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authorEric Anholt <[email protected]>2010-05-21 09:32:38 -0700
committerEric Anholt <[email protected]>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/demos/singlebuffer.c
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/demos/singlebuffer.c')
-rw-r--r--progs/demos/singlebuffer.c269
1 files changed, 0 insertions, 269 deletions
diff --git a/progs/demos/singlebuffer.c b/progs/demos/singlebuffer.c
deleted file mode 100644
index 9899c245b2a..00000000000
--- a/progs/demos/singlebuffer.c
+++ /dev/null
@@ -1,269 +0,0 @@
-/*
- * Demo of (nearly) flicker-free drawing with a single color buffer.
- *
- * Basically, draw the scene into the Z buffer first, then draw the
- * scene into the color buffer. Finally, "clear" the background by
- * setting the fragments we didn't hit earlier.
- *
- * This won't work if you need blending. The technique works best
- * when the scene is relatively simple and can be rendered quickly
- * (i.e. with hardware), and when the objects don't move too much from
- * one frame to the next.
- *
- * Brian Paul
- * 25 August 2005
- *
- * See Mesa license for terms.
- */
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <GL/glut.h>
-
-
-#define FLICKER 0
-#define NO_FLICKER 1
-
-static GLint Mode = NO_FLICKER;
-static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
-static GLboolean Anim = GL_TRUE;
-static GLfloat ClearColor[4] = {0.2, 0.2, 0.9, 0.0};
-static GLfloat NearClip = 5.0, FarClip = 25.0, ViewDist = 7.0;
-static double PrevTime = -1;
-
-struct box {
- float tx, ty, tz;
- float rx, ry, rz, ra;
- float sx, sy, sz;
- float color[4];
-};
-
-#define NUM_BOXES 25
-
-struct box Boxes[NUM_BOXES];
-
-
-/* Return random float in [0,1] */
-static float
-Random(void)
-{
- int i = rand();
- return (float) (i % 1000) / 1000.0;
-}
-
-
-static void
-MakeBoxes(void)
-{
- int i;
- for (i = 0; i < NUM_BOXES; i++) {
- Boxes[i].tx = -1.0 + 2.0 * Random();
- Boxes[i].ty = -1.0 + 2.0 * Random();
- Boxes[i].tz = -1.0 + 2.0 * Random();
- Boxes[i].sx = 0.1 + Random() * 0.4;
- Boxes[i].sy = 0.1 + Random() * 0.4;
- Boxes[i].sz = 0.1 + Random() * 0.4;
- Boxes[i].rx = Random();
- Boxes[i].ry = Random();
- Boxes[i].rz = Random();
- Boxes[i].ra = Random() * 360.0;
- Boxes[i].color[0] = Random();
- Boxes[i].color[1] = Random();
- Boxes[i].color[2] = Random();
- Boxes[i].color[3] = 1.0;
- }
-}
-
-
-static void
-DrawBoxes(void)
-{
- int i;
- for (i = 0; i < NUM_BOXES; i++) {
- glPushMatrix();
- glTranslatef(Boxes[i].tx, Boxes[i].ty, Boxes[i].tz);
- glRotatef(Boxes[i].ra, Boxes[i].rx, Boxes[i].ry, Boxes[i].rz);
- glScalef(Boxes[i].sx, Boxes[i].sy, Boxes[i].sz);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, Boxes[i].color);
- glutSolidCube(1.0);
- glPopMatrix();
- }
-}
-
-
-static void
-Idle(void)
-{
- double dt, t = glutGet(GLUT_ELAPSED_TIME) * 0.001;
- if (PrevTime < 0.0)
- PrevTime = t;
- dt = t - PrevTime;
- PrevTime = t;
- Xrot += 16.0 * dt;
- Yrot += 12.0 * dt;
- Zrot += 8.0 * dt;
- glutPostRedisplay();
-}
-
-
-static void
-Draw(void)
-{
- if (Mode == FLICKER) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- else {
- /* don't clear color buffer */
- glClear(GL_DEPTH_BUFFER_BIT);
- /* update Z buffer only */
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- }
-
- glPushMatrix();
- glRotatef(Xrot, 1, 0, 0);
- glRotatef(Yrot, 0, 1, 0);
- glRotatef(Zrot, 0, 0, 1);
-
- DrawBoxes();
-
- if (Mode == NO_FLICKER) {
- /* update color buffer now */
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDepthFunc(GL_EQUAL);
- DrawBoxes();
- glDepthFunc(GL_LESS);
- }
-
- glPopMatrix();
-
- if (Mode == NO_FLICKER) {
- /* "clear" the untouched pixels now.
- * Note: if you comment-out this code you'll see something interesting.
- */
- GLfloat x = FarClip / NearClip;
- GLfloat z = -(FarClip - ViewDist - 1.0);
- glDisable(GL_LIGHTING);
- glColor4fv(ClearColor);
- glBegin(GL_POLYGON);
- glVertex3f(-x, -x, z);
- glVertex3f( x, -x, z);
- glVertex3f( x, x, z);
- glVertex3f(-x, x, z);
- glEnd();
- glEnable(GL_LIGHTING);
- }
-
- /* This is where you'd normally do SwapBuffers */
- glFinish();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, NearClip, FarClip);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0, 0.0, -ViewDist);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
- switch (key) {
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- PrevTime = -1;
- break;
- case 'm':
- Mode = !Mode;
- break;
- case 'b':
- MakeBoxes();
- break;
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-SpecialKey(int key, int x, int y)
-{
- const GLfloat step = 3.0;
- (void) x;
- (void) y;
- switch (key) {
- case GLUT_KEY_UP:
- Xrot -= step;
- break;
- case GLUT_KEY_DOWN:
- Xrot += step;
- break;
- case GLUT_KEY_LEFT:
- Yrot -= step;
- break;
- case GLUT_KEY_RIGHT:
- Yrot += step;
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- glClearColor(ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3]);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_CULL_FACE);
- glEnable(GL_NORMALIZE);
- MakeBoxes();
-}
-
-
-static void
-Usage(void)
-{
- printf("Keys:\n");
- printf(" m - toggle drawing mode (flicker vs. no flicker)\n");
- printf(" a - toggle animation\n");
- printf(" b - generate new boxes\n");
- printf(" ARROWS - rotate scene\n");
- printf(" ESC - exit\n");
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(800, 800);
- glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
- glutCreateWindow(argv[0]);
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Draw);
- if (Anim)
- glutIdleFunc(Idle);
- Init();
- Usage();
- glutMainLoop();
- return 0;
-}