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-rw-r--r--progs/glsl/.gitignore35
-rw-r--r--progs/glsl/CH06-brick.frag36
-rw-r--r--progs/glsl/CH06-brick.vert41
-rw-r--r--progs/glsl/CH11-bumpmap.frag41
-rw-r--r--progs/glsl/CH11-bumpmap.vert38
-rw-r--r--progs/glsl/CH11-bumpmaptex.frag47
-rw-r--r--progs/glsl/CH11-toyball.frag75
-rw-r--r--progs/glsl/CH11-toyball.vert24
-rw-r--r--progs/glsl/CH18-mandel.frag55
-rw-r--r--progs/glsl/CH18-mandel.vert35
-rw-r--r--progs/glsl/Makefile104
-rw-r--r--progs/glsl/SConscript39
-rw-r--r--progs/glsl/array.c258
-rw-r--r--progs/glsl/bitmap.c320
-rw-r--r--progs/glsl/brick.c200
-rw-r--r--progs/glsl/brick.shtest8
-rw-r--r--progs/glsl/bump.c347
-rw-r--r--progs/glsl/convolution.frag21
-rw-r--r--progs/glsl/convolution.vert5
-rw-r--r--progs/glsl/convolutions.c470
-rw-r--r--progs/glsl/cubemap.frag18
-rw-r--r--progs/glsl/deriv.c249
-rw-r--r--progs/glsl/fragcoord.c181
-rw-r--r--progs/glsl/fsraytrace.c412
-rw-r--r--progs/glsl/identity.c204
-rw-r--r--progs/glsl/linktest.c255
-rw-r--r--progs/glsl/mandelbrot.c215
-rw-r--r--progs/glsl/mandelbrot.shtest13
-rw-r--r--progs/glsl/multinoise.c278
-rw-r--r--progs/glsl/multitex.c412
-rw-r--r--progs/glsl/multitex.frag15
-rw-r--r--progs/glsl/multitex.shtest6
-rw-r--r--progs/glsl/multitex.vert14
-rw-r--r--progs/glsl/noise.c216
-rw-r--r--progs/glsl/noise2.c200
-rw-r--r--progs/glsl/pointcoord.c201
-rw-r--r--progs/glsl/points.c257
-rw-r--r--progs/glsl/reflect.vert20
-rw-r--r--progs/glsl/samplers.c375
-rw-r--r--progs/glsl/shadow_sampler.c337
-rw-r--r--progs/glsl/shadowtex.frag21
-rw-r--r--progs/glsl/shtest.c711
-rw-r--r--progs/glsl/simple.vert9
-rw-r--r--progs/glsl/skinning.c280
-rw-r--r--progs/glsl/skinning.frag6
-rw-r--r--progs/glsl/skinning.vert24
-rw-r--r--progs/glsl/texaaline.c372
-rw-r--r--progs/glsl/texdemo1.c438
-rw-r--r--progs/glsl/toyball.c221
-rw-r--r--progs/glsl/toyball.shtest17
-rw-r--r--progs/glsl/trirast.c255
-rw-r--r--progs/glsl/twoside.c305
-rw-r--r--progs/glsl/vert-or-frag-only.c187
-rw-r--r--progs/glsl/vert-tex.c267
-rw-r--r--progs/glsl/vsraytrace.c401
55 files changed, 0 insertions, 9591 deletions
diff --git a/progs/glsl/.gitignore b/progs/glsl/.gitignore
deleted file mode 100644
index 9d403ec6d6e..00000000000
--- a/progs/glsl/.gitignore
+++ /dev/null
@@ -1,35 +0,0 @@
-array
-bitmap
-brick
-bump
-convolutions
-deriv
-extfuncs.h
-fragcoord
-fsraytrace
-identity
-linktest
-mandelbrot
-multinoise
-multitex
-noise
-noise2
-pointcoord
-points
-readtex.c
-readtex.h
-samplers
-samplers_array
-shaderutil.c
-shaderutil.h
-shadow_sampler
-shtest
-skinning
-texaaline
-texdemo1
-toyball
-trirast
-twoside
-vert-or-frag-only
-vert-tex
-vsraytrace
diff --git a/progs/glsl/CH06-brick.frag b/progs/glsl/CH06-brick.frag
deleted file mode 100644
index 06ef04e3afb..00000000000
--- a/progs/glsl/CH06-brick.frag
+++ /dev/null
@@ -1,36 +0,0 @@
-//
-// Fragment shader for procedural bricks
-//
-// Authors: Dave Baldwin, Steve Koren, Randi Rost
-// based on a shader by Darwyn Peachey
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-uniform vec3 BrickColor, MortarColor;
-uniform vec2 BrickSize;
-uniform vec2 BrickPct;
-
-varying vec2 MCposition;
-varying float LightIntensity;
-
-void main()
-{
- vec3 color;
- vec2 position, useBrick;
-
- position = MCposition / BrickSize;
-
- if (fract(position.y * 0.5) > 0.5)
- position.x += 0.5;
-
- position = fract(position);
-
- useBrick = step(position, BrickPct);
-
- color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y);
- color *= LightIntensity;
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/progs/glsl/CH06-brick.vert b/progs/glsl/CH06-brick.vert
deleted file mode 100644
index e95e6f42f0b..00000000000
--- a/progs/glsl/CH06-brick.vert
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// Vertex shader for procedural bricks
-//
-// Authors: Dave Baldwin, Steve Koren, Randi Rost
-// based on a shader by Darwyn Peachey
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-uniform vec3 LightPosition;
-
-const float SpecularContribution = 0.3;
-const float DiffuseContribution = 1.0 - SpecularContribution;
-
-varying float LightIntensity;
-varying vec2 MCposition;
-
-void main()
-{
- vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 lightVec = normalize(LightPosition - ecPosition);
- vec3 reflectVec = reflect(-lightVec, tnorm);
- vec3 viewVec = normalize(-ecPosition);
- float diffuse = max(dot(lightVec, tnorm), 0.0);
- float spec = 0.0;
-
- if (diffuse > 0.0)
- {
- spec = max(dot(reflectVec, viewVec), 0.0);
- spec = pow(spec, 16.0);
- }
-
- LightIntensity = DiffuseContribution * diffuse +
- SpecularContribution * spec;
-
- MCposition = gl_Vertex.xy;
- gl_Position = ftransform();
-}
diff --git a/progs/glsl/CH11-bumpmap.frag b/progs/glsl/CH11-bumpmap.frag
deleted file mode 100644
index e12c5d374cd..00000000000
--- a/progs/glsl/CH11-bumpmap.frag
+++ /dev/null
@@ -1,41 +0,0 @@
-//
-// Fragment shader for procedural bumps
-//
-// Authors: John Kessenich, Randi Rost
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-varying vec3 LightDir;
-varying vec3 EyeDir;
-
-uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18)
-uniform float BumpDensity; // = 16.0
-uniform float BumpSize; // = 0.15
-uniform float SpecularFactor; // = 0.5
-
-void main()
-{
- vec3 litColor;
- vec2 c = BumpDensity * gl_TexCoord[0].st;
- vec2 p = fract(c) - vec2(0.5);
-
- float d, f;
- d = p.x * p.x + p.y * p.y;
- f = inversesqrt(d + 1.0);
-
- if (d >= BumpSize)
- { p = vec2(0.0); f = 1.0; }
-
- vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
- litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
- vec3 reflectDir = reflect(LightDir, normDelta);
-
- float spec = max(dot(EyeDir, reflectDir), 0.0);
- spec *= SpecularFactor;
- litColor = min(litColor + spec, vec3(1.0));
-
- gl_FragColor = vec4(litColor, 1.0);
-}
diff --git a/progs/glsl/CH11-bumpmap.vert b/progs/glsl/CH11-bumpmap.vert
deleted file mode 100644
index d3d19f62ac3..00000000000
--- a/progs/glsl/CH11-bumpmap.vert
+++ /dev/null
@@ -1,38 +0,0 @@
-//
-// Vertex shader for procedural bumps
-//
-// Authors: Randi Rost, John Kessenich
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-varying vec3 LightDir;
-varying vec3 EyeDir;
-
-uniform vec3 LightPosition;
-
-attribute vec3 Tangent;
-
-void main()
-{
- EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec3 n = normalize(gl_NormalMatrix * gl_Normal);
- vec3 t = normalize(gl_NormalMatrix * Tangent);
- vec3 b = cross(n, t);
-
- vec3 v;
- v.x = dot(LightPosition, t);
- v.y = dot(LightPosition, b);
- v.z = dot(LightPosition, n);
- LightDir = normalize(v);
-
- v.x = dot(EyeDir, t);
- v.y = dot(EyeDir, b);
- v.z = dot(EyeDir, n);
- EyeDir = normalize(v);
-}
diff --git a/progs/glsl/CH11-bumpmaptex.frag b/progs/glsl/CH11-bumpmaptex.frag
deleted file mode 100644
index b5dabb4c8a8..00000000000
--- a/progs/glsl/CH11-bumpmaptex.frag
+++ /dev/null
@@ -1,47 +0,0 @@
-//
-// Fragment shader for procedural bumps
-//
-// Authors: John Kessenich, Randi Rost
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-// Texture mapping/modulation added by Brian Paul
-//
-
-varying vec3 LightDir;
-varying vec3 EyeDir;
-
-uniform float BumpDensity; // = 16.0
-uniform float BumpSize; // = 0.15
-uniform float SpecularFactor; // = 0.5
-
-uniform sampler2D Tex;
-
-void main()
-{
- vec3 ambient = vec3(0.25);
- vec3 litColor;
- vec2 c = BumpDensity * gl_TexCoord[0].st;
- vec2 p = fract(c) - vec2(0.5);
-
- float d, f;
- d = p.x * p.x + p.y * p.y;
- f = inversesqrt(d + 1.0);
-
- if (d >= BumpSize)
- { p = vec2(0.0); f = 1.0; }
-
- vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz;
-
- vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
- litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0));
- vec3 reflectDir = reflect(LightDir, normDelta);
-
- float spec = max(dot(EyeDir, reflectDir), 0.0);
- spec *= SpecularFactor;
- litColor = min(litColor + spec, vec3(1.0));
-
- gl_FragColor = vec4(litColor, 1.0);
-}
diff --git a/progs/glsl/CH11-toyball.frag b/progs/glsl/CH11-toyball.frag
deleted file mode 100644
index 90ec1c27fc1..00000000000
--- a/progs/glsl/CH11-toyball.frag
+++ /dev/null
@@ -1,75 +0,0 @@
-//
-// Fragment shader for procedurally generated toy ball
-//
-// Author: Bill Licea-Kane
-//
-// Copyright (c) 2002-2003 ATI Research
-//
-// See ATI-License.txt for license information
-//
-
-varying vec4 ECposition; // surface position in eye coordinates
-varying vec4 ECballCenter; // ball center in eye coordinates
-
-uniform vec4 LightDir; // light direction, should be normalized
-uniform vec4 HVector; // reflection vector for infinite light source
-uniform vec4 SpecularColor;
-uniform vec4 Red, Yellow, Blue;
-
-uniform vec4 HalfSpace0; // half-spaces used to define star pattern
-uniform vec4 HalfSpace1;
-uniform vec4 HalfSpace2;
-uniform vec4 HalfSpace3;
-uniform vec4 HalfSpace4;
-
-uniform float InOrOutInit; // = -3
-uniform float StripeWidth; // = 0.3
-uniform float FWidth; // = 0.005
-
-void main()
-{
- vec4 normal; // Analytically computed normal
- vec4 p; // Point in shader space
- vec4 surfColor; // Computed color of the surface
- float intensity; // Computed light intensity
- vec4 distance; // Computed distance values
- float inorout; // Counter for computing star pattern
-
- p.xyz = normalize(ECposition.xyz - ECballCenter.xyz); // Calculate p
- p.w = 1.0;
-
- inorout = InOrOutInit; // initialize inorout to -3
-
- distance[0] = dot(p, HalfSpace0);
- distance[1] = dot(p, HalfSpace1);
- distance[2] = dot(p, HalfSpace2);
- distance[3] = dot(p, HalfSpace3);
-
- distance = smoothstep(-FWidth, FWidth, distance);
- inorout += dot(distance, vec4(1.0));
-
- distance.x = dot(p, HalfSpace4);
- distance.y = StripeWidth - abs(p.z);
- distance = smoothstep(-FWidth, FWidth, distance);
- inorout += distance.x;
-
- inorout = clamp(inorout, 0.0, 1.0);
-
- surfColor = mix(Yellow, Red, inorout);
- surfColor = mix(surfColor, Blue, distance.y);
-
- // normal = point on surface for sphere at (0,0,0)
- normal = p;
-
- // Per fragment diffuse lighting
- intensity = 0.2; // ambient
- intensity += 0.8 * clamp(dot(LightDir, normal), 0.0, 1.0);
- surfColor *= intensity;
-
- // Per fragment specular lighting
- intensity = clamp(dot(HVector, normal), 0.0, 1.0);
- intensity = pow(intensity, SpecularColor.a);
- surfColor += SpecularColor * intensity;
-
- gl_FragColor = surfColor;
-}
diff --git a/progs/glsl/CH11-toyball.vert b/progs/glsl/CH11-toyball.vert
deleted file mode 100644
index b7da3ac839e..00000000000
--- a/progs/glsl/CH11-toyball.vert
+++ /dev/null
@@ -1,24 +0,0 @@
-//
-// Fragment shader for procedurally generated toy ball
-//
-// Author: Bill Licea-Kane
-//
-// Copyright (c) 2002-2003 ATI Research
-//
-// See ATI-License.txt for license information
-//
-
-varying vec4 ECposition; // surface position in eye coordinates
-varying vec4 ECballCenter; // ball center in eye coordinates
-uniform vec4 BallCenter; // ball center in modelling coordinates
-
-void main()
-{
-//orig: ECposition = gl_ModelViewMatrix * gl_Vertex;
-
- ECposition = gl_TextureMatrix[0] * gl_Vertex;
- ECposition = gl_ModelViewMatrix * ECposition;
-
- ECballCenter = gl_ModelViewMatrix * BallCenter;
- gl_Position = ftransform();
-}
diff --git a/progs/glsl/CH18-mandel.frag b/progs/glsl/CH18-mandel.frag
deleted file mode 100644
index a972d68bcfb..00000000000
--- a/progs/glsl/CH18-mandel.frag
+++ /dev/null
@@ -1,55 +0,0 @@
-//
-// Fragment shader for drawing the Mandelbrot set
-//
-// Authors: Dave Baldwin, Steve Koren, Randi Rost
-// based on a shader by Michael Rivero
-//
-// Copyright (c) 2002-2005: 3Dlabs, Inc.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-varying vec3 Position;
-varying float LightIntensity;
-
-uniform float MaxIterations;
-uniform float Zoom;
-uniform float Xcenter;
-uniform float Ycenter;
-uniform vec3 InnerColor;
-uniform vec3 OuterColor1;
-uniform vec3 OuterColor2;
-
-void main()
-{
- float real = Position.x * Zoom + Xcenter;
- float imag = Position.y * Zoom + Ycenter;
- float Creal = real; // Change this line...
- float Cimag = imag; // ...and this one to get a Julia set
-
- float r2 = 0.0;
- float iter;
-
-// for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter)
- for (iter = 0.0; iter < 12.0 && r2 < 4.0; ++iter)
- {
- float tempreal = real;
-
- real = (tempreal * tempreal) - (imag * imag) + Creal;
- imag = 2.0 * tempreal * imag + Cimag;
- r2 = (real * real) + (imag * imag);
- }
-
- // Base the color on the number of iterations
-
- vec3 color;
-
- if (r2 < 4.0)
- color = InnerColor;
- else
- color = mix(OuterColor1, OuterColor2, fract(iter * 0.05));
-
- color *= LightIntensity;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/progs/glsl/CH18-mandel.vert b/progs/glsl/CH18-mandel.vert
deleted file mode 100644
index c4ca66405d3..00000000000
--- a/progs/glsl/CH18-mandel.vert
+++ /dev/null
@@ -1,35 +0,0 @@
-//
-// Vertex shader for drawing the Mandelbrot set
-//
-// Authors: Dave Baldwin, Steve Koren, Randi Rost
-// based on a shader by Michael Rivero
-//
-// Copyright (c) 2002-2005: 3Dlabs, Inc.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-uniform vec3 LightPosition;
-uniform float SpecularContribution;
-uniform float DiffuseContribution;
-uniform float Shininess;
-
-varying float LightIntensity;
-varying vec3 Position;
-
-void main()
-{
- vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 lightVec = normalize(LightPosition - ecPosition);
- vec3 reflectVec = reflect(-lightVec, tnorm);
- vec3 viewVec = normalize(-ecPosition);
- float spec = max(dot(reflectVec, viewVec), 0.0);
- spec = pow(spec, Shininess);
- LightIntensity = DiffuseContribution *
- max(dot(lightVec, tnorm), 0.0) +
- SpecularContribution * spec;
- Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0;
- gl_Position = ftransform();
-
-} \ No newline at end of file
diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile
deleted file mode 100644
index 6030c8002f5..00000000000
--- a/progs/glsl/Makefile
+++ /dev/null
@@ -1,104 +0,0 @@
-# progs/demos/Makefile
-
-TOP = ../..
