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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/vert-tex.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/vert-tex.c')
-rw-r--r--progs/glsl/vert-tex.c267
1 files changed, 0 insertions, 267 deletions
diff --git a/progs/glsl/vert-tex.c b/progs/glsl/vert-tex.c
deleted file mode 100644
index 2b93c788889..00000000000
--- a/progs/glsl/vert-tex.c
+++ /dev/null
@@ -1,267 +0,0 @@
-/**
- * Vertex shader texture sampling test.
- * Brian Paul
- * 2 Dec 2008
- */
-
-#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"
-
-
-static const char *VertShaderText =
- "uniform sampler2D tex1; \n"
- "void main() \n"
- "{ \n"
- " vec4 pos = gl_Vertex; \n"
- " pos.z = texture2D(tex1, gl_MultiTexCoord0.xy).x - 0.5; \n"
- " gl_Position = gl_ModelViewProjectionMatrix * pos; \n"
- " gl_FrontColor = pos; \n"
- "} \n";
-
-static const char *FragShaderText =
- "void main() \n"
- "{ \n"
- " gl_FragColor = gl_Color; \n"
- "} \n";
-
-
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static GLint win = 0;
-static GLboolean Anim = GL_TRUE;
-static GLboolean WireFrame = GL_TRUE;
-static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f;
-
-static void
-Idle(void)
-{
- zRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.05;
- glutPostRedisplay();
-}
-
-
-static void
-DrawMesh(void)
-{
- GLfloat xmin = -2.0, xmax = 2.0;
- GLfloat ymin = -2.0, ymax = 2.0;
- GLuint xdivs = 20, ydivs = 20;
- GLfloat dx = (xmax - xmin) / xdivs;
- GLfloat dy = (ymax - ymin) / ydivs;
- GLfloat ds = 1.0 / xdivs, dt = 1.0 / ydivs;
- GLfloat x, y, s, t;
- GLuint i, j;
-
- y = ymin;
- t = 0.0;
- for (i = 0; i < ydivs; i++) {
- x = xmin;
- s = 0.0;
- glBegin(GL_QUAD_STRIP);
- for (j = 0; j < xdivs; j++) {
- glTexCoord2f(s, t);
- glVertex2f(x, y);
- glTexCoord2f(s, t + dt);
- glVertex2f(x, y + dy);
- x += dx;
- s += ds;
- }
- glEnd();
- y += dy;
- t += dt;
- }
-}
-
-
-static void
-Redisplay(void)
-{
- if (WireFrame)
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- 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);
-
- glPushMatrix();
- DrawMesh();
- glPopMatrix();
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-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, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -15.0f);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- 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;
- if (Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'w':
- WireFrame = !WireFrame;
- 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
-MakeTexture(void)
-{
- const GLuint texWidth = 64, texHeight = 64;
- GLfloat texImage[64][64];
- GLuint i, j;
-
- /* texture is basically z = f(x, y) */
- for (i = 0; i < texHeight; i++) {
- GLfloat y = 2.0 * (i / (float) (texHeight - 1)) - 1.0;
- for (j = 0; j < texWidth; j++) {
- GLfloat x = 2.0 * (j / (float) (texWidth - 1)) - 1.0;
- GLfloat z = 0.5 + 0.5 * (sin(4.0 * x) * sin(4.0 * y));
- texImage[i][j] = z;
- }
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, 42);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, texWidth, texHeight, 0,
- GL_LUMINANCE, GL_FLOAT, texImage);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-}
-
-
-static void
-Init(void)
-{
- GLint m;
-
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &m);
- if (m < 1) {
- printf("Error: no vertex shader texture units supported.\n");
- exit(1);
- }
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- assert(glGetError() == 0);
-
- MakeTexture();
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 1, 1);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(500, 500);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- Init();
- if (Anim)
- glutIdleFunc(Idle);
- glutMainLoop();
- return 0;
-}
-