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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/glsl/bump.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/glsl/bump.c')
-rw-r--r--progs/glsl/bump.c347
1 files changed, 0 insertions, 347 deletions
diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c
deleted file mode 100644
index 784596448c5..00000000000
--- a/progs/glsl/bump.c
+++ /dev/null
@@ -1,347 +0,0 @@
-/**
- * Procedural Bump Mapping demo. Uses the example shaders from
- * chapter 11 of the OpenGL Shading Language "orange" book.
- * 16 Jan 2007
- */
-
-#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"
-#include "readtex.h"
-
-
-static char *FragProgFile = "CH11-bumpmap.frag";
-static char *FragTexProgFile = "CH11-bumpmaptex.frag";
-static char *VertProgFile = "CH11-bumpmap.vert";
-static char *TextureFile = "../images/tile.rgb";
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint fragTexShader;
-static GLuint vertShader;
-static GLuint program;
-static GLuint texProgram;
-
-
-static struct uniform_info Uniforms[] = {
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 },
- { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
- { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static struct uniform_info TexUniforms[] = {
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "Tex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
- { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
- { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static GLint win = 0;
-
-static GLfloat xRot = 20.0f, yRot = 0.0f, zRot = 0.0f;
-
-static GLint tangentAttrib;
-
-static GLuint Texture;
-
-static GLboolean Anim = GL_FALSE;
-static GLboolean Textured = GL_FALSE;
-
-
-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);
- }
-}
-
-/*
- * Draw a square, specifying normal and tangent vectors.
- */
-static void
-Square(GLfloat size)
-{
- glNormal3f(0, 0, 1);
- glVertexAttrib3f(tangentAttrib, 1, 0, 0);
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-size, -size);
- glTexCoord2f(1, 0); glVertex2f( size, -size);
- glTexCoord2f(1, 1); glVertex2f( size, size);
- glTexCoord2f(0, 1); glVertex2f(-size, size);
- glEnd();
-}
-
-
-static void
-Cube(GLfloat size)
-{
- /* +X */
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -X */
- glPushMatrix();
- glRotatef(-90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* +Y */
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Y */
- glPushMatrix();
- glRotatef(-90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
-
- /* +Z */
- glPushMatrix();
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Z */
- glPushMatrix();
- glRotatef(180, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
-}
-
-
-static void
-Idle(void)
-{
- GLint t = glutGet(GLUT_ELAPSED_TIME);
- yRot = t * 0.05;
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
- glRotatef(xRot, 1.0f, 0.0f, 0.0f);
- glRotatef(yRot, 0.0f, 1.0f, 0.0f);
- glRotatef(zRot, 0.0f, 0.0f, 1.0f);
-
- if (Textured)
- glUseProgram(texProgram);
- else
- glUseProgram(program);
-
- Cube(1.5);
-
- glPopMatrix();
-
- CheckError(__LINE__);
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- float ar = (float) width / (float) height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -15.0f);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(fragTexShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glDeleteProgram(texProgram);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- const GLfloat step = 2.0;
- (void) x;
- (void) y;
-
- switch(key) {
- case 'a':
- Anim = !Anim;
- glutIdleFunc(Anim ? Idle : NULL);
- break;
- case 't':
- Textured = !Textured;
- break;
- case 'z':
- zRot += step;
- break;
- case 'Z':
- zRot -= step;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-SpecialKey(int key, int x, int y)
-{
- const GLfloat step = 2.0;
-
- (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)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- assert(glGetError() == 0);
-
- CheckError(__LINE__);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- CheckError(__LINE__);
-
- tangentAttrib = glGetAttribLocation(program, "Tangent");
- printf("Tangent Attrib: %d\n", tangentAttrib);
-
- assert(tangentAttrib >= 0);
-
- CheckError(__LINE__);
-
-
- /*
- * As above, but fragment shader also uses a texture map.
- */
- fragTexShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragTexProgFile);
- texProgram = LinkShaders(vertShader, fragTexShader);
- glUseProgram(texProgram);
- assert(glIsProgram(texProgram));
- assert(glIsShader(fragTexShader));
- SetUniformValues(texProgram, TexUniforms);
- PrintUniforms(TexUniforms);
-
- /*
- * Load tex image.
- */
- glGenTextures(1, &Texture);
- glBindTexture(GL_TEXTURE_2D, Texture);
- LoadRGBMipmaps(TextureFile, GL_RGB);
-
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[++i];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[++i];
- }
- else if (strcmp(argv[i], "-t") == 0) {
- TextureFile = argv[++i];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-