-include $(TOP)/configs/current
-
-INCDIR = $(TOP)/include
-
-LIB_DEP = \
- $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) \
- $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) \
- $(TOP)/$(LIB_DIR)/$(GLUT_LIB_NAME)
-
-LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) \
- -l$(GL_LIB) $(APP_LIB_DEPS)
-
-# using : to avoid APP_CC pointing to CC loop
-CC := $(APP_CC)
-CFLAGS := -I$(INCDIR) $(CFLAGS)
-LDLIBS = $(LIBS)
-
-PROG_SOURCES = \
- array.c \
- bitmap.c \
- brick.c \
- bump.c \
- convolutions.c \
- deriv.c \
- fragcoord.c \
- fsraytrace.c \
- identity.c \
- linktest.c \
- mandelbrot.c \
- multinoise.c \
- multitex.c \
- noise.c \
- noise2.c \
- pointcoord.c \
- points.c \
- samplers.c \
- samplers_array.c \
- shadow_sampler.c \
- shtest.c \
- skinning.c \
- texaaline.c \
- texdemo1.c \
- toyball.c \
- trirast.c \
- twoside.c \
- vert-or-frag-only.c \
- vert-tex.c \
- vsraytrace.c
-
-UTIL_HEADERS = \
- extfuncs.h \
- shaderutil.h \
- readtex.h
-
-UTIL_SOURCES = \
- shaderutil.c \
- readtex.c
-
-UTIL_OBJS = $(UTIL_SOURCES:.c=.o)
-PROG_OBJS = $(PROG_SOURCES:.c=.o)
-PROGS = $(PROG_SOURCES:%.c=%)
-
-##### TARGETS #####
-
-default: $(PROGS)
-
-$(PROG_OBJS): $(UTIL_HEADERS)
-
-$(PROGS): $(UTIL_OBJS)
-
-.o:
- $(CC) $(CFLAGS) $(LDFLAGS) $^ $(LDLIBS) -o $@
-
-clean:
- -rm -f $(PROGS)
- -rm -f *.o *~
- -rm -f extfuncs.h
- -rm -f shaderutil.*
- -rm -f readtex.*
-
-
-##### Extra dependencies
-
-samplers_array.o: samplers.c
- $(APP_CC) $(CFLAGS) -DSAMPLERS_ARRAY $< -c -o $@
-
-extfuncs.h: $(TOP)/progs/util/extfuncs.h
- cp $< .
-
-readtex.c: $(TOP)/progs/util/readtex.c
- cp $< .
-
-readtex.h: $(TOP)/progs/util/readtex.h
- cp $< .
-
-shaderutil.c: $(TOP)/progs/util/shaderutil.c
- cp $< .
-
-shaderutil.h: $(TOP)/progs/util/shaderutil.h
- cp $< .
-
diff --git a/progs/glsl/SConscript b/progs/glsl/SConscript
deleted file mode 100644
index 02884e5a710..00000000000
--- a/progs/glsl/SConscript
+++ /dev/null
@@ -1,39 +0,0 @@
-Import('*')
-
-progs = [
- 'array',
- 'bitmap',
- 'brick',
- 'bump',
- 'convolutions',
- 'deriv',
- 'fragcoord',
- 'fsraytrace',
- 'identity',
- 'linktest',
- 'mandelbrot',
- 'multinoise',
- 'multitex',
- 'noise',
- 'noise2',
- 'pointcoord',
- 'points',
- 'samplers',
- 'shadow_sampler',
- 'skinning',
- 'texaaline',
- 'texdemo1',
- 'toyball',
- 'trirast',
- 'twoside',
- 'vert-or-frag-only',
- 'vert-tex',
- 'vsraytrace',
-]
-
-for prog in progs:
- progs_env.Program(
- target = prog,
- source = prog + '.c',
- )
-
diff --git a/progs/glsl/array.c b/progs/glsl/array.c
deleted file mode 100644
index 4ed18485ea9..00000000000
--- a/progs/glsl/array.c
+++ /dev/null
@@ -1,258 +0,0 @@
-/**
- * Test variable array indexing in a vertex shader.
- * Brian Paul
- * 17 April 2009
- */
-
-#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"
-
-
-/**
- * The vertex position.z is used as a (variable) index into an
- * array which returns a new Z value.
- */
-static const char *VertShaderText =
- "uniform sampler2D tex1; \n"
- "uniform float HeightArray[20]; \n"
- "void main() \n"
- "{ \n"
- " vec4 pos = gl_Vertex; \n"
- " int i = int(pos.z * 9.5); \n"
- " pos.z = HeightArray[i]; \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();
-}
-
-
-/** z=f(x,y) */
-static float
-fz(float x, float y)
-{
- return fabs(cos(1.5*x) + cos(1.5*y));
-}
-
-
-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++) {
- float z0 = fz(x, y), z1 = fz(x, y + dy);
-
- glTexCoord2f(s, t);
- glVertex3f(x, y, z0);
-
- glTexCoord2f(s, t + dt);
- glVertex3f(x, y + dy, z1);
- x += dx;
- s += ds;
- }
- glEnd();
- y += dy;
- t += dt;
- }
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (WireFrame)
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- 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();
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
- 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
-Init(void)
-{
- GLfloat HeightArray[20];
- GLint u, i;
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- /* Setup the HeightArray[] uniform */
- for (i = 0; i < 20; i++)
- HeightArray[i] = i / 20.0;
- u = glGetUniformLocation(program, "HeightArray");
- glUniform1fv(u, 20, HeightArray);
-
- assert(glGetError() == 0);
-
- 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;
-}
-
diff --git a/progs/glsl/bitmap.c b/progs/glsl/bitmap.c
deleted file mode 100644
index 8b1853d9ab2..00000000000
--- a/progs/glsl/bitmap.c
+++ /dev/null
@@ -1,320 +0,0 @@
-/**
- * Implement glRasterPos + glBitmap with textures + shaders.
- * Brian Paul
- * 14 May 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 = 500;
-static GLboolean Anim = GL_TRUE;
-static GLboolean Bitmap = GL_FALSE;
-static GLfloat Xrot = 20.0f, Yrot = 70.0f;
-static GLint uTex, uScale;
-static GLuint Textures[2];
-
-#define TEX_WIDTH 16
-#define TEX_HEIGHT 8
-
-
-static void
-BitmapText(const char *s)
-{
- while (*s) {
- glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
- s++;
- }
-}
-
-
-static void
-Redisplay(void)
-{
- static const GLfloat px[3] = { 1.2, 0, 0};
- static const GLfloat nx[3] = {-1.2, 0, 0};
-
- 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);
-
- glEnable(GL_LIGHTING);
-
- glPushMatrix();
- glScalef(0.5, 0.5, 0.5);
- glutSolidDodecahedron();
- glPopMatrix();
-
- glDisable(GL_LIGHTING);
-
- glColor3f(0, 1, 0);
- glBegin(GL_LINES);
- glVertex3f(-1, 0, 0);
- glVertex3f( 1, 0, 0);
- glEnd();
-
- glColor3f(1, 1, 0);
-
- if (Bitmap) {
- glRasterPos3fv(px);
- BitmapText("+X");
- glRasterPos3fv(nx);
- BitmapText("-X");
- }
- else {
- glUseProgram(Program);
-
- /* vertex positions (deltas) depend on texture size and window size */
- if (uScale != -1) {
- glUniform2f(uScale,
- 2.0 * TEX_WIDTH / WinWidth,
- 2.0 * TEX_HEIGHT / WinHeight);
- }
-
- /* draw +X */
- glBindTexture(GL_TEXTURE_2D, Textures[0]);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3fv(px);
- glTexCoord2f(1, 0); glVertex3fv(px);
- glTexCoord2f(1, 1); glVertex3fv(px);
- glTexCoord2f(0, 1); glVertex3fv(px);
- glEnd();
-
- /* draw -X */
- glBindTexture(GL_TEXTURE_2D, Textures[1]);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3fv(nx);
- glTexCoord2f(1, 0); glVertex3fv(nx);
- glTexCoord2f(1, 1); glVertex3fv(nx);
- glTexCoord2f(0, 1); glVertex3fv(nx);
- glEnd();
-
- glUseProgram(0);
- }
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Idle(void)
-{
- Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.01;
- glutPostRedisplay();
-}
-
-
-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, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -10.0f);
-}
-
-
-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 'b':
- Bitmap = !Bitmap;
- if (Bitmap)
- printf("Using glBitmap\n");
- else
- printf("Using billboard texture\n");
- 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 = 0.125f;
- 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;
- }
- /*printf("Xrot: %f Yrot: %f\n", Xrot, Yrot);*/
- glutPostRedisplay();
-}
-
-
-static void
-MakeTexImage(const char *p, GLuint texobj)
-{
- GLubyte image[TEX_HEIGHT][TEX_WIDTH];
- GLuint i, j, k;
-
- for (i = 0; i < TEX_HEIGHT; i++) {
- for (j = 0; j < TEX_WIDTH; j++) {
- k = i * TEX_WIDTH + j;
- if (p[k] == ' ') {
- image[i][j] = 0;
- }
- else {
- image[i][j] = 255;
- }
- }
- }
-
- glBindTexture(GL_TEXTURE_2D, texobj);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEX_WIDTH, TEX_HEIGHT, 0,
- GL_RED, GL_UNSIGNED_BYTE, image);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-}
-
-
-static void
-MakeBitmapTextures(void)
-{
- const char *px =
- " X X "
- " X X X "
- " X X X "
- " XXXXX X "
- " X X X "
- " X X X "
- " X X "
- " X X ";
- const char *nx =
- " X X "
- " X X "
- " X X "
- " XXXXX X "
- " X X "
- " X X "
- " X X "
- " X X ";
- glGenTextures(2, Textures);
- MakeTexImage(px, Textures[0]);
- MakeTexImage(nx, Textures[1]);
-}
-
-
-static void
-Init(void)
-{
- /* Fragment shader: modulate raster color by texture, discard fragments
- * with alpha < 1.0
- */
- static const char *fragShaderText =
- "uniform sampler2D tex2d; \n"
- "void main() {\n"
- " vec4 c = texture2D(tex2d, gl_TexCoord[0].xy); \n"
- " if (c.w < 1.0) \n"
- " discard; \n"
- " gl_FragColor = c * gl_Color; \n"
- "}\n";
- /* Vertex shader: compute new vertex position based on incoming vertex pos,
- * texcoords and special scale factor.
- */
- static const char *vertShaderText =
- "uniform vec2 scale; \n"
- "void main() {\n"
- " vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale * p.w; \n"
- " gl_Position.zw = p.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);
-
- uScale = glGetUniformLocation(Program, "scale");
- uTex = glGetUniformLocation(Program, "tex2d");
- if (uTex != -1) {
- glUniform1i(uTex, 0); /* tex unit 0 */
- }
-
- glUseProgram(0);
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
- glEnable(GL_LIGHT0);
-
- MakeBitmapTextures();
-}
-
-
-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);
- if (Anim)
- glutIdleFunc(Idle);
- Init();
- glutMainLoop();
- return 0;
-}
-
-
diff --git a/progs/glsl/brick.c b/progs/glsl/brick.c
deleted file mode 100644
index 20417aa4626..00000000000
--- a/progs/glsl/brick.c
+++ /dev/null
@@ -1,200 +0,0 @@
-/**
- * "Brick" shader demo. Uses the example shaders from chapter 6 of
- * the OpenGL Shading Language "orange" book.
- * 10 Jan 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 char *FragProgFile = "CH06-brick.frag";
-static char *VertProgFile = "CH06-brick.vert";
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static struct uniform_info Uniforms[] = {
- /* vert */
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
- /* frag */
- { "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 },
- { "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 },
- { "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 },
- { "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static GLint win = 0;
-
-
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-
-
-
-
-static void
-Redisplay(void)
-{
- 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);
-
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-2, -2);
- glTexCoord2f(1, 0); glVertex2f( 2, -2);
- glTexCoord2f(1, 1); glVertex2f( 2, 2);
- glTexCoord2f(0, 1); glVertex2f(-2, 2);
- glEnd();
-
- 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)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case 'z':
- zRot -= 1.0;
- break;
- case 'Z':
- zRot += 1.0;
- break;
- case 27:
- CleanUp();
- 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)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/brick.shtest b/progs/glsl/brick.shtest
deleted file mode 100644
index 8a2152692eb..00000000000
--- a/progs/glsl/brick.shtest
+++ /dev/null
@@ -1,8 +0,0 @@
-vs CH06-brick.vert
-fs CH06-brick.frag
-uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0
-uniform BrickColor GL_FLOAT_VEC3 0.8 0.2 0.2
-uniform MortarColor GL_FLOAT_VEC3 0.6 0.6 0.6
-uniform BrickSize GL_FLOAT_VEC2 1.0 0.3
-uniform BrickPct GL_FLOAT_VEC2 0.9 0.8
-
diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c
deleted file mode 100644
index 784596448c5..00000000000
--- a/progs/glsl/bump.c
+++ /dev/null
@@ -1,347 +0,0 @@
-/**
- * Procedural Bump Mapping demo. Uses the example shaders from
- * chapter 11 of the OpenGL Shading Language "orange" book.
- * 16 Jan 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"
-#include "readtex.h"
-
-
-static char *FragProgFile = "CH11-bumpmap.frag";
-static char *FragTexProgFile = "CH11-bumpmaptex.frag";
-static char *VertProgFile = "CH11-bumpmap.vert";
-static char *TextureFile = "../images/tile.rgb";
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint fragTexShader;
-static GLuint vertShader;
-static GLuint program;
-static GLuint texProgram;
-
-
-static struct uniform_info Uniforms[] = {
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 },
- { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
- { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static struct uniform_info TexUniforms[] = {
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "Tex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
- { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
- { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static GLint win = 0;
-
-static GLfloat xRot = 20.0f, yRot = 0.0f, zRot = 0.0f;
-
-static GLint tangentAttrib;
-
-static GLuint Texture;
-
-static GLboolean Anim = GL_FALSE;
-static GLboolean Textured = GL_FALSE;
-
-
-static void
-CheckError(int line)
-{
- GLenum err = glGetError();
- if (err) {
- printf("GL Error %s (0x%x) at line %d\n",
- gluErrorString(err), (int) err, line);
- }
-}
-
-/*
- * Draw a square, specifying normal and tangent vectors.
- */
-static void
-Square(GLfloat size)
-{
- glNormal3f(0, 0, 1);
- glVertexAttrib3f(tangentAttrib, 1, 0, 0);
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-size, -size);
- glTexCoord2f(1, 0); glVertex2f( size, -size);
- glTexCoord2f(1, 1); glVertex2f( size, size);
- glTexCoord2f(0, 1); glVertex2f(-size, size);
- glEnd();
-}
-
-
-static void
-Cube(GLfloat size)
-{
- /* +X */
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -X */
- glPushMatrix();
- glRotatef(-90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* +Y */
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Y */
- glPushMatrix();
- glRotatef(-90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
-
- /* +Z */
- glPushMatrix();
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Z */
- glPushMatrix();
- glRotatef(180, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
-}
-
-
-static void
-Idle(void)
-{
- GLint t = glutGet(GLUT_ELAPSED_TIME);
- yRot = t * 0.05;
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- 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);
-
- if (Textured)
- glUseProgram(texProgram);
- else
- glUseProgram(program);
-
- Cube(1.5);
-
- glPopMatrix();
-
- CheckError(__LINE__);
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- float ar = (float) width / (float) height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -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(fragTexShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glDeleteProgram(texProgram);
- 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;
- glutIdleFunc(Anim ? Idle : NULL);
- break;
- case 't':
- Textured = !Textured;
- 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
-Init(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- assert(glGetError() == 0);
-
- CheckError(__LINE__);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- CheckError(__LINE__);
-
- tangentAttrib = glGetAttribLocation(program, "Tangent");
- printf("Tangent Attrib: %d\n", tangentAttrib);
-
- assert(tangentAttrib >= 0);
-
- CheckError(__LINE__);
-
-
- /*
- * As above, but fragment shader also uses a texture map.
- */
- fragTexShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragTexProgFile);
- texProgram = LinkShaders(vertShader, fragTexShader);
- glUseProgram(texProgram);
- assert(glIsProgram(texProgram));
- assert(glIsShader(fragTexShader));
- SetUniformValues(texProgram, TexUniforms);
- PrintUniforms(TexUniforms);
-
- /*
- * Load tex image.
- */
- glGenTextures(1, &Texture);
- glBindTexture(GL_TEXTURE_2D, Texture);
- LoadRGBMipmaps(TextureFile, GL_RGB);
-
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[++i];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[++i];
- }
- else if (strcmp(argv[i], "-t") == 0) {
- TextureFile = argv[++i];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/convolution.frag b/progs/glsl/convolution.frag
deleted file mode 100644
index e49b8acf545..00000000000
--- a/progs/glsl/convolution.frag
+++ /dev/null
@@ -1,21 +0,0 @@
-
-const int KernelSize = 9;
-
-//texture offsets
-uniform vec2 Offset[KernelSize];
-//convolution kernel
-uniform vec4 KernelValue[KernelSize];
-uniform sampler2D srcTex;
-uniform vec4 ScaleFactor;
-uniform vec4 BaseColor;
-
-void main(void)
-{
- int i;
- vec4 sum = vec4(0.0);
- for (i = 0; i < KernelSize; ++i) {
- vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]);
- sum += tmp * KernelValue[i];
- }
- gl_FragColor = sum * ScaleFactor + BaseColor;
-}
diff --git a/progs/glsl/convolution.vert b/progs/glsl/convolution.vert
deleted file mode 100644
index 752c54671c3..00000000000
--- a/progs/glsl/convolution.vert
+++ /dev/null
@@ -1,5 +0,0 @@
-void main() {
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/progs/glsl/convolutions.c b/progs/glsl/convolutions.c
deleted file mode 100644
index fdfaf568a25..00000000000
--- a/progs/glsl/convolutions.c
+++ /dev/null
@@ -1,470 +0,0 @@
-/**
- * Convolution with GLSL.
- * Note: uses GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_fragment_shader,
- * not the OpenGL 2.0 shader API.
