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Diffstat (limited to 'progs/glsl/points.c')
-rw-r--r-- | progs/glsl/points.c | 257 |
1 files changed, 0 insertions, 257 deletions
diff --git a/progs/glsl/points.c b/progs/glsl/points.c deleted file mode 100644 index 98490f1819c..00000000000 --- a/progs/glsl/points.c +++ /dev/null @@ -1,257 +0,0 @@ -/** - * Implement smooth (AA) points with shaders. - * A simple variation could be used for sprite points. - * Brian Paul - * 29 July 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" - - -static GLuint FragShader; -static GLuint VertShader; -static GLuint Program; - -static GLint Win = 0; -static GLint WinWidth = 500, WinHeight = 200; -static GLfloat Xpos = 0.0f, Ypos = 0.0f; -static GLint uViewportInv; -static GLboolean Smooth = GL_TRUE, Blend = GL_TRUE; - - -/** - * Issue vertices for a "shader point". - * The position is duplicated, only texcoords (or other vertex attrib) change. - * The vertex program will compute the "real" quad corners. - */ -static void -PointVertex3f(GLfloat x, GLfloat y, GLfloat z) -{ - glTexCoord2f(-1, -1); - glVertex3f(x, y, z); - - glTexCoord2f( 1, -1); - glVertex3f(x, y, z); - - glTexCoord2f( 1, 1); - glVertex3f(x, y, z); - - glTexCoord2f(-1, 1); - glVertex3f(x, y, z); -} - - -static void -DrawPoints(GLboolean shaderPoints) -{ - int i; - for (i = 0; i < 9; i++) { - GLfloat x = i - 4, y = 0, z = 0; - /* note: can't call glPointSize inside Begin/End :( */ - glPointSize( 2 + i * 5 ); - if (shaderPoints) { - glBegin(GL_QUADS); - PointVertex3f(x, y, z); - glEnd(); - } - else { - glBegin(GL_POINTS); - glVertex3f(x, y, z); - glEnd(); - } - } -} - - -/** - * Top row of points is rendered conventionally with GL_POINT_SMOOTH. - * Bottom row is rendered with special vertex/fragment shaders (see Init()). - */ -static void -Redisplay(void) -{ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (Smooth) - glEnable(GL_POINT_SMOOTH); - else - glDisable(GL_POINT_SMOOTH); - - if (Blend) - glEnable(GL_BLEND); - else - glDisable(GL_BLEND); - - glPushMatrix(); - glTranslatef(Xpos, Ypos, 0); - - /* - * regular points - */ - glPushMatrix(); - glTranslatef(0, 1.2, 0); - glUseProgram(0); - DrawPoints(GL_FALSE); - glPopMatrix(); - - /* - * shader points - */ - glPushMatrix(); - glTranslatef(0, -1.2, 0); - glUseProgram(Program); - if (uViewportInv != -1) { - glUniform2f(uViewportInv, 1.0 / WinWidth, 1.0 / WinHeight); - } - DrawPoints(GL_TRUE); - glPopMatrix(); - - glPopMatrix(); - - glutSwapBuffers(); -} - - -static void -Reshape(int width, int height) -{ - WinWidth = width; - WinHeight = height; - glViewport(0, 0, width, height); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0, 1.0, -1.0, 1.0, 4.0, 30.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -20.0f); -} - - -static void -Key(unsigned char key, int x, int y) -{ - (void) x; - (void) y; - - switch(key) { - case 'b': - Blend = !Blend; - break; - case 's': - Smooth = !Smooth; - break; - case 27: - glDeleteShader(FragShader); - glDeleteShader(VertShader); - glDeleteProgram(Program); - glutDestroyWindow(Win); - exit(0); - } - glutPostRedisplay(); -} - - -static void -SpecialKey(int key, int x, int y) -{ - const GLfloat step = 1/100.0; - switch(key) { - case GLUT_KEY_UP: - Ypos += step; - break; - case GLUT_KEY_DOWN: - Ypos -= step; - break; - case GLUT_KEY_LEFT: - Xpos -= step; - break; - case GLUT_KEY_RIGHT: - Xpos += step; - break; - } - glutPostRedisplay(); -} - - -static void -Init(void) -{ - /* Fragment shader: compute distance of fragment from center of point - * (we're using texcoords but another varying could be used). - * if dist > 1, discard (coverage==0) - * if dist < k, coverage = 1 - * else, coverage = func(dist) - * Note: length() uses sqrt() and may be expensive. The distance could - * be squared instead (with adjustments to the threshold (k) test) - */ - static const char *fragShaderText = - "void main() {\n" - " float cover; \n" - " float k = 2.0 / gl_Point.size; \n" - " float d = length(gl_TexCoord[0].xy); \n" - " if (d >= 1.0) \n" - " discard; \n" - " if (d < 1.0 - k) \n" - " cover = 1.0; \n" - " else \n" - " cover = (1.0 - d) * 0.5 * gl_Point.size; \n" - " gl_FragColor.rgb = gl_Color.rgb; \n" - " gl_FragColor.a = cover; \n" - "}\n"; - /* Vertex shader: compute new vertex position based on incoming vertex pos, - * texcoords, point size, and inverse viewport scale factor. - * Note: should compute point size attenuation here too. - */ - static const char *vertShaderText = - "uniform vec2 viewportInv; \n" - "void main() {\n" - " vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " gl_Position.xy = pos.xy + gl_MultiTexCoord0.xy * viewportInv \n" - " * gl_Point.size * pos.w; \n" - " gl_Position.zw = pos.zw; \n" - " gl_TexCoord[0] = gl_MultiTexCoord0; \n" - " gl_FrontColor = gl_Color; \n" - "}\n"; - - if (!ShadersSupported()) - exit(1); - - VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); - FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); - Program = LinkShaders(VertShader, FragShader); - - glUseProgram(Program); - - uViewportInv = glGetUniformLocation(Program, "viewportInv"); - - glUseProgram(0); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -} - - -int -main(int argc, char *argv[]) -{ - glutInit(&argc, argv); - glutInitWindowSize(WinWidth, WinHeight); - glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); - Win = glutCreateWindow(argv[0]); - glewInit(); - glutReshapeFunc(Reshape); - glutKeyboardFunc(Key); - glutSpecialFunc(SpecialKey); - glutDisplayFunc(Redisplay); - Init(); - glutMainLoop(); - return 0; -} - - |