; m[2] = ca - axis[1] * sine; m[3] = 0.0f; m[4] = ab - axis[2] * sine; m[5] = ty + cosine * (1 - ty); m[6] = bc + axis[0] * sine; m[7] = 0.0f; m[8] = ca + axis[1] * sine; m[9] = bc - axis[0] * sine; m[10] = tz + cosine * (1 - tz); m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } static void makeTranslateMatrix(float x, float y, float z, float m[16]) { m[0] = 1; m[1] = 0; m[2] = 0; m[3] = x; m[4] = 0; m[5] = 1; m[6] = 0; m[7] = y; m[8] = 0; m[9] = 0; m[10] = 1; m[11] = z; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; } /* Simple 4x4 matrix by 4x4 matrix multiply. */ static void multMatrix(float dst[16], const float src1[16], const float src2[16]) { float tmp[16]; int i, j; for (i=0; i<4; i++) { for (j=0; j<4; j++) { tmp[i*4+j] = src1[i*4+0] * src2[0*4+j] + src1[i*4+1] * src2[1*4+j] + src1[i*4+2] * src2[2*4+j] + src1[i*4+3] * src2[3*4+j]; } } /* Copy result to dst (so dst can also be src1 or src2). */ for (i=0; i<16; i++) dst[i] = tmp[i]; } static void display(void) { float translateMatrix[16], rotateMatrix[16], modelMatrix[16], viewMatrix[16], modelViewMatrix[16], modelViewProjMatrix[16]; buildLookAtMatrix(13*sin(myEyeAngle), 0, 13*cos(myEyeAngle), /* eye position */ 0, 0, 0, /* view center */ 0, 1, 0, /* up vector */ viewMatrix); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); cgGLBindProgram(myCgVertexProgram); checkForCgError("binding vertex program"); cgGLEnableProfile(myCgVertexProfile); checkForCgError("enabling vertex profile"); cgGLBindProgram(myCgFragmentProgram); checkForCgError("binding fragment program"); cgGLEnableProfile(myCgFragmentProfile); checkForCgError("enabling fragment profile"); /*** Render green wireframe sphere ***/ /* modelView = rotateMatrix * translateMatrix */ makeRotateMatrix(70, 1, 1, 1, rotateMatrix); makeTranslateMatrix(2, 0, 0, translateMatrix); multMatrix(modelMatrix, translateMatrix, rotateMatrix); /* modelViewMatrix = viewMatrix * modelMatrix */ multMatrix(modelViewMatrix, viewMatrix, modelMatrix); /* modelViewProj = projectionMatrix * modelViewMatrix */ multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix); /* Set matrix parameter with row-major matrix. */ cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix); cgSetParameter4f(myCgFragmentParam_c, 0.1,0.7,0.1,1); /* Green */ cgUpdateProgramParameters(myCgVertexProgram); cgUpdateProgramParameters(myCgFragmentProgram); glutWireSphere(2.0, 30, 30); /*** Render red wireframe cone ***/ /* modelView = viewMatrix * translateMatrix */ makeTranslateMatrix(-2, -1.5, 0, translateMatrix); makeRotateMatrix(90, 1, 0, 0, rotateMatrix); multMatrix(modelMatrix, translateMatrix, rotateMatrix); /* modelViewMatrix = viewMatrix * modelMatrix */ multMatrix(modelViewMatrix, viewMatrix, modelMatrix); /* modelViewProj = projectionMatrix * modelViewMatrix */ multMatrix(modelViewProjMatrix, myProjectionMatrix, modelViewMatrix); /* Set matrix parameter with row-major matrix. */ cgSetMatrixParameterfr(myCgVertexParam_modelViewProj, modelViewProjMatrix); cgSetParameter4f(myCgFragmentParam_c, 0.8,0.1,0.1,1); /* Red */ cgUpdateProgramParameters(myCgVertexProgram); cgUpdateProgramParameters(myCgFragmentProgram); glutWireCone(1.5, 3.5, 20, 20); cgGLDisableProfile(myCgVertexProfile); checkForCgError("disabling vertex profile"); cgGLDisableProfile(myCgFragmentProfile); checkForCgError("disabling fragment profile"); glutSwapBuffers(); } static void idle(void) { myEyeAngle += 0.008; /* Add a small angle (in radians). */ if (myEyeAngle > 2*myPi) { myEyeAngle -= 2*myPi; } glutPostRedisplay(); } static void keyboard(unsigned char c, int x, int y) { static int animating = 0; switch (c) { case ' ': animating = !animating; /* Toggle */ if (animating) { glutIdleFunc(idle); } else { glutIdleFunc(NULL); } break; case 27: /* Esc key */ /* Demonstrate proper deallocation of Cg runtime data structures. Not strictly necessary if we are simply going to exit. */ cgDestroyProgram(myCgVertexProgram); cgDestroyContext(myCgContext); exit(0); break; } } static void menu(int item) { /* Pass menu item character code to keyboard callback. */ keyboard((unsigned char)item, 0, 0); } /* Platform-specific code to request synchronized buffer swaps. */ static void requestSynchronizedSwapBuffers(void) { #if defined(__APPLE__) #ifdef CGL_VERSION_1_2 const GLint sync = 1; #else const long sync = 1; #endif CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, &sync); #elif defined(_WIN32) if (wglSwapIntervalEXT) { wglSwapIntervalEXT(1); } #else if (glXSwapIntervalSGI) { glXSwapIntervalSGI(1); } #endif }