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-rw-r--r--progs/demos/arbfslight.c328
1 files changed, 0 insertions, 328 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
deleted file mode 100644
index a0ce7f3f5bc..00000000000
--- a/progs/demos/arbfslight.c
+++ /dev/null
@@ -1,328 +0,0 @@
-/*
- * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
- * simple per-pixel lighting.
- *
- * Michal Krol
- * 20 February 2006
- *
- * Based on the original demo by:
- * Brian Paul
- * 17 April 2003
- */
-
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-
-#ifdef WIN32
-#define GETPROCADDRESS wglGetProcAddress
-#else
-#define GETPROCADDRESS glutGetProcAddress
-#endif
-
-static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
-static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
-static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
-static GLfloat delta = 1.0f;
-
-static GLhandleARB fragShader;
-static GLhandleARB vertShader;
-static GLhandleARB program;
-
-static GLint uLightPos;
-static GLint uDiffuse;
-static GLint uSpecular;
-
-static GLboolean anim = GL_TRUE;
-static GLboolean wire = GL_FALSE;
-static GLboolean pixelLight = GL_TRUE;
-
-static GLint t0 = 0;
-static GLint frames = 0;
-
-static GLfloat xRot = 0.0f, yRot = 0.0f;
-
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
-static PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
-static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL;
-
-static void normalize (GLfloat *dst, const GLfloat *src)
-{
- GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
- dst[0] = src[0] / len;
- dst[1] = src[1] / len;
- dst[2] = src[2] / len;
-}
-
-static void Redisplay (void)
-{
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (pixelLight)
- {
- GLfloat vec[3];
-
- glUseProgramObjectARB (program);
- normalize (vec, lightPos);
- glUniform3fvARB (uLightPos, 1, vec);
- glDisable(GL_LIGHTING);
- }
- else
- {
- glUseProgramObjectARB (0);
- glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
- glEnable(GL_LIGHTING);
- }
-
- glPushMatrix ();
- glRotatef (xRot, 1.0f, 0.0f, 0.0f);
- glRotatef (yRot, 0.0f, 1.0f, 0.0f);
- glutSolidSphere (2.0, 10, 5);
- glPopMatrix ();
-
- glutSwapBuffers();
- frames++;
-
- if (anim)
- {
- GLint t = glutGet (GLUT_ELAPSED_TIME);
- if (t - t0 >= 5000)
- {
- GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
- GLfloat fps = frames / seconds;
- printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
- fflush(stdout);
- t0 = t;
- frames = 0;
- }
- }
-}
-
-static void Idle (void)
-{
- lightPos[0] += delta;
- if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
- delta = -delta;
- glutPostRedisplay ();
-}
-
-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 Key (unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch (key)
- {
- case ' ':
- case 'a':
- anim = !anim;
- if (anim)
- glutIdleFunc (Idle);
- else
- glutIdleFunc (NULL);
- break;
- case 'x':
- lightPos[0] -= 1.0f;
- break;
- case 'X':
- lightPos[0] += 1.0f;
- break;
- case 'w':
- wire = !wire;
- if (wire)
- glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- break;
- case 'p':
- pixelLight = !pixelLight;
- if (pixelLight)
- printf ("Per-pixel lighting\n");
- else
- printf ("Conventional lighting\n");
- break;
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay ();
-}
-
-static void SpecialKey (int key, int x, int y)
-{
- const GLfloat step = 3.0f;
-
- (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)
-{
- static const char *fragShaderText =
- "uniform vec3 lightPos;\n"
- "uniform vec4 diffuse;\n"
- "uniform vec4 specular;\n"
- "varying vec3 normal;\n"
- "void main () {\n"
- " // Compute dot product of light direction and normal vector\n"
- " float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
- " // Compute diffuse and specular contributions\n"
-#if 1
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
-#elif 1 /* test IF/ELSE/ENDIF */
- " if (normal.y > 0.0) { \n"
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
- " } \n"
- " else { \n"
- " if (normal.x < 0.0) { \n"
- " gl_FragColor = vec4(1, 0, 0, 0); \n"
- " } \n"
- " else { \n"
- " gl_FragColor = vec4(1, 1, 0, 0); \n"
- " } \n"
- " } \n"
-#elif 1 /* test LOOP */
- " while (1) { \n"
- " if (normal.y >= 0.0) { \n"
- " gl_FragColor = vec4(1, 0, 0, 0); \n"
- " break; \n"
- " } else { \n"
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
- " break; \n"
- " } \n"
- " } \n"
-#endif
- "}\n"
- ;
- static const char *vertShaderText =
- "varying vec3 normal;\n"
- "void main () {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " normal = gl_NormalMatrix * gl_Normal;\n"
- "}\n"
- ;
-
- if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shader_objects"))
- {
- printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
- {
- printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
- exit(1);
- }
-
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
- glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform3fvARB");
- glUniform4fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
-
- fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
- glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
- glCompileShaderARB (fragShader);
-
- vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
- glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
- glCompileShaderARB (vertShader);
-
- program = glCreateProgramObjectARB ();
- glAttachObjectARB (program, fragShader);
- glAttachObjectARB (program, vertShader);
- glLinkProgramARB (program);
- glUseProgramObjectARB (program);
-
- uLightPos = glGetUniformLocationARB (program, "lightPos");
- uDiffuse = glGetUniformLocationARB (program, "diffuse");
- uSpecular = glGetUniformLocationARB (program, "specular");
-
- glUniform4fvARB (uDiffuse, 1, diffuse);
- glUniform4fvARB (uSpecular, 1, specular);
-
- glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_LIGHT0);
- glEnable (GL_LIGHTING);
- glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
- glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
- glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
-
- printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
- printf ("Press p to toggle between per-pixel and per-vertex lighting\n");
-}
-
-int main (int argc, char *argv[])
-{
- glutInitWindowSize (200, 200);
- glutInit (&argc, argv);
- glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow (argv[0]);
- glutReshapeFunc (Reshape);
- glutKeyboardFunc (Key);
- glutSpecialFunc (SpecialKey);
- glutDisplayFunc (Redisplay);
- if (anim)
- glutIdleFunc (Idle);
- Init ();
- glutMainLoop ();
- return 0;
-}
-