- * Author: Zack Rusin
- */
-
-#include <GL/glew.h>
-
-#define GL_GLEXT_PROTOTYPES
-#include "readtex.h"
-
-#include <GL/glut.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <assert.h>
-#include <math.h>
-
-enum Filter {
- GAUSSIAN_BLUR,
- SHARPEN,
- MEAN_REMOVAL,
- EMBOSS,
- EDGE_DETECT,
- NO_FILTER,
- LAST
-};
-#define QUIT LAST
-
-struct BoundingBox {
- float minx, miny, minz;
- float maxx, maxy, maxz;
-};
-struct Texture {
- GLuint id;
- GLfloat x;
- GLfloat y;
- GLint width;
- GLint height;
- GLenum format;
-};
-
-static const char *textureLocation = "../images/girl2.rgb";
-
-static GLfloat viewRotx = 0.0, viewRoty = 0.0, viewRotz = 0.0;
-static struct BoundingBox box;
-static struct Texture texture;
-static GLuint program;
-static GLint menuId;
-static enum Filter filter = GAUSSIAN_BLUR;
-
-
-static void checkError(int line)
-{
- GLenum err = glGetError();
- if (err) {
- printf("GL Error %s (0x%x) at line %d\n",
- gluErrorString(err), (int) err, line);
- }
-}
-
-static void loadAndCompileShader(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, "Problem compiling shader: %s\n", log);
- exit(1);
- }
- else {
- printf("Shader compiled OK\n");
- }
-}
-
-static void readShader(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, "Unable to open shader file %s\n", filename);
- exit(1);
- }
-
- n = fread(buffer, 1, max, f);
- printf("Read %d bytes from shader file %s\n", n, filename);
- if (n > 0) {
- buffer[n] = 0;
- loadAndCompileShader(shader, buffer);
- }
-
- fclose(f);
- free(buffer);
-}
-
-
-static void
-checkLink(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);
- }
- else {
- fprintf(stderr, "Link success!\n");
- }
-}
-
-static void fillConvolution(GLint *k,
- GLfloat *scale,
- GLfloat *color)
-{
- switch(filter) {
- case GAUSSIAN_BLUR:
- k[0] = 1; k[1] = 2; k[2] = 1;
- k[3] = 2; k[4] = 4; k[5] = 2;
- k[6] = 1; k[7] = 2; k[8] = 1;
-
- *scale = 1./16.;
- break;
- case SHARPEN:
- k[0] = 0; k[1] = -2; k[2] = 0;
- k[3] = -2; k[4] = 11; k[5] = -2;
- k[6] = 0; k[7] = -2; k[8] = 0;
-
- *scale = 1./3.;
- break;
- case MEAN_REMOVAL:
- k[0] = -1; k[1] = -1; k[2] = -1;
- k[3] = -1; k[4] = 9; k[5] = -1;
- k[6] = -1; k[7] = -1; k[8] = -1;
-
- *scale = 1./1.;
- break;
- case EMBOSS:
- k[0] = -1; k[1] = 0; k[2] = -1;
- k[3] = 0; k[4] = 4; k[5] = 0;
- k[6] = -1; k[7] = 0; k[8] = -1;
-
- *scale = 1./1.;
- color[0] = 0.5;
- color[1] = 0.5;
- color[2] = 0.5;
- color[3] = 0.5;
- break;
- case EDGE_DETECT:
- k[0] = 1; k[1] = 1; k[2] = 1;
- k[3] = 0; k[4] = 0; k[5] = 0;
- k[6] = -1; k[7] = -1; k[8] = -1;
-
- *scale = 1.;
- color[0] = 0.5;
- color[1] = 0.5;
- color[2] = 0.5;
- color[3] = 0.5;
- break;
- case NO_FILTER:
- k[0] = 0; k[1] = 0; k[2] = 0;
- k[3] = 0; k[4] = 1; k[5] = 0;
- k[6] = 0; k[7] = 0; k[8] = 0;
-
- *scale = 1.;
- break;
- default:
- assert(!"Unhandled switch value");
- }
-}
-
-static void setupConvolution()
-{
- GLint *kernel = (GLint*)malloc(sizeof(GLint) * 9);
- GLfloat scale = 0.0;
- GLfloat *vecKer = (GLfloat*)malloc(sizeof(GLfloat) * 9 * 4);
- GLuint loc;
- GLuint i;
- GLfloat baseColor[4];
- baseColor[0] = 0;
- baseColor[1] = 0;
- baseColor[2] = 0;
- baseColor[3] = 0;
-
- fillConvolution(kernel, &scale, baseColor);
- /*vector of 4*/
- for (i = 0; i < 9; ++i) {
- vecKer[i*4 + 0] = kernel[i];
- vecKer[i*4 + 1] = kernel[i];
- vecKer[i*4 + 2] = kernel[i];
- vecKer[i*4 + 3] = kernel[i];
- }
-
- loc = glGetUniformLocationARB(program, "KernelValue");
- glUniform4fv(loc, 9, vecKer);
- loc = glGetUniformLocationARB(program, "ScaleFactor");
- glUniform4f(loc, scale, scale, scale, scale);
- loc = glGetUniformLocationARB(program, "BaseColor");
- glUniform4f(loc, baseColor[0], baseColor[1],
- baseColor[2], baseColor[3]);
-
- free(vecKer);
- free(kernel);
-}
-
-static void createProgram(const char *vertProgFile,
- const char *fragProgFile)
-{
- GLuint fragShader = 0, vertShader = 0;
-
- program = glCreateProgram();
- if (vertProgFile) {
- vertShader = glCreateShader(GL_VERTEX_SHADER);
- readShader(vertShader, vertProgFile);
- glAttachShader(program, vertShader);
- }
-
- if (fragProgFile) {
- fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- readShader(fragShader, fragProgFile);
- glAttachShader(program, fragShader);
- }
-
- glLinkProgram(program);
- checkLink(program);
-
- glUseProgram(program);
-
- /*
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
- */
-
- checkError(__LINE__);
- {/*texture*/
- GLuint texLoc = glGetUniformLocationARB(program, "srcTex");
- glUniform1iARB(texLoc, 0);
- }
- {/*setup offsets */
- float offsets[] = { 1.0 / texture.width, 1.0 / texture.height,
- 0.0 , 1.0 / texture.height,
- -1.0 / texture.width, 1.0 / texture.height,
- 1.0 / texture.width, 0.0,
- 0.0 , 0.0,
- -1.0 / texture.width, 0.0,
- 1.0 / texture.width, -1.0 / texture.height,
- 0.0 , -1.0 / texture.height,
- -1.0 / texture.width, -1.0 / texture.height };
- GLuint offsetLoc = glGetUniformLocationARB(program, "Offset");
- glUniform2fv(offsetLoc, 9, offsets);
- }
- setupConvolution();
-
- checkError(__LINE__);
-}
-
-
-static void readTexture(const char *filename)
-{
- GLubyte *data;
-
- texture.x = 0;
- texture.y = 0;
-
- glGenTextures(1, &texture.id);
- glBindTexture(GL_TEXTURE_2D, texture.id);
- glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- data = LoadRGBImage(filename, &texture.width, &texture.height,
- &texture.format);
- if (!data) {
- printf("Error: couldn't load texture image '%s'\n", filename);
- exit(1);
- }
- printf("Texture %s (%d x %d)\n",
- filename, texture.width, texture.height);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
- texture.width, texture.height, 0, texture.format,
- GL_UNSIGNED_BYTE, data);
-}
-
-static void menuSelected(int entry)
-{
- switch (entry) {
- case QUIT:
- exit(0);
- break;
- default:
- filter = (enum Filter)entry;
- }
- setupConvolution();
-
- glutPostRedisplay();
-}
-
-static void menuInit()
-{
- menuId = glutCreateMenu(menuSelected);
-
- glutAddMenuEntry("Gaussian blur", GAUSSIAN_BLUR);
- glutAddMenuEntry("Sharpen", SHARPEN);
- glutAddMenuEntry("Mean removal", MEAN_REMOVAL);
- glutAddMenuEntry("Emboss", EMBOSS);
- glutAddMenuEntry("Edge detect", EDGE_DETECT);
- glutAddMenuEntry("None", NO_FILTER);
-
- glutAddMenuEntry("Quit", QUIT);
-
- glutAttachMenu(GLUT_RIGHT_BUTTON);
-}
-
-static void init()
-{
- if (!glutExtensionSupported("GL_ARB_shader_objects") ||
- !glutExtensionSupported("GL_ARB_vertex_shader") ||
- !glutExtensionSupported("GL_ARB_fragment_shader")) {
- fprintf(stderr, "Sorry, this program requires GL_ARB_shader_objects, GL_ARB_vertex_shader, and GL_ARB_fragment_shader\n");
- exit(1);
- }
-
- fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
- fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
- fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
-
- menuInit();
- readTexture(textureLocation);
- createProgram("convolution.vert", "convolution.frag");
-
- glEnable(GL_TEXTURE_2D);
- glClearColor(1.0, 1.0, 1.0, 1.0);
- /*glShadeModel(GL_SMOOTH);*/
- glShadeModel(GL_FLAT);
-}
-
-static void reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- box.minx = 0;
- box.maxx = width;
- box.miny = 0;
- box.maxy = height;
- box.minz = 0;
- box.maxz = 1;
- glOrtho(box.minx, box.maxx, box.miny, box.maxy, -999999, 999999);
- glMatrixMode(GL_MODELVIEW);
-}
-
-static void keyPress(unsigned char key, int x, int y)
-{
- switch(key) {
- case 27:
- exit(0);
- default:
- break;
- }
- glutPostRedisplay();
-}
-
-static void
-special(int k, int x, int y)
-{
- switch (k) {
- case GLUT_KEY_UP:
- viewRotx += 2.0;
- break;
- case GLUT_KEY_DOWN:
- viewRotx -= 2.0;
- break;
- case GLUT_KEY_LEFT:
- viewRoty += 2.0;
- break;
- case GLUT_KEY_RIGHT:
- viewRoty -= 2.0;
- break;
- default:
- return;
- }
- glutPostRedisplay();
-}
-
-
-static void draw()
-{
- GLfloat center[2];
- GLfloat anchor[2];
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glLoadIdentity();
- glPushMatrix();
-
- center[0] = box.maxx/2;
- center[1] = box.maxy/2;
- anchor[0] = center[0] - texture.width/2;
- anchor[1] = center[1] - texture.height/2;
-
- glTranslatef(center[0], center[1], 0);
- glRotatef(viewRotx, 1.0, 0.0, 0.0);
- glRotatef(viewRoty, 0.0, 1.0, 0.0);
- glRotatef(viewRotz, 0.0, 0.0, 1.0);
- glTranslatef(-center[0], -center[1], 0);
-
- glTranslatef(anchor[0], anchor[1], 0);
- glBegin(GL_TRIANGLE_STRIP);
- {
- glColor3f(1., 0., 0.);
- glTexCoord2f(0, 0);
- glVertex3f(0, 0, 0);
-
- glColor3f(0., 1., 0.);
- glTexCoord2f(0, 1.0);
- glVertex3f(0, texture.height, 0);
-
- glColor3f(1., 0., 0.);
- glTexCoord2f(1.0, 0);
- glVertex3f(texture.width, 0, 0);
-
- glColor3f(0., 1., 0.);
- glTexCoord2f(1, 1);
- glVertex3f(texture.width, texture.height, 0);
- }
- glEnd();
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-int main(int argc, char **argv)
-{
- glutInit(&argc, argv);
-
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE);
-
- if (!glutCreateWindow("Image Convolutions")) {
- fprintf(stderr, "Couldn't create window!\n");
- exit(1);
- }
-
- glewInit();
- init();
-
- glutReshapeFunc(reshape);
- glutKeyboardFunc(keyPress);
- glutSpecialFunc(special);
- glutDisplayFunc(draw);
-
-
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/cubemap.frag b/progs/glsl/cubemap.frag
deleted file mode 100644
index 9c27648aaf9..00000000000
--- a/progs/glsl/cubemap.frag
+++ /dev/null
@@ -1,18 +0,0 @@
-// Fragment shader for cube-texture reflection mapping
-// Brian Paul
-
-
-uniform samplerCube cubeTex;
-varying vec3 normal;
-uniform vec3 lightPos;
-
-void main()
-{
- // simple diffuse, specular lighting:
- vec3 lp = normalize(lightPos);
- float dp = dot(lp, normalize(normal));
- float spec = pow(dp, 5.0);
-
- // final color:
- gl_FragColor = dp * textureCube(cubeTex, gl_TexCoord[0].xyz, 0.0) + spec;
-}
diff --git a/progs/glsl/deriv.c b/progs/glsl/deriv.c
deleted file mode 100644
index 588246b71ac..00000000000
--- a/progs/glsl/deriv.c
+++ /dev/null
@@ -1,249 +0,0 @@
-/**
- * Test OpenGL 2.0 dx/dy functions for texcoords.
- * Brian Paul
- * 2 May 2007
- *
- * NOTE: resize the window to observe how the partial derivatives of
- * the texcoords change.
- */
-
-
-#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 char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLuint SphereList, RectList, CurList;
-static GLint win = 0;
-static GLboolean anim = GL_TRUE;
-static GLfloat xRot = 0.0f, yRot = 0.0f;
-static GLint WinSize[2];
-static GLint WinSizeUniform = -1;
-
-
-static void
-Redisplay(void)
-{
- glUniform2iv(WinSizeUniform, 1, WinSize);
-
- 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);
- glCallList(CurList);
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Idle(void)
-{
- yRot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
- glutPostRedisplay();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- WinSize[0] = width;
- WinSize[1] = 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)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case ' ':
- case 'a':
- anim = !anim;
- if (anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'o':
- if (CurList == SphereList)
- CurList = RectList;
- else
- CurList = SphereList;
- break;
- case 27:
- CleanUp();
- 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
-MakeSphere(void)
-{
- GLUquadricObj *obj = gluNewQuadric();
- SphereList = glGenLists(1);
- gluQuadricTexture(obj, GL_TRUE);
- glNewList(SphereList, GL_COMPILE);
- gluSphere(obj, 2.0f, 30, 15);
- glEndList();
- gluDeleteQuadric(obj);
-}
-
-
-static void
-MakeRect(void)
-{
- RectList = glGenLists(1);
- glNewList(RectList, GL_COMPILE);
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-2, -2);
- glTexCoord2f(1, 0); glVertex2f( 2, -2);
- glTexCoord2f(1, 1); glVertex2f( 2, 2);
- glTexCoord2f(0, 1); glVertex2f(-2, 2);
- glEnd();
- glEndList();
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "uniform ivec2 WinSize; \n"
- "void main() {\n"
- " vec2 d = dFdy(gl_TexCoord[0].xy) * vec2(WinSize); \n"
- " gl_FragColor = vec4(d.x, d.y, 0.0, 1.0);\n"
- " // gl_FragColor = gl_TexCoord[0];\n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
- "}\n";
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
- WinSizeUniform = glGetUniformLocation(program, "WinSize");
-
- /*assert(glGetError() == 0);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
-
- MakeSphere();
- MakeRect();
-
- CurList = SphereList;
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- WinSize[0] = WinSize[1] = 200;
-
- glutInit(&argc, argv);
- glutInitWindowSize(WinSize[0], WinSize[1]);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/fragcoord.c b/progs/glsl/fragcoord.c
deleted file mode 100644
index 3dfcec87a56..00000000000
--- a/progs/glsl/fragcoord.c
+++ /dev/null
@@ -1,181 +0,0 @@
-/**
- * Test GLSL gl_FragCoord fragment program attribute.
- * Color the quad's fragments according to their window position.
- *
- * Brian Paul
- * 20 Nov 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 GLint WinWidth = 200, WinHeight = 200;
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLint win = 0;
-static GLboolean Anim = GL_TRUE;
-static GLfloat PosX = 0.0, PosY = 0.0;
-
-
-static void
-Idle(void)
-{
- float r = (WinWidth < WinHeight) ? WinWidth : WinHeight;
- float a = glutGet(GLUT_ELAPSED_TIME) * 0.001;
- r *= 0.25;
- PosX = WinWidth / 2 + r * cos(a);
- PosY = WinHeight / 2 + r * sin(a);
-
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT);
-
- glPushMatrix();
- glTranslatef(PosX, PosY, 0.0);
-#if 0
- glBegin(GL_POLYGON);
- glVertex2f(-50, -50);
- glVertex2f( 50, -50);
- glVertex2f( 50, 50);
- glVertex2f(-50, 50);
- glEnd();
-#else
- glutSolidSphere(50, 20, 10);
-#endif
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, width, 0, height, -55, 55);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- WinWidth = width;
- WinHeight = height;
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case ' ':
- case 'a':
- Anim = !Anim;
- glutIdleFunc(Anim ? Idle : NULL);
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "void main() { \n"
- " vec4 scale = vec4(.005, 0.005, 0.5, 1.0);\n"
- " gl_FragColor = gl_FragCoord * scale; \n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n";
-
- 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);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(WinWidth, WinHeight);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutIdleFunc(Anim ? Idle : NULL);
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/fsraytrace.c b/progs/glsl/fsraytrace.c
deleted file mode 100644
index af72a99099d..00000000000
--- a/progs/glsl/fsraytrace.c
+++ /dev/null
@@ -1,412 +0,0 @@
-/* -*- 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 = 512, WinHeight = 512;
-static int mouseGrabbed = 0;
-static GLuint vertShader;
-static GLuint fragShader;
-static GLuint program;
-static float rot[9] = {1,0,0, 0,1,0, 0,0,1};
-
-static const char* vsSource =
- "varying vec2 rayDir; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5); \n"
- " gl_Position = gl_ProjectionMatrix * gl_Vertex; \n"
- "}\n";
-
-static const char* fsSource =
- "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"
- "varying vec2 rayDir; \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"
- "#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 float z = -0.5; \n"
- " const vec3 cameraPos = vec3(0,0,3); \n"
- " Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot)); \n"
- " gl_FragColor = trace1(r); \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)
-{
- GLint location = glGetUniformLocation(program, "rot");
- static const float m = -10.F;
- static const float p = 10.F;
- static const float d = -0.5F;
-
- glUseProgram(program);
- glUniformMatrix3fv(location, 1, 0, rot);
-
- glBegin(GL_QUADS);
- {
- glTexCoord2f(0.0F, 0.0F); glVertex3f(m, m, d);
- glTexCoord2f(1.0F, 0.0F); glVertex3f(p, m, d);
- glTexCoord2f(1.0F, 1.0F); glVertex3f(p, p, d);
- glTexCoord2f(0.0F, 1.0F); glVertex3f(m, p, d);
- }
- 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();
- glOrtho(-10, 10, -10, 10, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
- switch (key) {
- case 27:
- glutDestroyWindow(Win);
- exit(0);
- break;
- }
- 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);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fsSource);
- program = LinkShaders(vertShader, fragShader);
- 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);
- glutMouseFunc(mouse);
- glutMotionFunc(drag);
- glutIdleFunc(Draw);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/identity.c b/progs/glsl/identity.c
deleted file mode 100644
index 526e9b82c10..00000000000
--- a/progs/glsl/identity.c
+++ /dev/null
@@ -1,204 +0,0 @@
-/**
- * Test very basic glsl functionality (identity vertex and fragment shaders).
