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-rw-r--r--progs/glsl/vsraytrace.c401
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diff --git a/progs/glsl/vsraytrace.c b/progs/glsl/vsraytrace.c
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--- a/progs/glsl/vsraytrace.c
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-/* -*- mode: c; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2; coding: utf-8-unix -*- */
-/*
- Copyright (c) 2010 Kristóf Ralovich
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
-*/
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <GL/glew.h>
-#include <GL/glut.h>
-#include "shaderutil.h"
-#include <math.h>
-
-static int Win;
-static int WinWidth = 256, WinHeight = 256;
-static GLboolean mouseGrabbed = GL_FALSE;
-static GLuint vertShader;
-static GLuint program;
-float rot[9] = {1,0,0, 0,1,0, 0,0,1};
-
-static const char* vsSource =
- "const float INF = 9999.9; \n"
- "const float EPSILON = 0.00001; \n"
- "const vec3 lightPos = vec3(0.0, 8.0, 1.0); \n"
- "const vec4 backgroundColor = vec4(0.2,0.3,0.4,1); \n"
- " \n"
- "uniform mat3 rot; \n"
- " \n"
- "struct Ray \n"
- "{ \n"
- "vec3 orig; \n"
- "vec3 dir; \n"
- "}; \n"
- " \n"
- "struct Sphere \n"
- "{ \n"
- " vec3 c; \n"
- " float r; \n"
- "}; \n"
- " \n"
- "struct Isec \n"
- "{ \n"
- " float t; \n"
- " int idx; \n"
- " vec3 hit; \n"
- " vec3 n; \n"
- "}; \n"
- " \n"
-#ifdef __APPLE__
- "Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
- "Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
- "Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
- "Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
-#else
- "const Sphere spheres0 = Sphere( vec3(0.0,0.0,-1.0), 0.5 ); \n"
- "const Sphere spheres1 = Sphere( vec3(-3.0,0.0,-1.0), 1.5 ); \n"
- "const Sphere spheres2 = Sphere( vec3(0.0,3.0,-1.0), 0.5 ); \n"
- "const Sphere spheres3 = Sphere( vec3(2.0,0.0,-1.0), 1.0 ); \n"
-#endif
- " \n"
- "// Mesa intel gen4 generates \"unsupported IR in fragment shader 13\" for\n"
- "// sqrt, let's work around. \n"
- "float \n"
- "sqrt_hack(float f2) \n"
- "{ \n"
- " vec3 v = vec3(f2,0.0,0.0); \n"
- " return length(v); \n"
- "} \n"
- " \n"
- "void \n"
- "intersect(const in Ray ray, \n"
- " const in Sphere sph, \n"
- " const in int idx, \n"
- " inout Isec isec) \n"
- "{ \n"
- " // Project both o and the sphere to the plane perpendicular to d \n"
- " // and containing c. Let x be the point where the ray intersects \n"
- " // the plane. If |x-c| < r, the ray intersects the sphere. \n"
- " vec3 o = ray.orig; \n"
- " vec3 d = ray.dir; \n"
- " vec3 n = -d; \n"
- " vec3 c = sph.c; \n"
- " float r = sph.r; \n"
- " float t = dot(c-o,n)/dot(n,d); \n"
- " vec3 x = o+d*t; \n"
- " float e = length(x-c); \n"
- " if(e > r) \n"
- " { \n"
- " // no intersection \n"
- " return; \n"
- " } \n"
- " \n"
- " // Apply Pythagorean theorem on the (intersection,x,c) triangle \n"
- " // to get the distance between c and the intersection. \n"
- "#define BUGGY_INTEL_GEN4_GLSL 1 \n"
- "#ifndef BUGGY_INTEL_GEN4_GLSL \n"
- " float f = sqrt(r*r - e*e); \n"
- "#else \n"
- " float f = sqrt_hack(r*r - e*e); \n"
- "#endif \n"
- " float dist = t - f; \n"
- " if(dist < 0.0) \n"
- " { \n"
- " // inside the sphere \n"
- " return; \n"
- " } \n"
- " \n"
- " if(dist < EPSILON) \n"
- " return; \n"
- " \n"
- " if(dist > isec.t) \n"
- " return; \n"
- " \n"
- " isec.t = dist; \n"
- " isec.idx = idx; \n"
- " \n"
- " isec.hit = ray.orig + ray.dir * isec.t; \n"
- " isec.n = (isec.hit - c) / r; \n"
- "} \n"
- " \n"
- "Isec \n"
- "intersect(const in Ray ray, \n"
- " const in float max_t /*= INF*/) \n"
- "{ \n"
- " Isec nearest; \n"
- " nearest.t = max_t; \n"
- " nearest.idx = -1; \n"
- " \n"
- " intersect(ray, spheres0, 0, nearest); \n"
- " intersect(ray, spheres1, 1, nearest); \n"
- " intersect(ray, spheres2, 2, nearest); \n"
- " intersect(ray, spheres3, 3, nearest); \n"
- " \n"
- " return nearest; \n"
- "} \n"
- " \n"
- "vec4 \n"
- "idx2color(const in int idx) \n"
- "{ \n"
- " vec4 diff; \n"
- " if(idx == 0) \n"
- " diff = vec4(1.0, 0.0, 0.0, 0.0); \n"
- " else if(idx == 1) \n"
- " diff = vec4(0.0, 1.0, 0.0, 0.0); \n"
- " else if(idx == 2) \n"
- " diff = vec4(0.0, 0.0, 1.0, 0.0); \n"
- " else if(idx == 3) \n"
- " diff = vec4(1.0, 1.0, 0.0, 0.0); \n"
- " return diff; \n"
- "} \n"
- " \n"
- "vec4 \n"
- "trace0(const in Ray ray) \n"
- "{ \n"
- " Isec isec = intersect(ray, INF); \n"
