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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/vpglsl/vp-tris.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/vpglsl/vp-tris.c')
-rw-r--r--progs/vpglsl/vp-tris.c363
1 files changed, 0 insertions, 363 deletions
diff --git a/progs/vpglsl/vp-tris.c b/progs/vpglsl/vp-tris.c
deleted file mode 100644
index 6a1fa3d3bf0..00000000000
--- a/progs/vpglsl/vp-tris.c
+++ /dev/null
@@ -1,363 +0,0 @@
-
-#include <assert.h>
-#include <string.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-
-#include <GL/glew.h>
-#include <GL/glut.h>
-
-static const char *filename = NULL;
-static GLuint nr_steps = 4;
-static GLuint prim = GL_TRIANGLES;
-static GLfloat psz = 1.0;
-static GLboolean pointsmooth = 0;
-static GLboolean program_point_size = 0;
-
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static void usage( char *name )
-{
- fprintf( stderr, "usage: %s [ options ] shader_filename\n", name );
- fprintf( stderr, "\n" );
- fprintf( stderr, "options:\n" );
- fprintf( stderr, " -f flat shaded\n" );
- fprintf( stderr, " -nNr subdivision steps\n" );
-}
-
-
-static void load_and_compile_shader(GLuint shader, const char *text)
-{
- GLint stat;
-
- glShaderSource(shader, 1, (const GLchar **) &text, NULL);
-
- glCompileShader(shader);
-
- glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetShaderInfoLog(shader, 1000, &len, log);
- fprintf(stderr, "vp-tris: problem compiling shader:\n%s\n", log);
- exit(1);
- }
-}
-
-static void read_shader(GLuint shader, const char *filename)
-{
- const int max = 100*1000;
- int n;
- char *buffer = (char*) malloc(max);
- FILE *f = fopen(filename, "r");
- if (!f) {
- fprintf(stderr, "vp-tris: Unable to open shader file %s\n", filename);
- exit(1);
- }
-
- n = fread(buffer, 1, max, f);
- printf("vp-tris: read %d bytes from shader file %s\n", n, filename);
- if (n > 0) {
- buffer[n] = 0;
- load_and_compile_shader(shader, buffer);
- }
-
- fclose(f);
- free(buffer);
-}
-
-static void check_link(GLuint prog)
-{
- GLint stat;
- glGetProgramiv(prog, GL_LINK_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetProgramInfoLog(prog, 1000, &len, log);
- fprintf(stderr, "Linker error:\n%s\n", log);
- }
-}
-
-static void setup_uniforms()
-{
- {
- GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
- GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
- GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
- GLfloat vecKer[] =
- { 1.0, 0.0, 0.0, 1.0,
- 0.0, 1.0, 0.0, 1.0,
- 1.0, 0.0, 0.0, 1.0,
- 0.0, 0.0, 0.0, 1.0
- };
- if (loc1f >= 0)
- glUniform1fv(loc1f, 16, vecKer);
-
- if (loc2f >= 0)
- glUniform2fv(loc2f, 8, vecKer);
-
- if (loc4f >= 0)
- glUniform4fv(loc4f, 4, vecKer);
-
- }
-
- {
- GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
- GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
- GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
- GLfloat vecKer[] =
- { 1.0, 0.0, 0.0, 0.25,
- 0.0, 1.0, 0.0, 0.25,
- 0.0, 0.0, 1.0, 0.25,
- 0.0, 0.0, 0.0, 0.25,
- 0.5, 0.0, 0.0, 0.35,
- 0.0, 0.5, 0.0, 0.35,
- 0.0, 0.0, 0.5, 0.35,
- 0.0, 0.0, 0.0, 0.35
- };
- if (loc1f >= 0)
- glUniform1fv(loc1f, 16, vecKer);
-
- if (loc2f >= 0)
- glUniform2fv(loc2f, 8, vecKer);
-
- if (loc4f >= 0)
- glUniform4fv(loc4f, 4, vecKer);
- }
-}
-
-static void prepare_shaders()
-{
- static const char *fragShaderText =
- "void main() {\n"
- " gl_FragColor = gl_Color;\n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_FrontColor = gl_Color;\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n";
- fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- load_and_compile_shader(fragShader, fragShaderText);
-
-
- vertShader = glCreateShader(GL_VERTEX_SHADER);
- if (filename)