- * Brian Paul & Stephane Marchesin
- */
-
-
-#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 char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLint win = 0;
-static GLboolean anim = GL_FALSE;
-static GLfloat xRot = 0.0f, yRot = 0.0f;
-static int w,h;
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glBegin(GL_TRIANGLES);
- glColor3f(.8,0,0);
- glVertex3f(-0.9, -0.9, 0.0);
- glColor3f(0,.9,0);
- glVertex3f( 0.9, -0.9, 0.0);
- glColor3f(0,0,.7);
- glVertex3f( 0.0, 0.9, 0.0);
- glEnd();
-
- glutSwapBuffers();
-}
-
-
-static void
-Idle(void)
-{
- yRot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
- glutPostRedisplay();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- w = width;
- h = height;
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-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 27:
- CleanUp();
- 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 =
- "void main() {\n"
- " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_Vertex;\n"
- "}\n";
-
- if (!ShadersSupported())
- exit(1);
-
- if (FragProgFile)
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- else
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
-
- if (VertProgFile)
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- else
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
-
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- /*assert(glGetError() == 0);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(200, 200);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/linktest.c b/progs/glsl/linktest.c
deleted file mode 100644
index ec3fffbf9ce..00000000000
--- a/progs/glsl/linktest.c
+++ /dev/null
@@ -1,255 +0,0 @@
-/**
- * Test linking of multiple compilation units.
- * Brian Paul
- * 28 March 2009
- */
-
-#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 GLfloat diffuse[4] = { 0.5f, 1.0f, 0.5f, 1.0f };
-static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
-static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 0.0f };
-static GLfloat delta = 1.0f;
-
-static GLuint VertShader1;
-static GLuint VertShader2;
-static GLuint FragShader1;
-static GLuint FragShader2;
-static GLuint Program;
-
-static GLint uDiffuse;
-static GLint uSpecular;
-static GLint uTexture;
-
-static GLint Win = 0;
-static GLboolean anim = GL_TRUE;
-
-
-
-static const char *FragShaderSource1 =
- "float compute_dotprod(const vec3 normal) \n"
- "{ \n"
- " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
- " normalize(normal)), 0.0); \n"
- " return dotProd; \n"
- "} \n";
-
-static const char *FragShaderSource2 =
- "uniform vec4 diffuse;\n"
- "uniform vec4 specular;\n"
- "varying vec3 normal;\n"
- "\n"
- "// external function \n"
- "float compute_dotprod(const vec3 normal); \n"
- "\n"
- "void main() \n"
- "{ \n"
- " float dotProd = compute_dotprod(normal); \n"
- " gl_FragColor = diffuse * dotProd + specular * pow(dotProd, 20.0); \n"
- "} \n";
-
-
-static const char *VertShaderSource1 =
- "vec3 compute_normal() \n"
- "{ \n"
- " return gl_NormalMatrix * gl_Normal; \n"
- "} \n";
-
-static const char *VertShaderSource2 =
- "varying vec3 normal;\n"
- "\n"
- "// external function \n"
- "vec3 compute_normal(); \n"
- "\n"
- "void main() \n"
- "{ \n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
- " normal = compute_normal(); \n"
- "} \n";
-
-
-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;
- dst[3] = src[3];
-}
-
-
-static void
-Redisplay(void)
-{
- GLfloat vec[4];
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* update light position */
- normalize(vec, lightPos);
- glLightfv(GL_LIGHT0, GL_POSITION, vec);
-
- glutSolidSphere(2.0, 10, 5);
-
- glutSwapBuffers();
-}
-
-
-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
-CleanUp(void)
-{
- glDeleteShader(VertShader1);
- glDeleteShader(VertShader2);
- glDeleteShader(FragShader1);
- glDeleteShader(FragShader2);
- glDeleteProgram(Program);
- glutDestroyWindow(Win);
-}
-
-
-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 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-CheckLink(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
-Init(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- VertShader1 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource1);
- VertShader2 = CompileShaderText(GL_VERTEX_SHADER, VertShaderSource2);
- FragShader1 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource1);
- FragShader2 = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderSource2);
-
- Program = glCreateProgram();
- glAttachShader(Program, VertShader1);
- glAttachShader(Program, VertShader2);
- glAttachShader(Program, FragShader1);
- glAttachShader(Program, FragShader2);
-
- glLinkProgram(Program);
-
- CheckLink(Program);
-
- glUseProgram(Program);
-
- uDiffuse = glGetUniformLocation(Program, "diffuse");
- uSpecular = glGetUniformLocation(Program, "specular");
- uTexture = glGetUniformLocation(Program, "texture");
- printf("DiffusePos %d SpecularPos %d TexturePos %d\n",
- uDiffuse, uSpecular, uTexture);
-
- glUniform4fv(uDiffuse, 1, diffuse);
- glUniform4fv(uSpecular, 1, specular);
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 10.0f);
-
- assert(glIsProgram(Program));
- assert(glIsShader(VertShader1));
- assert(glIsShader(VertShader2));
- assert(glIsShader(FragShader1));
- assert(glIsShader(FragShader2));
-
- glColor3f(1, 0, 0);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(300, 300);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- Win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- Init();
- glutMainLoop();
- return 0;
-}
-
-
diff --git a/progs/glsl/mandelbrot.c b/progs/glsl/mandelbrot.c
deleted file mode 100644
index b05ef37fae1..00000000000
--- a/progs/glsl/mandelbrot.c
+++ /dev/null
@@ -1,215 +0,0 @@
-/**
- * "Mandelbrot" shader demo. Uses the example shaders from
- * chapter 15 (or 18) of the OpenGL Shading Language "orange" book.
- * 15 Jan 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 char *FragProgFile = "CH18-mandel.frag";
-static char *VertProgFile = "CH18-mandel.vert";
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-
-static struct uniform_info Uniforms[] = {
- /* vert */
- { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
- { "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- { "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
- { "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 },
- /* frag */
- { "MaxIterations", 1, GL_FLOAT, { 12, 0, 0, 0 }, -1 },
- { "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 },
- { "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 },
- { "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 },
- { "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 },
- { "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static GLint win = 0;
-
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-
-static GLint uZoom, uXcenter, uYcenter;
-static GLfloat zoom = 1.0, xCenter = -1.5, yCenter = 0.0;
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* set interactive uniform parameters */
- glUniform1fv(uZoom, 1, &zoom);
- glUniform1fv(uXcenter, 1, &xCenter);
- glUniform1fv(uYcenter, 1, &yCenter);
-
- 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);
-
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-1, -1);
- glTexCoord2f(1, 0); glVertex2f( 1, -1);
- glTexCoord2f(1, 1); glVertex2f( 1, 1);
- glTexCoord2f(0, 1); glVertex2f(-1, 1);
- glEnd();
-
- 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, -6.0f);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case 'z':
- zoom *= 0.9;
- break;
- case 'Z':
- zoom /= 0.9;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-SpecialKey(int key, int x, int y)
-{
- const GLfloat step = 0.1 * zoom;
-
- (void) x;
- (void) y;
-
- switch(key) {
- case GLUT_KEY_UP:
- yCenter += step;
- break;
- case GLUT_KEY_DOWN:
- yCenter -= step;
- break;
- case GLUT_KEY_LEFT:
- xCenter -= step;
- break;
- case GLUT_KEY_RIGHT:
- xCenter += step;
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- uZoom = glGetUniformLocation(program, "Zoom");
- uXcenter = glGetUniformLocation(program, "Xcenter");
- uYcenter = glGetUniformLocation(program, "Ycenter");
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/mandelbrot.shtest b/progs/glsl/mandelbrot.shtest
deleted file mode 100644
index 4f4e5c747ea..00000000000
--- a/progs/glsl/mandelbrot.shtest
+++ /dev/null
@@ -1,13 +0,0 @@
-vs CH18-mandel.vert
-fs CH18-mandel.frag
-uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0
-uniform SpecularContribution GL_FLOAT 0.5
-uniform DiffuseContribution GL_FLOAT 0.5
-uniform Shininess GL_FLOAT 20.0
-uniform Iterations GL_FLOAT 12
-uniform Zoom GL_FLOAT 0.125
-uniform Xcenter GL_FLOAT -1.5
-uniform Ycenter GL_FLOAT .005
-uniform InnerColor GL_FLOAT_VEC3 1 0 0
-uniform OuterColor1 GL_FLOAT_VEC3 0 1 0
-uniform OuterColor2 GL_FLOAT_VEC3 0 0 1
diff --git a/progs/glsl/multinoise.c b/progs/glsl/multinoise.c
deleted file mode 100644
index d504ba1cc4e..00000000000
--- a/progs/glsl/multinoise.c
+++ /dev/null
@@ -1,278 +0,0 @@
-/**
- * Another test for noise() functions (noise1 to noise4 tested independently).
- * 13 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>
-
-static const char *VertShaderText =
- "void main() {\n"
- " gl_TexCoord[0].xyz = gl_Vertex.xyz;\n"
- " gl_TexCoord[0].w = gl_MultiTexCoord1.x;\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n";
-
-static const char *FragShaderText[ 4 ] = {
- "void main()\n"
- "{\n"
- " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].w ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n",
- "void main()\n"
- "{\n"
- " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n",
- "void main()\n"
- "{\n"
- " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n",
- "void main()\n"
- "{\n"
- " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyzw ) * 0.5 + 0.5;\n"
- " gl_FragColor.a = 1.0;\n"
- "}\n"
-};
-
-struct uniform_info {
- const char *name;
- GLuint size;
- GLint location;
- GLfloat value[4];
-};
-
-/* program/shader objects */
-static GLuint fragShader[ 4 ];
-static GLuint vertShader;
-static GLuint program[ 4 ];
-
-static GLint win = 0;
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-static GLfloat Slice = 0.0;
-static GLboolean Anim = GL_FALSE;
-
-
-static void
-Idle(void)
-{
- Slice += 0.01;
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glMultiTexCoord1f( GL_TEXTURE1, Slice );
-
- 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);
-
- glutSolidTeapot( 1.0 );
-
- 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)
-{
- GLint i;
-
- glDeleteShader(vertShader);
- for( i = 0; i < 4; i++ ) {
- glDeleteShader(fragShader[ i ]);
- glDeleteProgram(program[ i ]);
- }
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- const GLfloat step = 0.01;
- (void) x;
- (void) y;
-
- switch(key) {
- case 'a':
- Anim = !Anim;
- glutIdleFunc(Anim ? Idle : NULL);
- break;
- case 's':
- Slice -= step;
- break;
- case 'S':
- Slice += step;
- break;
- case 'z':
- zRot -= 1.0;
- break;
- case 'Z':
- zRot += 1.0;
- break;
- case '1':
- case '2':
- case '3':
- case '4':
- glUseProgram(program[ key - '1' ]);
- break;
- case 27:
- CleanUp();
- 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
-LoadAndCompileShader(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, "multinoise: problem compiling shader: %s\n", log);
- exit(1);
- }
- else {
- printf("Shader compiled OK\n");
- }
-}
-
-
-static void
-CheckLink(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);
- }
- else {
- fprintf(stderr, "Link success!\n");
- }
-}
-
-
-static void
-Init(void)
-{
- const char *version;
- GLint i;
-
- version = (const char *) glGetString(GL_VERSION);
- if (version[0] != '2' || version[1] != '.') {
- printf("Warning: this program expects OpenGL 2.0\n");
- /*exit(1);*/
- }
-
- vertShader = glCreateShader(GL_VERTEX_SHADER);
- LoadAndCompileShader(vertShader, VertShaderText);
-
- for( i = 0; i < 4; i++ ) {
- fragShader[ i ] = glCreateShader(GL_FRAGMENT_SHADER);
- LoadAndCompileShader(fragShader[ i ], FragShaderText[ i ]);
- program[ i ] = glCreateProgram();
- glAttachShader(program[ i ], fragShader[ i ]);
- glAttachShader(program[ i ], vertShader);
- glLinkProgram(program[ i ]);
- CheckLink(program[ i ]);
- }
-
- glUseProgram(program[ 0 ]);
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glColor3f(1, 0, 0);
-
- glFrontFace( GL_CW );
- glEnable( GL_CULL_FACE );
- glEnable( GL_DEPTH_TEST );
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c
deleted file mode 100644
index 49b32253eed..00000000000
--- a/progs/glsl/multitex.c
+++ /dev/null
@@ -1,412 +0,0 @@
-/**
- * Test multi-texturing with GL shading language.
- *
- * Copyright (C) 2008 Brian Paul All Rights Reserved.
- *
- * 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
- * BRIAN PAUL 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 <assert.h>
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <GL/glew.h>
-#include "GL/glut.h"
-#include "readtex.h"
-#include "shaderutil.h"
-
-static const char *Demo = "multitex";
-
-static const char *VertFile = "multitex.vert";
-static const char *FragFile = "multitex.frag";
-
-static const char *TexFiles[2] =
- {
- "../images/tile.rgb",
- "../images/tree2.rgba"
- };
-
-
-static GLuint Program;
-
-static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
-static GLfloat EyeDist = 10;
-static GLboolean Anim = GL_TRUE;
-static GLboolean UseArrays = GL_TRUE;
-static GLboolean UseVBO = GL_TRUE;
-static GLuint VBO = 0;
-
-static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
-
-
-/* value[0] = tex unit */
-static struct uniform_info Uniforms[] = {
- { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
- { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-
-static const GLfloat Tex0Coords[4][2] = {
- { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 }
-};
-
-static const GLfloat Tex1Coords[4][2] = {
- { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 }
-};
-
-static const GLfloat VertCoords[4][2] = {
- { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 }
-};
-
-
-
-static void
-SetupVertexBuffer(void)
-{
- glGenBuffersARB(1, &VBO);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
-
- glBufferDataARB(GL_ARRAY_BUFFER_ARB,
- sizeof(VertCoords) +
- sizeof(Tex0Coords) +
- sizeof(Tex1Coords),
- NULL,
- GL_STATIC_DRAW_ARB);
-
- /* non-interleaved vertex arrays */
-
- glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
- 0, /* offset */
- sizeof(VertCoords), /* size */
- VertCoords); /* data */
-
- glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
- sizeof(VertCoords), /* offset */
- sizeof(Tex0Coords), /* size */
- Tex0Coords); /* data */
-
- glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
- sizeof(VertCoords) +
- sizeof(Tex0Coords), /* offset */
- sizeof(Tex1Coords), /* size */
- Tex1Coords); /* data */
-
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
-}
-
-
-static void
-DrawPolygonArray(void)
-{
- void *vertPtr, *tex0Ptr, *tex1Ptr;
-
- if (UseVBO) {
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
- vertPtr = (void *) 0;
- tex0Ptr = (void *) sizeof(VertCoords);
- tex1Ptr = (void *) (sizeof(VertCoords) + sizeof(Tex0Coords));
- }
- else {
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- vertPtr = VertCoords;
- tex0Ptr = Tex0Coords;
- tex1Ptr = Tex1Coords;
- }
-
- if (VertCoord_attr >= 0) {
- glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
- 0, vertPtr);
- glEnableVertexAttribArray(VertCoord_attr);
- }
- else {
- glVertexPointer(2, GL_FLOAT, 0, vertPtr);
- glEnableClientState(GL_VERTEX_ARRAY);
- }
-
- glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
- 0, tex0Ptr);
- glEnableVertexAttribArray(TexCoord0_attr);
-
- glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
- 0, tex1Ptr);
- glEnableVertexAttribArray(TexCoord1_attr);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
-}
-
-
-static void
-DrawPolygonVert(void)
-{
- GLuint i;
-
- glBegin(GL_TRIANGLE_FAN);
-
- for (i = 0; i < 4; i++) {
- glVertexAttrib2fv(TexCoord0_attr, Tex0Coords[i]);
- glVertexAttrib2fv(TexCoord1_attr, Tex1Coords[i]);
-
- if (VertCoord_attr >= 0)
- glVertexAttrib2fv(VertCoord_attr, VertCoords[i]);
- else
- glVertex2fv(VertCoords[i]);
- }
-
- glEnd();
-}
-
-
-static void
-draw(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix(); /* modelview matrix */
- glTranslatef(0.0, 0.0, -EyeDist);
- glRotatef(Zrot, 0, 0, 1);
- glRotatef(Yrot, 0, 1, 0);
- glRotatef(Xrot, 1, 0, 0);
-
- if (UseArrays)
- DrawPolygonArray();
- else
- DrawPolygonVert();
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-idle(void)
-{
- GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
- Yrot = t;
- glutPostRedisplay();
-}
-
-
-static void
-key(unsigned char k, int x, int y)
-{
- (void) x;
- (void) y;
- switch (k) {
- case 'a':
- UseArrays = !UseArrays;
- printf("Arrays: %d\n", UseArrays);
- break;
- case 'v':
- UseVBO = !UseVBO;
- printf("Use VBO: %d\n", UseVBO);
- break;
- case ' ':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'z':
- EyeDist -= 0.5;
- if (EyeDist < 3.0)
- EyeDist = 3.0;
- break;
- case 'Z':
- EyeDist += 0.5;
- if (EyeDist > 90.0)
- EyeDist = 90;
- break;
- case 27:
- exit(0);
- }
- glutPostRedisplay();
-}
-
-
-static void
-specialkey(int key, int x, int y)
-{
- 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();
-}
-
-
-/* new window size or exposure */
-static void
-Reshape(int width, int height)
-{
- GLfloat ar = (float) width / (float) height;
- glViewport(0, 0, (GLint)width, (GLint)height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-InitTextures(void)
-{
- GLenum filter = GL_LINEAR;
- int i;
-
- for (i = 0; i < 2; i++) {
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- GLubyte *image = NULL;
-
- image = LoadRGBImage(TexFiles[i], &imgWidth, &imgHeight, &imgFormat);
- if (!image) {
- printf("Couldn't read %s\n", TexFiles[i]);
- exit(0);
- }
-
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(GL_TEXTURE_2D, 42 + i);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight,
- imgFormat, GL_UNSIGNED_BYTE, image);
- free(image);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
- }
-}
-
-
-static GLuint
-CreateProgram(const char *vertProgFile, const char *fragProgFile,
- struct uniform_info *uniforms)
-{
- GLuint fragShader, vertShader, program;
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
- assert(vertShader);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, uniforms);
- PrintUniforms(Uniforms);
-
- assert(ValidateShaderProgram(program));
-
- VertCoord_attr = glGetAttribLocation(program, "VertCoord");
- if (VertCoord_attr > 0) {
- /* We want the VertCoord attrib to have position zero so that
- * the call to glVertexAttrib(0, xyz) triggers vertex processing.
- * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have
- * to set that attribute last (which is a PITA to manage).
- */
- glBindAttribLocation(program, 0, "VertCoord");
- /* re-link */
- glLinkProgram(program);
- /* VertCoord_attr should be zero now */
- VertCoord_attr = glGetAttribLocation(program, "VertCoord");
- assert(VertCoord_attr == 0);
- }
-
- TexCoord0_attr = glGetAttribLocation(program, "TexCoord0");
- TexCoord1_attr = glGetAttribLocation(program, "TexCoord1");
-
- printf("TexCoord0_attr = %d\n", TexCoord0_attr);
- printf("TexCoord1_attr = %d\n", TexCoord1_attr);
- printf("VertCoord_attr = %d\n", VertCoord_attr);
-
- return program;
-}
-
-
-static void
-InitPrograms(void)
-{
- Program = CreateProgram(VertFile, FragFile, Uniforms);
-}
-
-
-static void
-InitGL(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
- printf("Usage:\n");
- printf(" a - toggle arrays vs. immediate mode rendering\n");
- printf(" v - toggle VBO usage for array rendering\n");
- printf(" z/Z - change viewing distance\n");
- printf(" SPACE - toggle animation\n");
- printf(" Esc - exit\n");
-
- InitTextures();
- InitPrograms();
-
- SetupVertexBuffer();
-
- glEnable(GL_DEPTH_TEST);
-
- glClearColor(.6, .6, .9, 0);
- glColor3f(1.0, 1.0, 1.0);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(500, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- glutCreateWindow(Demo);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(key);
- glutSpecialFunc(specialkey);
- glutDisplayFunc(draw);
- if (Anim)
- glutIdleFunc(idle);
- InitGL();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/multitex.frag b/progs/glsl/multitex.frag
deleted file mode 100644
index a2633ceba75..00000000000
--- a/progs/glsl/multitex.frag
+++ /dev/null
@@ -1,15 +0,0 @@
-// Multi-texture fragment shader
-// Brian Paul
-
-// Composite second texture over first.
-// We're assuming the 2nd texture has a meaningful alpha channel.
-
-uniform sampler2D tex1;
-uniform sampler2D tex2;
-
-void main()
-{
- vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
- vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
- gl_FragColor = mix(t1, t2, t2.w);
-}
diff --git a/progs/glsl/multitex.shtest b/progs/glsl/multitex.shtest
deleted file mode 100644
index 4b7c3fd4a5f..00000000000
--- a/progs/glsl/multitex.shtest
+++ /dev/null
@@ -1,6 +0,0 @@
-vs multitex.vert
-fs multitex.frag
-texture 0 2D ../images/tile.rgb
-texture 1 2D ../images/tree2.rgba
-uniform tex1 GL_SAMPLER_2D 0
-uniform tex2 GL_SAMPLER_2D 1
diff --git a/progs/glsl/multitex.vert b/progs/glsl/multitex.vert
deleted file mode 100644
index 4fae3b73fb7..00000000000
--- a/progs/glsl/multitex.vert
+++ /dev/null
@@ -1,14 +0,0 @@
-// Multi-texture vertex shader
-// Brian Paul
-
-
-attribute vec4 TexCoord0, TexCoord1;
-attribute vec4 VertCoord;
-
-void main()
-{
- gl_TexCoord[0] = TexCoord0;
- gl_TexCoord[1] = TexCoord1;
- // note: may use gl_Vertex or VertCoord here for testing:
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c
deleted file mode 100644
index 1148580ff4d..00000000000
--- a/progs/glsl/noise.c
+++ /dev/null
@@ -1,216 +0,0 @@
-/**
- * Test noise() functions.
- * 28 Jan 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 const char *VertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
- "}\n";
-
-static const char *FragShaderText =
- "uniform vec4 Scale, Bias;\n"
- "uniform float Slice;\n"
- "void main()\n"
- "{\n"
- " vec4 scale = vec4(5.0);\n"
- " vec4 p;\n"
- " p.xy = gl_TexCoord[0].xy;\n"
- " p.z = Slice;\n"
- " p.w = 0.0;\n"
- " vec4 n = noise4(p * scale);\n"
- " gl_FragColor = n * Scale + Bias;\n"
- "}\n";
-
-
-static struct uniform_info Uniforms[] = {
- { "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 },
- { "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 },
- { "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 },
- END_OF_UNIFORMS
-};
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static GLint win = 0;
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-static GLfloat Slice = 0.0;
-static GLboolean Anim = GL_FALSE;
-
-
-static void
-Idle(void)
-{
- Slice += 0.01;
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUniform1fv(Uniforms[2].location, 1, &Slice);
-
- 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);
-
- glBegin(GL_POLYGON);
- glTexCoord2f(0, 0); glVertex2f(-2, -2);
- glTexCoord2f(1, 0); glVertex2f( 2, -2);
- glTexCoord2f(1, 1); glVertex2f( 2, 2);
- glTexCoord2f(0, 1); glVertex2f(-2, 2);
- glEnd();
-
- 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 = 0.01;
- (void) x;
- (void) y;
-
- switch(key) {
- case 'a':
- Anim = !Anim;
- glutIdleFunc(Anim ? Idle : NULL);
- break;
- case 's':
- Slice -= step;
- break;
- case 'S':
- Slice += step;
- break;
- case 'z':
- zRot -= 1.0;
- break;
- case 'Z':
- zRot += 1.0;
- break;
- case 27:
- CleanUp();
- 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)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/noise2.c b/progs/glsl/noise2.c
deleted file mode 100644
index 7a28f09947c..00000000000
--- a/progs/glsl/noise2.c
+++ /dev/null
@@ -1,200 +0,0 @@
-/*
- * GLSL noise demo.
- *
- * Michal Krol
- * 20 February 2006
- *
- * Based on the original demo by:
- * Stefan Gustavson ([email protected]) 2004, 2005
- */
-
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-
-#ifdef WIN32
-#define GETPROCADDRESS(F) wglGetProcAddress(F)
-#else
-#define GETPROCADDRESS(F) glutGetProcAddress(F)
-#endif
-
-static GLhandleARB fragShader;
-static GLhandleARB vertShader;
-static GLhandleARB program;
-
-static GLint uTime;
-
-static GLint t0 = 0;
-static GLint frames = 0;
-
-static GLfloat u_time = 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 PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
-
-static void Redisplay (void)
-{
- GLint t;
-
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUniform1fARB (uTime, 0.5f * u_time);
-
- glPushMatrix ();
- glutSolidSphere (2.0, 20, 10);
- glPopMatrix ();
-
- glutSwapBuffers();
- frames++;
-
- 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)
-{
- u_time += 0.1f;
- 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 27:
- exit(0);
- break;
- }
- glutPostRedisplay ();
-}
-
-static void Init (void)
-{
- static const char *fragShaderText =
- "uniform float time;\n"
- "varying vec3 position;\n"
- "void main () {\n"
- " gl_FragColor = vec4 (vec3 (0.5 + 0.5 * noise1 (vec4 (position, time))), 1.0);\n"
- "}\n"
- ;
- static const char *vertShaderText =
- "varying vec3 position;\n"
- "void main () {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " position = 4.0 * gl_Vertex.xyz;\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");
- glUniform1fARB = (PFNGLUNIFORM1FARBPROC)
- GETPROCADDRESS("glUniform1fARB");
-
- 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);
-
- uTime = glGetUniformLocationARB (program, "time");
-
- glClearColor (0.0f, 0.1f, 0.3f, 1.0f);
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
-
- printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
-}
-
-int main (int argc, char *argv[])
-{
- glutInit (&argc, argv);
- glutInitWindowSize (200, 200);
- glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow (argv[0]);
- glutReshapeFunc (Reshape);
- glutKeyboardFunc (Key);
- glutDisplayFunc (Redisplay);
- glutIdleFunc (Idle);
- Init ();
- glutMainLoop ();
- return 0;
-}
-
diff --git a/progs/glsl/pointcoord.c b/progs/glsl/pointcoord.c
deleted file mode 100644
index 5dced6fac3a..00000000000
--- a/progs/glsl/pointcoord.c
+++ /dev/null
@@ -1,201 +0,0 @@
-/**
- * Test GLSL 1.20 gl_PointCoord fragment program attribute.
- * Brian Paul
- * 11 Aug 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 GLint WinWidth = 300, WinHeight = 300;
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLint win = 0;
-static GLint tex0;
-static GLenum Filter = GL_NEAREST;
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT);
-
- /* draw one point/sprite */
- glPushMatrix();
- glPointSize(60);
- glBegin(GL_POINTS);
- glVertex2f(WinWidth / 2.0f, WinHeight / 2.0f);
- glEnd();
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- WinWidth = width;
- WinHeight = height;
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-
-static void
-MakeTexture(void)
-{
-#define SZ 16
- GLubyte image[SZ][SZ][4];
- GLuint i, j;
-
- for (i = 0; i < SZ; i++) {
- for (j = 0; j < SZ; j++) {
- if ((i + j) & 1) {
- image[i][j][0] = 0;
- image[i][j][1] = 0;
- image[i][j][2] = 0;
- image[i][j][3] = 255;
- }
- else {
- image[i][j][0] = j * 255 / (SZ-1);
- image[i][j][1] = i * 255 / (SZ-1);
- image[i][j][2] = 0;
- image[i][j][3] = 255;
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0); /* unit 0 */
- glBindTexture(GL_TEXTURE_2D, 42);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ, SZ, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, image);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#undef SZ
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "#version 120 \n"
- "uniform sampler2D tex0; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(tex0, gl_PointCoord.xy, 0.0); \n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- "}\n";
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- tex0 = glGetUniformLocation(program, "tex0");
- printf("Uniforms: tex0: %d\n", tex0);
-
- glUniform1i(tex0, 0); /* tex unit 0 */
-
- /*assert(glGetError() == 0);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- MakeTexture();
-
- glEnable(GL_POINT_SPRITE);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(WinWidth, WinHeight);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
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;
-}
-
-
diff --git a/progs/glsl/reflect.vert b/progs/glsl/reflect.vert
deleted file mode 100644
index e1f22def339..00000000000
--- a/progs/glsl/reflect.vert
+++ /dev/null
@@ -1,20 +0,0 @@
-// Vertex shader for cube-texture reflection mapping
-// Brian Paul
-
-
-varying vec3 normal;
-
-void main()
-{
- vec3 n = gl_NormalMatrix * gl_Normal;
- vec3 u = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
- float two_n_dot_u = 2.0 * dot(n, u);
- vec4 f;
- f.xyz = u - n * two_n_dot_u;
- f.w = 1.0;
-
- // outputs
- normal = n;
- gl_TexCoord[0] = gl_TextureMatrix[0] * f;
- gl_Position = ftransform();
-}
diff --git a/progs/glsl/samplers.c b/progs/glsl/samplers.c
deleted file mode 100644
index 8f26a5e329d..00000000000
--- a/progs/glsl/samplers.c
+++ /dev/null
@@ -1,375 +0,0 @@
-/**
- * Exercise all available GLSL texture samplers.
- *
- * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
- *
- * 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
- * BRIAN PAUL 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.
- */
-
-/**
- * We generate a fragment shader which uses the maximum number of supported
- * texture samplers.
- * For each sampler we create a separate texture. Each texture has a
- * single strip of color at a different intensity. The fragment shader
- * samples all the textures at the same coordinate and sums the values.
- * The result should be a quad with rows of colors of increasing intensity
- * from bottom to top.
- *
- * Brian Paul
- * 1 Jan 2009
- */
-
-#include <assert.h>
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <GL/glew.h>
-#include "GL/glut.h"
-#include "shaderutil.h"
-
-
-#define MAX_SAMPLERS 128
-
-
-static const char *Demo = "samplers";
-
-static GLuint Program;
-static GLint NumSamplers;
-static GLuint Textures[MAX_SAMPLERS];
-static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
-static GLfloat EyeDist = 10;
-static GLboolean Anim = GL_FALSE;
-
-
-static void
-DrawPolygon(GLfloat size)
-{
- glPushMatrix();
- glNormal3f(0, 0, 1);
- glBegin(GL_POLYGON);
-
- glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
- glVertex2f(-size, -size);
-
- glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
- glVertex2f( size, -size);
-
- glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
- glVertex2f( size, size);
-
- glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
- glVertex2f(-size, size);
-
- glEnd();
- glPopMatrix();
-}
-
-
-static void
-draw(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
- glTranslatef(0.0, 0.0, -EyeDist);
- glRotatef(Zrot, 0, 0, 1);
- glRotatef(Yrot, 0, 1, 0);
- glRotatef(Xrot, 1, 0, 0);
-
- DrawPolygon(3.0);
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-idle(void)
-{
- GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
- Yrot = t;
- glutPostRedisplay();
-}
-
-
-static void
-key(unsigned char k, int x, int y)
-{
- (void) x;
- (void) y;
- switch (k) {
- case ' ':
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'z':
- EyeDist -= 0.5;
- if (EyeDist < 3.0)
- EyeDist = 3.0;
- break;
- case 'Z':
- EyeDist += 0.5;
- if (EyeDist > 90.0)
- EyeDist = 90;
- break;
- case 27:
- exit(0);
- }
- glutPostRedisplay();
-}
-
-
-static void
-specialkey(int key, int x, int y)
-{
- 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();
-}
-
-
-/* new window size or exposure */
-static void
-Reshape(int width, int height)
-{
- GLfloat ar = (float) width / (float) height;
- glViewport(0, 0, (GLint)width, (GLint)height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-InitTextures(void)
-{
- const GLint size = MAX_SAMPLERS;
- GLubyte *texImage;
- GLenum filter = GL_NEAREST;
- GLint stripeSize;
- GLint s;
-
- texImage = (GLubyte *) malloc(size * size * 4);
-
- glGenTextures(NumSamplers, Textures);
-
- /* size of texels stripe */
- stripeSize = size / NumSamplers;
-
- /* create a texture for each sampler */
- for (s = 0; s < NumSamplers; s++) {
- GLint x, y, ypos;
- GLubyte intensity = 31 + s * (256-32) / (NumSamplers - 1);
-
- printf("Texture %d: color = %d, %d, %d\n", s,
- (int) intensity, 0, (int) intensity );
-
- /* initialize the texture to black */
- memset(texImage, 0, size * size * 4);
-
- /* set a stripe of texels to the intensity value */
- ypos = s * stripeSize;
- for (y = 0; y < stripeSize; y++) {
- for (x = 0; x < size; x++) {
- GLint k = 4 * ((ypos + y) * size + x);
- if (x < size / 2) {
- texImage[k + 0] = intensity;
- texImage[k + 1] = intensity;
- texImage[k + 2] = 0;
- texImage[k + 3] = 255;
- }
- else {
- texImage[k + 0] = 255 - intensity;
- texImage[k + 1] = 0;
- texImage[k + 2] = 0;
- texImage[k + 3] = 255;
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0 + s);
- glBindTexture(GL_TEXTURE_2D, Textures[s]);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 4, size, size,
- GL_RGBA, GL_UNSIGNED_BYTE, texImage);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
- }
-
- free(texImage);
-}
-
-
-/**
- * Generate a fragment shader that uses the given number of samplers.
- */
-static char *
-GenFragmentShader(GLint numSamplers)
-{
- const int maxLen = 10 * 1000;
- char *prog = (char *) malloc(maxLen);
- char *p = prog;
- int s;
-
- p += sprintf(p, "// Generated fragment shader:\n");
-#ifndef SAMPLERS_ARRAY
- for (s = 0; s < numSamplers; s++) {
- p += sprintf(p, "uniform sampler2D tex%d;\n", s);
- }
-#else
- p += sprintf(p, "uniform sampler2D tex[%d];\n", numSamplers);
-#endif
- p += sprintf(p, "void main()\n");
- p += sprintf(p, "{\n");
- p += sprintf(p, " vec4 color = vec4(0.0);\n");
- for (s = 0; s < numSamplers; s++) {
-#ifndef SAMPLERS_ARRAY
- p += sprintf(p, " color += texture2D(tex%d, gl_TexCoord[0].xy);\n", s);
-#else
- p += sprintf(p, " color += texture2D(tex[%d], gl_TexCoord[0].xy);\n", s);
-#endif
- }
- p += sprintf(p, " gl_FragColor = color;\n");
- p += sprintf(p, "}\n");
-
- assert(p - prog < maxLen);
- return prog;
-}
-
-
-/** Create & bind shader program */
-static GLuint
-CreateProgram(void)
-{
- GLuint fragShader, vertShader, program;
- const char *vertShaderText =
- "void main() \n"
- "{ \n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
- " gl_Position = ftransform(); \n"
- "} \n";
- char *fragShaderText = GenFragmentShader(NumSamplers);
-
- printf("%s", fragShaderText);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
- assert(vertShader);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- free(fragShaderText);
-
- return program;
-}
-
-
-static void
-InitProgram(void)
-{
- GLint s;
-
- Program = CreateProgram();
-
- /* init sampler uniforms */
- for (s = 0; s < NumSamplers; s++) {
- char uname[10];
- GLint loc;
-
-#ifndef SAMPLERS_ARRAY
- sprintf(uname, "tex%d", s);
-#else
- sprintf(uname, "tex[%d]", s);
-#endif
- loc = glGetUniformLocation(Program, uname);
- assert(loc >= 0);
-
- glUniform1i(loc, s);
- }
-}
-
-
-static void
-InitGL(void)
-{
- if (!ShadersSupported()) {
- printf("GLSL not supported!\n");
- exit(1);
- }
-
- printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
-
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
- if (NumSamplers > MAX_SAMPLERS)
- NumSamplers = MAX_SAMPLERS;
- printf("Testing %d samplers\n", NumSamplers);
-
- InitTextures();
- InitProgram();
-
- glClearColor(.6, .6, .9, 0);
- glColor3f(1.0, 1.0, 1.0);
-
- printf("Each color corresponds to a separate sampler/texture.\n");
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(500, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- glutCreateWindow(Demo);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(key);
- glutSpecialFunc(specialkey);
- glutDisplayFunc(draw);
- if (Anim)
- glutIdleFunc(idle);
- InitGL();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/shadow_sampler.c b/progs/glsl/shadow_sampler.c
deleted file mode 100644
index 0adc9d88ba4..00000000000
--- a/progs/glsl/shadow_sampler.c
+++ /dev/null
@@ -1,337 +0,0 @@
-/**
- * Test shadow2DRectProj() and shadow2D() functions.