- " \n"
- " if(isec.idx == -1) \n"
- " { \n"
- " return backgroundColor; \n"
- " } \n"
- " \n"
- " vec4 diff = idx2color(isec.idx); \n"
- " \n"
- " vec3 N = isec.n; \n"
- " vec3 L = normalize(lightPos-isec.hit); \n"
- " vec3 camera_dir = normalize(ray.orig - isec.hit); \n"
- " return dot(N,L)*diff + pow( \n"
- " clamp(dot(reflect(-L,N),camera_dir),0.0,1.0),16.0); \n"
- "} \n"
- " \n"
- "vec4 \n"
- "trace1(const in Ray ray) \n"
- "{ \n"
- " Isec isec = intersect(ray, INF); \n"
- " \n"
- " if(isec.idx == -1) \n"
- " { \n"
- " return backgroundColor; \n"
- " } \n"
- " \n"
- " Ray reflRay = Ray(isec.hit, reflect(ray.dir, isec.n)); \n"
- " \n"
- " vec4 reflCol = trace0(reflRay); \n"
- " \n"
- " vec4 diff = idx2color(isec.idx) + reflCol; \n"
- " \n"
- " vec3 N = isec.n; \n"
- " vec3 L = normalize(lightPos-isec.hit); \n"
- " vec3 camera_dir = normalize(ray.orig - isec.hit); \n"
- " return dot(N,L)*diff + pow( \n"
- " clamp(dot(reflect(-L,N),camera_dir),0.0,1.0),16.0); \n"
- "} \n"
- " \n"
- "void main() \n"
- "{ \n"
- " const vec3 cameraPos = vec3(0,0,3); \n"
- " vec3 rayDir = normalize(vec3(gl_Vertex.x, gl_Vertex.y, -1.0) * rot);\n"
- " Ray ray = Ray(cameraPos, rayDir); \n"
- " gl_Position = gl_Vertex; \n"
- " gl_FrontColor = trace1(ray); \n"
- "}\n";
-
-
-static
-float
-deg2rad(const float degree)
-{
- return( degree * 0.017453292519943295769236907684886F);
-}
-
-static void
-rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
-{
- const float rad1 = deg2rad(degreesAroundX);
- const float c1 = cosf(rad1);
- const float s1 = sinf(rad1);
- const float rad2 = deg2rad(degreesAroundY);
- const float c2 = cosf(rad2);
- const float s2 = sinf(rad2);
- mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2;
- mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2;
- mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
-}
-
-static void
-identity(float* mat3)
-{
- mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
- mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F;
- mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F;
-}
-
-static void
-Draw(void)
-{
- const float w = 0.5F * WinWidth;
- const float h = 0.5F * WinHeight;
- int x,y;
-
- GLint location = glGetUniformLocation(program, "rot");
-
- glUseProgram(program);
- glUniformMatrix3fv(location, 1, 0, rot);
- glBegin(GL_POINTS);
- for(y = 0; y < WinHeight; y++)
- {
- for(x = 0; x < WinWidth; x++)
- {
- const float posx = x / w - 1.0F;
- const float posy = y / h - 1.0F;
- glVertex2f(posx, posy);
- }
- }
- glEnd();
- glUseProgram(0);
-
- glutSwapBuffers();
-
- {
- static int frames = 0;
- static int t0 = 0;
- static int t1 = 0;
- float dt;
- frames++;
- t1 = glutGet(GLUT_ELAPSED_TIME);
- dt = (float)(t1-t0)/1000.0F;
- if (dt >= 5.0F)
- {
- float fps = (float)frames / dt;
- printf("%f FPS (%d frames in %f seconds)\n", fps, frames, dt);
- frames = 0;
- t0 = t1;
- }
- }
-}
-
-
-static void
-Reshape(int width, int height)
-{
- WinWidth = width;
- WinHeight = height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- if(key == 27)
- {
- glutDestroyWindow(Win);
- exit(0);
- }
- glutPostRedisplay();
-}
-
-
-static
-void
-drag(int x, int y)
-{
- float scale = 1.5F;
- if(mouseGrabbed)
- {
- static GLfloat xRot = 0, yRot = 0;
- xRot = (float)(x - WinWidth/2) / scale;
- yRot = (float)(y - WinHeight/2) / scale;
- identity(rot);
- rotate_xy(rot, yRot, xRot);
- glutPostRedisplay();
- }
-}
-
-
-static
-void
-mouse(int button, int state, int x, int y)
-{
- mouseGrabbed = (state == GLUT_DOWN);
-}
-
-
-static void
-Init(void)
-{
- glDisable(GL_DEPTH_TEST);
-
- if(!ShadersSupported())
- {
- fprintf(stderr, "Shaders are not supported!\n");
- exit(-1);
- }
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vsSource);
- program = LinkShaders(vertShader, 0);
- glUseProgram(0);
-
- if(glGetError() != 0)
- {
- fprintf(stderr, "Shaders were not loaded!\n");
- exit(-1);
- }
-
- if(!glIsShader(vertShader))
- {
- fprintf(stderr, "Vertex shader failed!\n");
- exit(-1);
- }
-
- if(!glIsProgram(program))
- {
- fprintf(stderr, "Shader program failed!\n");
- exit(-1);
- }
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInitWindowSize(WinWidth, WinHeight);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- Win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Draw);
- glutIdleFunc(Draw);
- glutMouseFunc(mouse);
- glutMotionFunc(drag);
- Init();
- glutMainLoop();
- return 0;
-}
-