- read_shader(vertShader, filename);
- else
- load_and_compile_shader(vertShader, vertShaderText);
-
- program = glCreateProgram();
- glAttachShader(program, fragShader);
- glAttachShader(program, vertShader);
- glLinkProgram(program);
- check_link(program);
- glUseProgram(program);
-
- setup_uniforms();
-}
-
-static void args(int argc, char *argv[])
-{
- GLint i;
-
- for (i = 1; i < argc; i++) {
- if (strncmp(argv[i], "-n", 2) == 0) {
- nr_steps = atoi((argv[i]) + 2);
- }
- else if (strcmp(argv[i], "-f") == 0) {
- glShadeModel(GL_FLAT);
- }
- else if (i == argc - 1) {
- filename = argv[i];
- }
- else {
- usage(argv[0]);
- exit(1);
- }
- }
-
- if (!filename) {
- usage(argv[0]);
- exit(1);
- }
-}
-
-
-
-
-union vert {
- struct {
- GLfloat color[3];
- GLfloat pos[3];
- } v;
- GLfloat f[6];
-};
-
-static void make_midpoint( union vert *out,
- const union vert *v0,
- const union vert *v1)
-{
- int i;
- for (i = 0; i < 6; i++)
- out->f[i] = v0->f[i] + .5 * (v1->f[i] - v0->f[i]);
-}
-
-static void subdiv( union vert *v0,
- union vert *v1,
- union vert *v2,
- GLuint depth )
-{
- if (depth == 0) {
- glColor3fv(v0->v.color);
- glVertex3fv(v0->v.pos);
- glColor3fv(v1->v.color);
- glVertex3fv(v1->v.pos);
- glColor3fv(v2->v.color);
- glVertex3fv(v2->v.pos);
- }
- else {
- union vert m[3];
-
- make_midpoint(&m[0], v0, v1);
- make_midpoint(&m[1], v1, v2);
- make_midpoint(&m[2], v2, v0);
-
- subdiv(&m[0], &m[2], v0, depth-1);
- subdiv(&m[1], &m[0], v1, depth-1);
- subdiv(&m[2], &m[1], v2, depth-1);
- subdiv(&m[0], &m[1], &m[2], depth-1);
- }
-}
-
-static void enable( GLenum value, GLboolean flag )
-{
- if (flag)
- glEnable(value);
- else
- glDisable(value);
-}
-
-/** Assignment */
-#define ASSIGN_3V( V, V0, V1, V2 ) \
-do { \
- V[0] = V0; \
- V[1] = V1; \
- V[2] = V2; \
-} while(0)
-
-static void Display( void )
-{
- glClearColor(0.3, 0.3, 0.3, 1);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glPointSize(psz);
-
- glUseProgram(program);
- enable( GL_POINT_SMOOTH, pointsmooth );
- enable( GL_VERTEX_PROGRAM_POINT_SIZE_ARB, program_point_size );
-
- glBegin(prim);
-
-
- {
- union vert v[3];
-
- ASSIGN_3V(v[0].v.color, 0,0,1);
- ASSIGN_3V(v[0].v.pos, 0.9, -0.9, 0.0);
- ASSIGN_3V(v[1].v.color, 1,0,0);
- ASSIGN_3V(v[1].v.pos, 0.9, 0.9, 0.0);
- ASSIGN_3V(v[2].v.color, 0,1,0);
- ASSIGN_3V(v[2].v.pos, -0.9, 0, 0.0);
-
- subdiv(&v[0], &v[1], &v[2], nr_steps);
- }
-
- glEnd();
-
-
- glFlush();
-}
-
-
-static void Reshape( int width, int height )
-{
- glViewport( 0, 0, width, height );
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- /*glTranslatef( 0.0, 0.0, -15.0 );*/
-}
-
-
-static void CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
-}
-
-static void Key( unsigned char key, int x, int y )
-{
- (void) x;
- (void) y;
- switch (key) {
- case 'p':
- prim = GL_POINTS;
- break;
- case 't':
- prim = GL_TRIANGLES;
- break;
- case 's':
- psz += .5;
- break;
- case 'S':
- if (psz > .5)
- psz -= .5;
- break;
- case 'm':
- pointsmooth = !pointsmooth;
- break;
- case 'z':
- program_point_size = !program_point_size;
- break;
- case '+':
- nr_steps++;
- break;
- case '-':
- if (nr_steps)
- nr_steps--;
- break;
- case ' ':
- psz = 1.0;
- prim = GL_TRIANGLES;
- nr_steps = 4;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-int main( int argc, char *argv[] )
-{
- glutInit( &argc, argv );
- glutInitWindowPosition( 0, 0 );
- glutInitWindowSize( 250, 250 );
- glutInitDisplayMode( GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH );
- glutCreateWindow(argv[argc-1]);
- glewInit();
- glutReshapeFunc( Reshape );
- glutKeyboardFunc( Key );
- glutDisplayFunc( Display );
- args( argc, argv );
- prepare_shaders();
- glutMainLoop();
- return 0;
-}