- * Brian Paul
- * 11 April 2007
- */
-
-#define GL_GLEXT_PROTOTYPES
-#include <assert.h>
-#include <string.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glew.h>
-#include <GL/glut.h>
-
-
-/** Use GL_RECTANGLE texture (with projective texcoords)? */
-#define USE_RECT 01
-
-#define TEXSIZE 16
-
-
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static GLint uTexture2D;
-static GLint uTextureRect;
-
-static GLint win = 0;
-
-static GLenum Filter = GL_LINEAR;
-
-static void
-CheckError(int line)
-{
- GLenum err = glGetError();
- if (err) {
- printf("GL Error %s (0x%x) at line %d\n",
- gluErrorString(err), (int) err, line);
- }
-}
-
-
-static void
-PrintString(const char *s)
-{
- while (*s) {
- glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
- s++;
- }
-}
-
-
-static void
-Redisplay(void)
-{
- CheckError(__LINE__);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glPushMatrix();
-
- CheckError(__LINE__);
- glUseProgram(program);
- CheckError(__LINE__);
-
- glBegin(GL_POLYGON);
-#if USE_RECT
- /* scale coords by two to test projection */
- glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1);
- glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1);
- glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1);
- glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1);
-#else
- glTexCoord3f(0, 0, 0); glVertex2f(-1, -1);
- glTexCoord3f(1, 0, 1); glVertex2f( 1, -1);
- glTexCoord3f(1, 1, 1); glVertex2f( 1, 1);
- glTexCoord3f(0, 1, 0); glVertex2f(-1, 1);
-#endif
- glEnd();
-
- glPopMatrix();
-
- glUseProgram(0);
- glWindowPos2iARB(80, 20);
- PrintString("white black white black");
-
- 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, -8.0f);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-MakeTexture(void)
-{
- GLfloat image[TEXSIZE][TEXSIZE];
- GLuint i, j;
-
- for (i = 0; i < TEXSIZE; i++) {
- for (j = 0; j < TEXSIZE; j++) {
- if (j < (TEXSIZE / 2)) {
- image[i][j] = 0.25;
- }
- else {
- image[i][j] = 0.75;
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0); /* unit 0 */
- glBindTexture(GL_TEXTURE_2D, 42);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0,
- GL_DEPTH_COMPONENT, GL_FLOAT, image);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
- CheckError(__LINE__);
-
- glActiveTexture(GL_TEXTURE1); /* unit 1 */
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT,
- TEXSIZE, 10, 0,/*16x10*/
- GL_DEPTH_COMPONENT, GL_FLOAT, image);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
- CheckError(__LINE__);
-}
-
-
-static void
-LoadAndCompileShader(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, "fslight: problem compiling shader:\n%s\n", log);
- exit(1);
- }
-}
-
-
-/**
- * Read a shader from a file.
- */
-static void
-ReadShader(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, "fslight: Unable to open shader file %s\n", filename);
- exit(1);
- }
-
- n = fread(buffer, 1, max, f);
- printf("fslight: read %d bytes from shader file %s\n", n, filename);
- if (n > 0) {
- buffer[n] = 0;
- LoadAndCompileShader(shader, buffer);
- }
-
- fclose(f);
- free(buffer);
-}
-
-
-static void
-CheckLink(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
-Init(void)
-{
- static const char *fragShaderText =
- "uniform sampler2DShadow shadowTex2D; \n"
- "uniform sampler2DRectShadow shadowTexRect; \n"
- "void main() {\n"
-#if USE_RECT
- " gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n"
-#else
- " gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n"
-#endif
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
- "}\n";
- const char *version;
-
-#if USE_RECT
- if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
- printf("This program requires GL_ARB_texture_rectangle\n");
- exit(1);
- }
-#endif
-
- version = (const char *) glGetString(GL_VERSION);
- if (version[0] != '2' || version[1] != '.') {
- printf("This program requires OpenGL 2.x, found %s\n", version);
- exit(1);
- }
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- if (FragProgFile)
- ReadShader(fragShader, FragProgFile);
- else
- LoadAndCompileShader(fragShader, fragShaderText);
-
- vertShader = glCreateShader(GL_VERTEX_SHADER);
- if (VertProgFile)
- ReadShader(vertShader, VertProgFile);
- else
- LoadAndCompileShader(vertShader, vertShaderText);
-
- program = glCreateProgram();
- glAttachShader(program, fragShader);
- glAttachShader(program, vertShader);
- glLinkProgram(program);
- CheckLink(program);
- glUseProgram(program);
-
- uTexture2D = glGetUniformLocation(program, "shadowTex2D");
- uTextureRect = glGetUniformLocation(program, "shadowTexRect");
- printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect);
- if (uTexture2D >= 0) {
- glUniform1i(uTexture2D, 0); /* use texture unit 0 */
- }
- if (uTextureRect >= 0) {
- glUniform1i(uTextureRect, 1); /* use texture unit 0 */
- }
- CheckError(__LINE__);
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glColor3f(1, 1, 1);
-
- MakeTexture();
- CheckError(__LINE__);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 300);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
-
diff --git a/progs/glsl/shadowtex.frag b/progs/glsl/shadowtex.frag
deleted file mode 100644
index a6a80da47f2..00000000000
--- a/progs/glsl/shadowtex.frag
+++ /dev/null
@@ -1,21 +0,0 @@
-// Fragment shader for 2D texture with shadow attenuation
-// Brian Paul
-
-
-uniform sampler2D tex2d;
-uniform vec3 lightPos;
-
-void main()
-{
- // XXX should compute this from lightPos
- vec2 shadowCenter = vec2(-0.25, -0.25);
-
- // d = distance from center
- float d = distance(gl_TexCoord[0].xy, shadowCenter);
-
- // attenuate and clamp
- d = clamp(d * d * d, 0.0, 2.0);
-
- // modulate texture by d for shadow effect
- gl_FragColor = d * texture2D(tex2d, gl_TexCoord[0].xy, 0.0);
-}
diff --git a/progs/glsl/shtest.c b/progs/glsl/shtest.c
deleted file mode 100644
index 520eccfb6d8..00000000000
--- a/progs/glsl/shtest.c
+++ /dev/null
@@ -1,711 +0,0 @@
-/*
- * Simple shader test harness.
- * Brian Paul
- * 13 Aug 2009
- *
- * Usage:
- * shtest --vs vertShaderFile --fs fragShaderFile
- *
- * In this case the given vertex/frag shaders are read and compiled.
- * Random values are assigned to the uniforms.
- *
- * or:
- * shtest configFile
- *
- * In this case a config file is read that specifies the file names
- * of the shaders plus initial values for uniforms.
- *
- * Example config file:
- *
- * vs shader.vert
- * fs shader.frag
- * uniform pi 3.14159
- * uniform v1 1.0 0.5 0.2 0.3
- * texture 0 2D texture0.rgb
- * texture 1 CUBE texture1.rgb
- * texture 2 RECT texture2.rgb
- *
- */
-
-
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-#include <GL/glew.h>
-#include <GL/glu.h>
-#include <GL/glut.h>
-#include "shaderutil.h"
-#include "readtex.h"
-
-
-typedef enum
-{
- SPHERE,
- CUBE,
- NUM_SHAPES
-} shape;
-
-
-static char *FragShaderFile = NULL;
-static char *VertShaderFile = NULL;
-static char *ConfigFile = NULL;
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint Program;
-
-
-#define MAX_UNIFORMS 100
-static struct uniform_info Uniforms[MAX_UNIFORMS];
-static GLuint NumUniforms = 0;
-
-
-#define MAX_ATTRIBS 100
-static struct attrib_info Attribs[MAX_ATTRIBS];
-static GLuint NumAttribs = 0;
-
-
-/**
- * Config file info.
- */
-struct config_file
-{
- struct name_value
- {
- char name[100];
- float value[4];
- int type;
- } uniforms[100];
-
- int num_uniforms;
-};
-
-
-static GLint win = 0;
-static GLboolean Anim = GL_FALSE;
-static GLfloat TexRot = 0.0;
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-static shape Object = SPHERE;
-
-
-static float
-RandomFloat(float min, float max)
-{
- int k = rand() % 10000;
- float x = min + (max - min) * k / 10000.0;
- return x;
-}
-
-
-/** Set new random values for uniforms */
-static void
-RandomUniformValues(void)
-{
- GLuint i;
- for (i = 0; i < NumUniforms; i++) {
- switch (Uniforms[i].type) {
- case GL_FLOAT:
- Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
- break;
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_2D_RECT_ARB:
- /* don't change sampler values - random values are bad */
- break;
- default:
- Uniforms[i].value[0] = RandomFloat(-1.0, 2.0);
- Uniforms[i].value[1] = RandomFloat(-1.0, 2.0);
- Uniforms[i].value[2] = RandomFloat(-1.0, 2.0);
- Uniforms[i].value[3] = RandomFloat(-1.0, 2.0);
- }
- }
-}
-
-
-static void
-Idle(void)
-{
- yRot += 2.0;
- if (yRot > 360.0)
- yRot -= 360.0;
- glutPostRedisplay();
-}
-
-
-
-static void
-SquareVertex(GLfloat s, GLfloat t, GLfloat size)
-{
- GLfloat x = -size + s * 2.0 * size;
- GLfloat y = -size + t * 2.0 * size;
- GLuint i;
-
- glMultiTexCoord2f(GL_TEXTURE0, s, t);
- glMultiTexCoord2f(GL_TEXTURE1, s, t);
- glMultiTexCoord2f(GL_TEXTURE2, s, t);
- glMultiTexCoord2f(GL_TEXTURE3, s, t);
-
- /* assign (s,t) to the generic attributes */
- for (i = 0; i < NumAttribs; i++) {
- if (Attribs[i].location >= 0) {
- glVertexAttrib2f(Attribs[i].location, s, t);
- }
- }
-
- glVertex2f(x, y);
-}
-
-
-/*
- * Draw a square, specifying normal and tangent vectors.
- */
-static void
-Square(GLfloat size)
-{
- GLint tangentAttrib = 1;
- glNormal3f(0, 0, 1);
- glVertexAttrib3f(tangentAttrib, 1, 0, 0);
- glBegin(GL_POLYGON);
-#if 1
- SquareVertex(0, 0, size);
- SquareVertex(1, 0, size);
- SquareVertex(1, 1, size);
- SquareVertex(0, 1, size);
-#else
- glTexCoord2f(0, 0); glVertex2f(-size, -size);
- glTexCoord2f(1, 0); glVertex2f( size, -size);
- glTexCoord2f(1, 1); glVertex2f( size, size);
- glTexCoord2f(0, 1); glVertex2f(-size, size);
-#endif
- glEnd();
-}
-
-
-static void
-Cube(GLfloat size)
-{
- /* +X */
- glPushMatrix();
- glRotatef(90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -X */
- glPushMatrix();
- glRotatef(-90, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* +Y */
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Y */
- glPushMatrix();
- glRotatef(-90, 1, 0, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
-
- /* +Z */
- glPushMatrix();
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-
- /* -Z */
- glPushMatrix();
- glRotatef(180, 0, 1, 0);
- glTranslatef(0, 0, size);
- Square(size);
- glPopMatrix();
-}
-
-
-static void
-Sphere(GLfloat radius, GLint slices, GLint stacks)
-{
- static GLUquadricObj *q = NULL;
-
- if (!q) {
- q = gluNewQuadric();
- gluQuadricDrawStyle(q, GLU_FILL);
- gluQuadricNormals(q, GLU_SMOOTH);
- gluQuadricTexture(q, GL_TRUE);
- }
-
- gluSphere(q, radius, slices, stacks);
-}
-
-
-static void
-Redisplay(void)
-{
- 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);
-
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
- glMatrixMode(GL_MODELVIEW);
-
- if (Object == SPHERE) {
- Sphere(2.5, 20, 10);
- }
- else if (Object == CUBE) {
- Cube(2.0);
- }
-
- 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 'z':
- zRot += step;
- break;
- case 'Z':
- zRot -= step;
- break;
- case 'o':
- Object = (Object + 1) % NUM_SHAPES;
- break;
- case 'r':
- RandomUniformValues();
- SetUniformValues(Program, Uniforms);
- PrintUniforms(Uniforms);
- 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
-InitUniforms(const struct config_file *conf,
- struct uniform_info uniforms[])
-{
- int i;
-
- for (i = 0; i < conf->num_uniforms; i++) {
- int j;
- for (j = 0; uniforms[j].name; j++) {
- if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) {
- uniforms[j].type = conf->uniforms[i].type;
- uniforms[j].value[0] = conf->uniforms[i].value[0];
- uniforms[j].value[1] = conf->uniforms[i].value[1];
- uniforms[j].value[2] = conf->uniforms[i].value[2];
- uniforms[j].value[3] = conf->uniforms[i].value[3];
- }
- }
- }
-}
-
-
-static void
-LoadTexture(GLint unit, GLenum target, const char *texFileName)
-{
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- GLubyte *image = NULL;
- GLuint tex;
- GLenum filter = GL_LINEAR;
- GLenum objTarget;
-
- image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
- if (!image) {
- printf("Couldn't read %s\n", texFileName);
- exit(1);
- }
-
- printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n",
- unit, target, texFileName, imgWidth, imgHeight);
-
- if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
- target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
- objTarget = GL_TEXTURE_CUBE_MAP;
- }
- else {
- objTarget = target;
- }
-
- glActiveTexture(GL_TEXTURE0 + unit);
- glGenTextures(1, &tex);
- glBindTexture(objTarget, tex);
-
- if (target == GL_TEXTURE_3D) {
- /* depth=1 */
- gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1,
- imgFormat, GL_UNSIGNED_BYTE, image);
- }
- else if (target == GL_TEXTURE_1D) {
- gluBuild1DMipmaps(target, 4, imgWidth,
- imgFormat, GL_UNSIGNED_BYTE, image);
- }
- else {
- gluBuild2DMipmaps(target, 4, imgWidth, imgHeight,
- imgFormat, GL_UNSIGNED_BYTE, image);
- }
-
- free(image);
-
- glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter);
-}
-
-
-static GLenum
-TypeFromName(const char *n)
-{
- static const struct {
- const char *name;
- GLenum type;
- } types[] = {
- { "GL_FLOAT", GL_FLOAT },
- { "GL_FLOAT_VEC2", GL_FLOAT_VEC2 },
- { "GL_FLOAT_VEC3", GL_FLOAT_VEC3 },
- { "GL_FLOAT_VEC4", GL_FLOAT_VEC4 },
- { "GL_INT", GL_INT },
- { "GL_INT_VEC2", GL_INT_VEC2 },
- { "GL_INT_VEC3", GL_INT_VEC3 },
- { "GL_INT_VEC4", GL_INT_VEC4 },
- { "GL_SAMPLER_1D", GL_SAMPLER_1D },
- { "GL_SAMPLER_2D", GL_SAMPLER_2D },
- { "GL_SAMPLER_3D", GL_SAMPLER_3D },
- { "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE },
- { "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB },
- { NULL, 0 }
- };
- GLuint i;
-
- for (i = 0; types[i].name; i++) {
- if (strcmp(types[i].name, n) == 0)
- return types[i].type;
- }
- abort();
- return GL_NONE;
-}
-
-
-
-/**
- * Read a config file.
- */
-static void
-ReadConfigFile(const char *filename, struct config_file *conf)
-{
- char line[1000];
- FILE *f;
-
- f = fopen(filename, "r");
- if (!f) {
- fprintf(stderr, "Unable to open config file %s\n", filename);
- exit(1);
- }
-
- conf->num_uniforms = 0;
-
- /* ugly but functional parser */
- while (fgets(line, sizeof(line), f) != NULL) {
- if (line[0]) {
- if (strncmp(line, "vs ", 3) == 0) {
- VertShaderFile = strdup(line + 3);
- VertShaderFile[strlen(VertShaderFile) - 1] = 0;
- }
- else if (strncmp(line, "fs ", 3) == 0) {
- FragShaderFile = strdup(line + 3);
- FragShaderFile[strlen(FragShaderFile) - 1] = 0;
- }
- else if (strncmp(line, "texture ", 8) == 0) {
- char target[100], texFileName[100];
- int unit, k;
- k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName);
- assert(k == 3 || k == 8);
- if (strcmp(target, "CUBE") == 0) {
- char texFileNames[6][100];
- k = sscanf(line + 8, "%d %s %s %s %s %s %s %s",
- &unit, target,
- texFileNames[0],
- texFileNames[1],
- texFileNames[2],
- texFileNames[3],
- texFileNames[4],
- texFileNames[5]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]);
- LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]);
- }
- else if (!strcmp(target, "2D")) {
- LoadTexture(unit, GL_TEXTURE_2D, texFileName);
- }
- else if (!strcmp(target, "3D")) {
- LoadTexture(unit, GL_TEXTURE_3D, texFileName);
- }
- else if (!strcmp(target, "RECT")) {
- LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName);
- }
- else {
- printf("Bad texture target: %s\n", target);
- exit(1);
- }
- }
- else if (strncmp(line, "uniform ", 8) == 0) {
- char name[1000], typeName[100];
- int k;
- float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F;
- GLenum type;
-
- k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName,
- &v1, &v2, &v3, &v4);
-
- type = TypeFromName(typeName);
-
- if (strlen(name) + 1 > sizeof(conf->uniforms[conf->num_uniforms].name)) {
- fprintf(stderr, "string overflow\n");
- exit(1);
- }
- strcpy(conf->uniforms[conf->num_uniforms].name, name);
- conf->uniforms[conf->num_uniforms].value[0] = v1;
- conf->uniforms[conf->num_uniforms].value[1] = v2;
- conf->uniforms[conf->num_uniforms].value[2] = v3;
- conf->uniforms[conf->num_uniforms].value[3] = v4;
- conf->uniforms[conf->num_uniforms].type = type;
- conf->num_uniforms++;
- }
- else {
- if (strlen(line) > 1) {
- fprintf(stderr, "syntax error in: %s\n", line);
- break;
- }
- }
- }
- }
-
- fclose(f);
-}
-
-
-static void
-Init(void)
-{
- GLdouble vertTime, fragTime, linkTime;
- struct config_file config;
-
- memset(&config, 0, sizeof(config));
-
- if (ConfigFile)
- ReadConfigFile(ConfigFile, &config);
-
- if (!VertShaderFile) {
- fprintf(stderr, "Error: no vertex shader\n");
- exit(1);
- }
-
- if (!FragShaderFile) {
- fprintf(stderr, "Error: no fragment shader\n");
- exit(1);
- }
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile);
- vertTime = GetShaderCompileTime();
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile);
- fragTime = GetShaderCompileTime();
-
- Program = LinkShaders(vertShader, fragShader);
- linkTime = GetShaderLinkTime();
-
- printf("Read vert shader %s\n", VertShaderFile);
- printf("Read frag shader %s\n", FragShaderFile);
-
- printf("Time to compile vertex shader: %fs\n", vertTime);
- printf("Time to compile fragment shader: %fs\n", fragTime);
- printf("Time to link shaders: %fs\n", linkTime);
-
- assert(ValidateShaderProgram(Program));
-
- glUseProgram(Program);
-
- NumUniforms = GetUniforms(Program, Uniforms);
- if (config.num_uniforms) {
- InitUniforms(&config, Uniforms);
- }
- else {
- RandomUniformValues();
- }
- SetUniformValues(Program, Uniforms);
- PrintUniforms(Uniforms);
-
- NumAttribs = GetAttribs(Program, Attribs);
- PrintAttribs(Attribs);
-
- /* assert(glGetError() == 0); */
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-Keys(void)
-{
- printf("Keyboard:\n");
- printf(" a Animation toggle\n");
- printf(" r Randomize uniform values\n");
- printf(" o Change object\n");
- printf(" arrows Rotate object\n");
- printf(" ESC Exit\n");
-}
-
-
-static void
-Usage(void)
-{
- printf("Usage:\n");
- printf(" shtest config.shtest\n");
- printf(" Run w/ given config file.\n");
- printf(" shtest --vs vertShader --fs fragShader\n");
- printf(" Load/compile given shaders.\n");
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
-
- if (argc == 1) {
- Usage();
- exit(1);
- }
-
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "--fs") == 0) {
- FragShaderFile = argv[i+1];
- i++;
- }
- else if (strcmp(argv[i], "--vs") == 0) {
- VertShaderFile = argv[i+1];
- i++;
- }
- else {
- /* assume the arg is a config file */
- ConfigFile = argv[i];
- break;
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInitWindowSize(400, 400);
- glutInit(&argc, argv);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- Keys();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/simple.vert b/progs/glsl/simple.vert
deleted file mode 100644
index a0abe0dc0b2..00000000000
--- a/progs/glsl/simple.vert
+++ /dev/null
@@ -1,9 +0,0 @@
-// Simple vertex shader
-// Brian Paul
-
-
-void main()
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = ftransform();
-}
diff --git a/progs/glsl/skinning.c b/progs/glsl/skinning.c
deleted file mode 100644
index 2b96f31d060..00000000000
--- a/progs/glsl/skinning.c
+++ /dev/null
@@ -1,280 +0,0 @@
-/**
- * Vertex "skinning" example.
- * The idea is there are multiple modeling matrices applied to every
- * vertex. Weighting values in [0,1] control the influence of each
- * matrix on each vertex.
- *
- * 4 Nov 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"
-
-#ifndef M_PI
-#define M_PI 3.1415926535
-#endif
-
-static char *FragProgFile = "skinning.frag";
-static char *VertProgFile = "skinning.vert";
-
-/* program/shader objects */
-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 = 0.0f, yRot = 90.0f, zRot = 0.0f;
-
-#define NUM_MATS 2
-
-static GLfloat Matrices[NUM_MATS][16];
-static GLint uMat0, uMat1;
-static GLint WeightAttr;
-
-
-static void
-Idle(void)
-{
- yRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.005;
- glutPostRedisplay();
-}
-
-
-static void
-Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks)
-{
- float dw = 1.0 / (stacks - 1);
- float dz = length / stacks;
- int i, j;
-
- for (j = 0; j < stacks; j++) {
- float w0 = j * dw;
- float z0 = j * dz;
-
- glBegin(GL_TRIANGLE_STRIP);
- for (i = 0; i < slices; i++) {
- float a = (float) i / (slices - 1) * M_PI * 2.0;
- float x = radius * cos(a);
- float y = radius * sin(a);
- glVertexAttrib1f(WeightAttr, w0);
- glNormal3f(x, y, 0.0);
- glVertex3f(x, y, z0);
-
- glVertexAttrib1f(WeightAttr, w0 + dw);
- glNormal3f(x, y, 0.0);
- glVertex3f(x, y, z0 + dz);
- }
- glEnd();
- }
-}
-
-
-/**
- * Update/animate the two matrices. One rotates, the other scales.
- */
-static void
-UpdateMatrices(void)
-{
- GLfloat t = glutGet(GLUT_ELAPSED_TIME) * 0.0025;
- GLfloat scale = 0.5 * (1.1 + sin(0.5 * t));
- GLfloat rot = cos(t) * 90.0;
-
- glPushMatrix();
- glLoadIdentity();
- glScalef(1.0, scale, 1.0);
- glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[0]);
- glPopMatrix();
-
- glPushMatrix();
- glLoadIdentity();
- glRotatef(rot, 0, 0, 1);
- glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[1]);
- glPopMatrix();
-}
-
-
-static void
-Redisplay(void)
-{
- UpdateMatrices();
-
- glUniformMatrix4fv(uMat0, 1, GL_FALSE, Matrices[0]);
- glUniformMatrix4fv(uMat1, 1, GL_FALSE, Matrices[1]);
-
- 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();
- glTranslatef(0, 0, -2.5);
- Cylinder(5.0, 1.0, 10, 20);
- 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
-Init(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- uMat0 = glGetUniformLocation(program, "mat0");
- uMat1 = glGetUniformLocation(program, "mat1");
-
- WeightAttr = glGetAttribLocation(program, "weight");
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+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);
- ParseOptions(argc, argv);
- Init();
- if (Anim)
- glutIdleFunc(Idle);
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/skinning.frag b/progs/glsl/skinning.frag
deleted file mode 100644
index 9053755a830..00000000000
--- a/progs/glsl/skinning.frag
+++ /dev/null
@@ -1,6 +0,0 @@
-// color pass-through
-
-void main()
-{
- gl_FragColor = gl_Color;
-}
diff --git a/progs/glsl/skinning.vert b/progs/glsl/skinning.vert
deleted file mode 100644
index 28970eee584..00000000000
--- a/progs/glsl/skinning.vert
+++ /dev/null
@@ -1,24 +0,0 @@
-// Vertex weighting/blendin shader
-// Brian Paul
-// 4 Nov 2008
-
-uniform mat4 mat0, mat1;
-attribute float weight;
-
-void main()
-{
- // simple diffuse shading
- // Note that we should really transform the normal vector along with
- // the postion below... someday.
- vec3 lightVec = vec3(0, 0, 1);
- vec3 norm = gl_NormalMatrix * gl_Normal;
- float dot = 0.2 + max(0.0, dot(norm, lightVec));
- gl_FrontColor = vec4(dot);
-
- // compute sum of weighted transformations
- vec4 pos0 = mat0 * gl_Vertex;
- vec4 pos1 = mat1 * gl_Vertex;
- vec4 pos = mix(pos0, pos1, weight);
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-}
diff --git a/progs/glsl/texaaline.c b/progs/glsl/texaaline.c
deleted file mode 100644
index 00edab73108..00000000000
--- a/progs/glsl/texaaline.c
+++ /dev/null
@@ -1,372 +0,0 @@
-/**
- * AA lines with texture mapped quads
- *
- * Brian Paul
- * 9 Feb 2008
- */
-
-
-#include <assert.h>
-#include <string.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glew.h>
-#include <GL/glut.h>
-
-#ifndef M_PI
-#define M_PI 3.1415926535
-#endif
-
-static GLint WinWidth = 300, WinHeight = 300;
-static GLint win = 0;
-static GLfloat Width = 8.;
-
-/*
- * Quad strip for line from v0 to v1:
- *
- 1 3 5 7
- +---+---------------------+---+
- | |
- | *v0 v1* |
- | |
- +---+---------------------+---+
- 0 2 4 6
- */
-static void
-QuadLine(const GLfloat *v0, const GLfloat *v1, GLfloat width)
-{
- GLfloat dx = v1[0] - v0[0];
- GLfloat dy = v1[1] - v0[1];
- GLfloat len = sqrt(dx*dx + dy*dy);
- float dx0, dx1, dx2, dx3, dx4, dx5, dx6, dx7;
- float dy0, dy1, dy2, dy3, dy4, dy5, dy6, dy7;
-
- dx /= len;
- dy /= len;
-
- width *= 0.5; /* half width */
- dx = dx * (width + 0.0);
- dy = dy * (width + 0.0);
-
- dx0 = -dx+dy; dy0 = -dy-dx;
- dx1 = -dx-dy; dy1 = -dy+dx;
-
- dx2 = 0+dy; dy2 = -dx+0;
- dx3 = 0-dy; dy3 = +dx+0;
-
- dx4 = 0+dy; dy4 = -dx+0;
- dx5 = 0-dy; dy5 = +dx+0;
-
- dx6 = dx+dy; dy6 = dy-dx;
- dx7 = dx-dy; dy7 = dy+dx;
-
- /*
- printf("dx, dy = %g, %g\n", dx, dy);
- printf(" dx0, dy0: %g, %g\n", dx0, dy0);
- printf(" dx1, dy1: %g, %g\n", dx1, dy1);
- printf(" dx2, dy2: %g, %g\n", dx2, dy2);
- printf(" dx3, dy3: %g, %g\n", dx3, dy3);
- */
-
- glBegin(GL_QUAD_STRIP);
- glTexCoord2f(0, 0);
- glVertex2f(v0[0] + dx0, v0[1] + dy0);
- glTexCoord2f(0, 1);
- glVertex2f(v0[0] + dx1, v0[1] + dy1);
-
- glTexCoord2f(0.5, 0);
- glVertex2f(v0[0] + dx2, v0[1] + dy2);
- glTexCoord2f(0.5, 1);
- glVertex2f(v0[0] + dx3, v0[1] + dy3);
-
- glTexCoord2f(0.5, 0);
- glVertex2f(v1[0] + dx2, v1[1] + dy2);
- glTexCoord2f(0.5, 1);
- glVertex2f(v1[0] + dx3, v1[1] + dy3);
-
- glTexCoord2f(1, 0);
- glVertex2f(v1[0] + dx6, v1[1] + dy6);
- glTexCoord2f(1, 1);
- glVertex2f(v1[0] + dx7, v1[1] + dy7);
- glEnd();
-}
-
-
-static float Cos(float a)
-{
- return cos(a * M_PI / 180.);
-}
-
-static float Sin(float a)
-{
- return sin(a * M_PI / 180.);
-}
-
-static void
-Redisplay(void)
-{
- float cx = 0.5 * WinWidth, cy = 0.5 * WinHeight;
- float len = 0.5 * WinWidth - 20.0;
- int i;
-
- glClear(GL_COLOR_BUFFER_BIT);
-
- glColor3f(1, 1, 1);
-
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
-
- for (i = 0; i < 360; i+=5) {
- float v0[2], v1[2];
- v0[0] = cx + 40 * Cos(i);
- v0[1] = cy + 40 * Sin(i);
- v1[0] = cx + len * Cos(i);
- v1[1] = cy + len * Sin(i);
- QuadLine(v0, v1, Width);
- }
-
- {
- float v0[2], v1[2], x;
- for (x = 0; x < 1.0; x += 0.2) {
- v0[0] = cx + x;
- v0[1] = cy + x * 40 - 20;
- v1[0] = cx + x + 5.0;
- v1[1] = cy + x * 40 - 20;
- QuadLine(v0, v1, Width);
- }
- }
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- WinWidth = width;
- WinHeight = height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-CleanUp(void)
-{
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case 'w':
- Width -= 0.5;
- break;
- case 'W':
- Width += 0.5;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
-#if 0
- if (Width < 3)
- Width = 3;
-#endif
- printf("Width = %g\n", Width);
- glutPostRedisplay();
-}
-
-
-static float
-ramp4(GLint i, GLint size)
-{
- float d;
- if (i < 4 ) {
- d = i / 4.0;
- }
- else if (i >= size - 5) {
- d = 1.0 - (i - (size - 5)) / 4.0;
- }
- else {
- d = 1.0;
- }
- return d;
-}
-
-static float
-ramp2(GLint i, GLint size)
-{
- float d;
- if (i < 2 ) {
- d = i / 2.0;
- }
- else if (i >= size - 3) {
- d = 1.0 - (i - (size - 3)) / 2.0;
- }
- else {
- d = 1.0;
- }
- return d;
-}
-
-static float
-ramp1(GLint i, GLint size)
-{
- float d;
- if (i == 0 || i == size-1) {
- d = 0.0;
- }
- else {
- d = 1.0;
- }
- return d;
-}
-
-
-/**
- * Make an alpha texture for antialiasing lines.
- * Just a linear fall-off ramp for now.
- * Should have a number of different textures for different line widths.
- * Could try a bell-like-curve....
- */
-static void
-MakeTexture(void)
-{
-#define SZ 8
- GLfloat tex[SZ][SZ]; /* alpha tex */
- int i, j;
- for (i = 0; i < SZ; i++) {
- for (j = 0; j < SZ; j++) {
-#if 0
- float k = (SZ-1) / 2.0;
- float dx = fabs(i - k) / k;
- float dy = fabs(j - k) / k;
- float d;
-
- dx = 1.0 - dx;
- dy = 1.0 - dy;
- d = dx * dy;
-
-#else
- float d = ramp1(i, SZ) * ramp1(j, SZ);
- printf("%d, %d: %g\n", i, j, d);
-#endif
- tex[i][j] = d;
- }
- }
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, SZ, SZ, 0, GL_ALPHA, GL_FLOAT, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-#undef SZ
-}
-
-
-static void
-MakeMipmap(void)
-{
-#define SZ 64
- GLfloat tex[SZ][SZ]; /* alpha tex */
- int level;
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, SZ);
- for (level = 0; level < 7; level++) {
- int sz = 1 << (6 - level);
- int i, j;
- for (i = 0; i < sz; i++) {
- for (j = 0; j < sz; j++) {
- if (level == 6)
- tex[i][j] = 1.0;
- else if (level == 5)
- tex[i][j] = 0.5;
- else
- tex[i][j] = ramp1(i, sz) * ramp1(j, sz);
- }
- }
-
- glTexImage2D(GL_TEXTURE_2D, level, GL_ALPHA,
- sz, sz, 0, GL_ALPHA, GL_FLOAT, tex);
- }
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4); */
- /* glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); */
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-#undef SZ
-}
-
-
-static void
-Init(void)
-{
- const char *version;
-
- (void) MakeTexture;
- (void) ramp4;
- (void) ramp2;
-
- version = (const char *) glGetString(GL_VERSION);
- if (version[0] != '2' || version[1] != '.') {
- printf("This program requires OpenGL 2.x, found %s\n", version);
- exit(1);
- }
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-#if 0
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-#elif 0
- MakeTexture();
-#else
- MakeMipmap();
-#endif
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(WinWidth, WinHeight);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/texdemo1.c b/progs/glsl/texdemo1.c
deleted file mode 100644
index 2076e6aef94..00000000000
--- a/progs/glsl/texdemo1.c
+++ /dev/null
@@ -1,438 +0,0 @@
-/**
- * Test texturing with GL shading language.
- *
- * Copyright (C) 2007 Brian Paul All Rights Reserved.
- *
- * 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
- * BRIAN PAUL 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 <assert.h>
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <GL/glew.h>
-#include "GL/glut.h"
-#include "readtex.h"
-#include "shaderutil.h"
-
-static const char *Demo = "texdemo1";
-
-static const char *ReflectVertFile = "reflect.vert";
-static const char *CubeFragFile = "cubemap.frag";
-
-static const char *SimpleVertFile = "simple.vert";
-static const char *SimpleTexFragFile = "shadowtex.frag";
-
-static const char *GroundImage = "../images/tile.rgb";
-
-static GLuint Program1, Program2;
-
-static GLfloat TexXrot = 0, TexYrot = 0;
-static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
-static GLfloat EyeDist = 10;
-static GLboolean Anim = GL_TRUE;
-static int win = 0;
-
-
-static struct uniform_info ReflectUniforms[] = {
- { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
- { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static struct uniform_info SimpleUniforms[] = {
- { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
- { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-
-static void
-DrawGround(GLfloat size)
-{
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glNormal3f(0, 0, 1);
- glBegin(GL_POLYGON);
- glTexCoord2f(-2, -2); glVertex2f(-size, -size);
- glTexCoord2f( 2, -2); glVertex2f( size, -size);
- glTexCoord2f( 2, 2); glVertex2f( size, size);
- glTexCoord2f(-2, 2); glVertex2f(-size, size);
- glEnd();
- glPopMatrix();
-}
-
-
-static void
-draw(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
-
- glPushMatrix(); /* modelview matrix */
- glTranslatef(0.0, 0.0, -EyeDist);
- glRotatef(Xrot, 1, 0, 0);
- glRotatef(Yrot, 0, 1, 0);
- glRotatef(Zrot, 0, 0, 1);
-
- /* sphere w/ reflection map */
- glPushMatrix();
- glTranslatef(0, 1, 0);
- glUseProgram(Program1);
-
- /* setup texture matrix */
- glActiveTexture(GL_TEXTURE0);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glRotatef(-TexYrot, 0, 1, 0);
- glRotatef(-TexXrot, 1, 0, 0);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glEnable(GL_TEXTURE_GEN_R);
- glutSolidSphere(2.0, 20, 20);
-
- glLoadIdentity(); /* texture matrix */
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- /* ground */
- glUseProgram(Program2);
- glTranslatef(0, -1.0, 0);
- DrawGround(5);
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-idle(void)
-{
- GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
- TexYrot = t;
- glutPostRedisplay();
-}
-
-
-static void
-key(unsigned char k, int x, int y)
-{
- (void) x;
- (void) y;
- switch (k) {
- case ' ':
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(idle);
- else
- glutIdleFunc(NULL);
- break;
- case 'z':
- EyeDist -= 0.5;
- if (EyeDist < 6.0)
- EyeDist = 6.0;
- break;
- case 'Z':
- EyeDist += 0.5;
- if (EyeDist > 90.0)
- EyeDist = 90;
- break;
- case 27:
- glutDestroyWindow(win);
- exit(0);
- }
- glutPostRedisplay();
-}
-
-
-static void
-specialkey(int key, int x, int y)
-{
- 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();
-}
-
-
-/* new window size or exposure */
-static void
-Reshape(int width, int height)
-{
- GLfloat ar = (float) width / (float) height;
- glViewport(0, 0, (GLint)width, (GLint)height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-InitCheckers(void)
-{
-#define CUBE_TEX_SIZE 64
- GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
- static const GLubyte colors[6][3] = {
- { 255, 0, 0 }, /* face 0 - red */
- { 0, 255, 255 }, /* face 1 - cyan */
- { 0, 255, 0 }, /* face 2 - green */
- { 255, 0, 255 }, /* face 3 - purple */
- { 0, 0, 255 }, /* face 4 - blue */
- { 255, 255, 0 } /* face 5 - yellow */
- };
- static const GLenum targets[6] = {
- GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
- };
-
- GLint i, j, f;
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- /* make colored checkerboard cube faces */
- for (f = 0; f < 6; f++) {
- for (i = 0; i < CUBE_TEX_SIZE; i++) {
- for (j = 0; j < CUBE_TEX_SIZE; j++) {
- if ((i/4 + j/4) & 1) {
- image[i][j][0] = colors[f][0];
- image[i][j][1] = colors[f][1];
- image[i][j][2] = colors[f][2];
- }
- else {
- image[i][j][0] = 255;
- image[i][j][1] = 255;
- image[i][j][2] = 255;
- }
- }
- }
-
- glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, image);
- }
-}
-
-
-static void
-LoadFace(GLenum target, const char *filename,
- GLboolean flipTB, GLboolean flipLR)
-{
- GLint w, h;
- GLenum format;
- GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
- if (!img) {
- printf("Error: couldn't load texture image %s\n", filename);
- exit(1);
- }
- assert(format == GL_RGB);
-
- /* <sigh> the way the texture cube mapping works, we have to flip
- * images to make things look right.
- */
- if (flipTB) {
- const int stride = 3 * w;
- GLubyte temp[3*1024];
- int i;
- for (i = 0; i < h / 2; i++) {
- memcpy(temp, img + i * stride, stride);
- memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
- memcpy(img + (h - i - 1) * stride, temp, stride);
- }
- }
- if (flipLR) {
- const int stride = 3 * w;
- GLubyte temp[3];
- GLubyte *row;
- int i, j;
- for (i = 0; i < h; i++) {
- row = img + i * stride;
- for (j = 0; j < w / 2; j++) {
- int k = w - j - 1;
- temp[0] = row[j*3+0];
- temp[1] = row[j*3+1];
- temp[2] = row[j*3+2];
- row[j*3+0] = row[k*3+0];
- row[j*3+1] = row[k*3+1];
- row[j*3+2] = row[k*3+2];
- row[k*3+0] = temp[0];
- row[k*3+1] = temp[1];
- row[k*3+2] = temp[2];
- }
- }
- }
-
- gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
- free(img);
-}
-
-
-static void
-LoadEnvmaps(void)
-{
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
-}
-
-
-static void
-InitTextures(GLboolean useImageFiles)
-{
- GLenum filter;
-
- /*
- * Env map
- */
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
- if (useImageFiles) {
- LoadEnvmaps();
- filter = GL_LINEAR;
- }
- else {
- InitCheckers();
- filter = GL_NEAREST;
- }
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- /*
- * Ground texture
- */
- {
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- GLubyte *image = NULL;
-
- image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
- if (!image) {
- printf("Couldn't read %s\n", GroundImage);
- exit(0);
- }
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 2);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
- imgFormat, GL_UNSIGNED_BYTE, image);
- free(image);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
-}
-
-
-static GLuint
-CreateProgram(const char *vertProgFile, const char *fragProgFile,
- struct uniform_info *uniforms)
-{
- GLuint fragShader, vertShader, program;
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, uniforms);
- PrintUniforms(uniforms);
-
- return program;
-}
-
-
-static void
-InitPrograms(void)
-{
- Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
- Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
-}
-
-
-static void
-Init(GLboolean useImageFiles)
-{
- if (!ShadersSupported()) {
- exit(1);
- }
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- InitTextures(useImageFiles);
- InitPrograms();
-
- glEnable(GL_DEPTH_TEST);
-
- glClearColor(.6, .6, .9, 0);
- glColor3f(1.0, 1.0, 1.0);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(500, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- win = glutCreateWindow(Demo);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(key);
- glutSpecialFunc(specialkey);
- glutDisplayFunc(draw);
- if (Anim)
- glutIdleFunc(idle);
- if (argc > 1 && strcmp(argv[1] , "-i") == 0)
- Init(1);
- else
- Init(0);
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/toyball.c b/progs/glsl/toyball.c
deleted file mode 100644
index c502f24077e..00000000000
--- a/progs/glsl/toyball.c
+++ /dev/null
@@ -1,221 +0,0 @@
-/**
- * "Toy Ball" shader demo. Uses the example shaders from
- * chapter 11 of the OpenGL Shading Language "orange" book.
- * 16 Jan 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 char *FragProgFile = "CH11-toyball.frag";
-static char *VertProgFile = "CH11-toyball.vert";
-
-/* program/shader objects */
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-
-static struct uniform_info Uniforms[] = {
- { "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
- { "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 },
- { "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 },
- { "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 },
- { "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 },
- { "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 },
- { "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 },
- { "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
- { "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
- { "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
- { "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
- { "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 },
- { "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 },
- { "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static GLint win = 0;
-static GLboolean Anim = GL_FALSE;
-static GLfloat TexRot = 0.0;
-static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
-
-
-static void
-Idle(void)
-{
- TexRot += 2.0;
- if (TexRot > 360.0)
- TexRot -= 360.0;
- glutPostRedisplay();
-}
-
-
-static void
-Redisplay(void)
-{
- 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);
-
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
- glMatrixMode(GL_MODELVIEW);
-
- glutSolidSphere(2.0, 20, 10);
-
- 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 '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
-Init(void)
-{
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, Uniforms);
- PrintUniforms(Uniforms);
-
- assert(glGetError() == 0);
-
- glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutSpecialFunc(SpecialKey);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
diff --git a/progs/glsl/toyball.shtest b/progs/glsl/toyball.shtest
deleted file mode 100644
index 887663abd32..00000000000
--- a/progs/glsl/toyball.shtest
+++ /dev/null
@@ -1,17 +0,0 @@
-vs CH11-toyball.vert
-fs CH11-toyball.frag
-uniform LightDir GL_FLOAT_VEC4 0.57737 0.57735 0.57735 0.0
-uniform HVector GL_FLOAT_VEC4 0.32506 0.32506 0.88808 0.0
-uniform BallCenter GL_FLOAT_VEC4 0.0 0.0 0.0 1.0
-uniform SpecularColor GL_FLOAT_VEC4 0.4 0.4 0.4 60.0
-uniform Red GL_FLOAT_VEC4 0.6 0.0 0.0 1.0
-uniform Blue GL_FLOAT_VEC4 0.0 0.3 0.6 1.0
-uniform Yellow GL_FLOAT_VEC4 0.6 0.5 0.0 1.0
-uniform HalfSpace0 GL_FLOAT_VEC4 1.0 0.0 0.0 0.2
-uniform HalfSpace1 GL_FLOAT_VEC4 .309016994 0.951056516 0.0 0.2
-uniform HalfSpace2 GL_FLOAT_VEC4 -0.809016994 0.587785252 0.0 0.2
-uniform HalfSpace3 GL_FLOAT_VEC4 -0.809016994 -0.587785252 0.0 0.2
-uniform HalfSpace4 GL_FLOAT_VEC4 .309116994 -0.951056516 0.0 0.2
-uniform InOrOutInit GL_FLOAT -3.0
-uniform StripeWidth GL_FLOAT 0.3
-uniform FWidth GL_FLOAT .005
diff --git a/progs/glsl/trirast.c b/progs/glsl/trirast.c
deleted file mode 100644
index 857342636dc..00000000000
--- a/progs/glsl/trirast.c
+++ /dev/null
@@ -1,255 +0,0 @@
-/**
- * Demonstration of doing triangle rasterization with a fragment program.
- * Basic idea:
- * 1. Draw screen-aligned quad / bounding box around the triangle verts.
- * 2. For each pixel in the quad, determine if pixel is inside/outside
- * the triangle edges.
- *
- * Brian Paul
- * 1 Aug 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 GLint WinWidth = 300, WinHeight = 300;
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLint win = 0;
-static GLboolean anim = GL_TRUE;
-static GLfloat Zrot = 0.0f;
-static GLint uv0, uv1, uv2;
-
-
-static const GLfloat TriVerts[3][2] = {
- { 50, 50 },
- { 250, 50 },
- { 150, 250 }
-};
-
-
-static void
-RotateVerts(GLfloat a,
- GLuint n, const GLfloat vertsIn[][2], GLfloat vertsOut[][2])
-{
- GLuint i;
- GLfloat cx = WinWidth / 2, cy = WinHeight / 2;
- for (i = 0; i < n; i++) {
- float x = vertsIn[i][0] - cx;
- float y = vertsIn[i][1] - cy;
-
- vertsOut[i][0] = x * cos(a) + y * sin(a) + cx;
- vertsOut[i][1] = -x * sin(a) + y * cos(a) + cy;
- }
-}
-
-static void
-ComputeBounds(GLuint n, GLfloat vertsIn[][2],
- GLfloat *xmin, GLfloat *ymin,
- GLfloat *xmax, GLfloat *ymax)
-{
- GLuint i;
- *xmin = *xmax = vertsIn[0][0];
- *ymin = *ymax = vertsIn[0][1];
- for (i = 1; i < n; i++) {
- if (vertsIn[i][0] < *xmin)
- *xmin = vertsIn[i][0];
- else if (vertsIn[i][0] > *xmax)
- *xmax = vertsIn[i][0];
- if (vertsIn[i][1] < *ymin)
- *ymin = vertsIn[i][1];
- else if (vertsIn[i][1] > *ymax)
- *ymax = vertsIn[i][1];
- }
-}
-
-
-static void
-Redisplay(void)
-{
- GLfloat v[3][2], xmin, ymin, xmax, ymax;
-
- RotateVerts(Zrot, 3, TriVerts, v);
- ComputeBounds(3, v, &xmin, &ymin, &xmax, &ymax);
-
- glUniform2fv(uv0, 1, v[0]);
- glUniform2fv(uv1, 1, v[1]);
- glUniform2fv(uv2, 1, v[2]);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glPushMatrix();
- glBegin(GL_POLYGON);
- glVertex2f(xmin, ymin);
- glVertex2f(xmax, ymin);
- glVertex2f(xmax, ymax);
- glVertex2f(xmin, ymax);
- glEnd();
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Idle(void)
-{
- if (anim) {
- Zrot = glutGet(GLUT_ELAPSED_TIME) * 0.0005;
- glutPostRedisplay();
- }
- else
- abort();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-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 'z':
- Zrot = 0;
- break;
- case 's':
- Zrot += 0.05;
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "uniform vec2 v0, v1, v2; \n"
- "float crs(const vec2 u, const vec2 v) \n"
- "{ \n"
- " return u.x * v.y - u.y * v.x; \n"
- "} \n"
- "\n"
- "void main() {\n"
- " vec2 p = gl_FragCoord.xy; \n"
- " if (crs(v1 - v0, p - v0) >= 0.0 && \n"
- " crs(v2 - v1, p - v1) >= 0.0 && \n"
- " crs(v0 - v2, p - v2) >= 0.0) \n"
- " gl_FragColor = vec4(1.0); \n"
- " else \n"
- " gl_FragColor = vec4(0.5); \n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = ftransform(); \n"
- "}\n";
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- uv0 = glGetUniformLocation(program, "v0");
- uv1 = glGetUniformLocation(program, "v1");
- uv2 = glGetUniformLocation(program, "v2");
- printf("Uniforms: %d %d %d\n", uv0, uv1, uv2);
-
- /*assert(glGetError() == 0);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-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);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/twoside.c b/progs/glsl/twoside.c
deleted file mode 100644
index ce155d64e9e..00000000000
--- a/progs/glsl/twoside.c
+++ /dev/null
@@ -1,305 +0,0 @@
-/**
- * Test two-sided lighting with shaders.
- * Both GL_VERTEX_PROGRAM_TWO_SIDE and gl_FrontFacing can be tested
- * (see keys below).
- *
- * Brian Paul
- * 18 Dec 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"
-
-#ifndef M_PI
-#define M_PI 3.1415926535
-#endif
-
-static GLint WinWidth = 300, WinHeight = 300;
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-static GLint win = 0;
-static GLboolean anim;
-static GLboolean DetermineFacingInFragProg;
-static GLfloat Xrot;
-static GLint u_fragface;
-static GLenum FrontWinding;
-static int prevTime = 0;
-
-
-static const GLfloat Red[4] = {1, 0, 0, 1};
-static const GLfloat Green[4] = {0, 1, 0, 0};
-
-
-static void
-SetDefaults(void)
-{
- DetermineFacingInFragProg = GL_TRUE;
- FrontWinding = GL_CCW;
- Xrot = 30;
- anim = 0;
- glutIdleFunc(NULL);
-}
-
-
-static void
-Redisplay(void)
-{
- const int sections = 20;
- int i;
- float radius = 2;
-
- glFrontFace(FrontWinding);
-
- if (DetermineFacingInFragProg) {
- glUniform1i(u_fragface, 1);
- glDisable(GL_VERTEX_PROGRAM_TWO_SIDE);
- }
- else {
- glUniform1i(u_fragface, 0);
- glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
- }
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- glPushMatrix();
- glRotatef(Xrot, 1, 0, 0);
-
- /* Draw a tristrip ring */
- glBegin(GL_TRIANGLE_STRIP);
- glColor4fv(Red);
- glSecondaryColor3fv(Green);
- for (i = 0; i <= sections; i++) {
- float a = (float) i / (sections) * M_PI * 2.0;
- float x = radius * cos(a);
- float y = radius * sin(a);
- glVertex3f(x, -1, y);
- glVertex3f(x, +1, y);
- }
- glEnd();
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Idle(void)
-{
- int curTime = glutGet(GLUT_ELAPSED_TIME);
- int dt = curTime - prevTime;
-
- if (prevTime == 0) {
- prevTime = curTime;
- return;
- }
- prevTime = curTime;
-
- Xrot += dt * 0.1;
- glutPostRedisplay();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- float ar = (float) width / height;
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -1, 1, 3, 25);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0, 0, -10);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- glutDestroyWindow(win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch(key) {
- case ' ':
- case 'a':
- anim = !anim;
- if (anim) {
- prevTime = glutGet(GLUT_ELAPSED_TIME);
- glutIdleFunc(Idle);
- }
- else
- glutIdleFunc(NULL);
- break;
- case 'f':
- printf("Using frag shader gl_FrontFacing\n");
- DetermineFacingInFragProg = GL_TRUE;
- break;
- case 'v':
- printf("Using vert shader Two-sided lighting\n");
- DetermineFacingInFragProg = GL_FALSE;
- break;
- case 'r':
- /* reset */
- SetDefaults();
- break;
- case 's':
- Xrot += 5;
- break;
- case 'S':
- Xrot -= 5;
- break;
- case 'w':
- if (FrontWinding == GL_CCW) {
- FrontWinding = GL_CW;
- printf("FrontFace = GL_CW\n");
- }
- else {
- FrontWinding = GL_CCW;
- printf("FrontFace = GL_CCW\n");
- }
- break;
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "uniform bool fragface; \n"
- "void main() { \n"
-#if 1
- " if (!fragface || gl_FrontFacing) { \n"
- " gl_FragColor = gl_Color; \n"
- " } \n"
- " else { \n"
- " // note: dim green to help debug \n"
- " gl_FragColor = 0.8 * gl_SecondaryColor; \n"
- " } \n"
-#else
- /* DEBUG CODE */
- " bool f = gl_FrontFacing; \n"
- " if (f) { \n"
- " gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
- " } \n"
- " else { \n"
- " gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
- " } \n"
-#endif
- "} \n";
- static const char *vertShaderText =
- "uniform bool fragface; \n"
- "void main() { \n"
- " gl_FrontColor = gl_Color; \n"
- " if (fragface) { \n"
- " // front/back chosen in frag prog \n"
- " gl_FrontSecondaryColor = gl_SecondaryColor; \n"
- " } \n"
- " else { \n"
- " // front/back chosen in prim setup \n"
- " gl_BackColor = gl_SecondaryColor; \n"
- " } \n"
- " gl_Position = ftransform(); \n"
- "} \n";
-
- if (!ShadersSupported())
- exit(1);
-
- vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
- fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- u_fragface = glGetUniformLocation(program, "fragface");
- printf("Uniforms: %d\n", u_fragface);
-
- /*assert(glGetError() == 0);*/
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(program));
- assert(glIsShader(fragShader));
- assert(glIsShader(vertShader));
-
- glEnable(GL_DEPTH_TEST);
-
- SetDefaults();
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-static void
-Usage(void)
-{
- printf("Keys:\n");
- printf(" f - do front/back determination in fragment shader\n");
- printf(" v - do front/back determination in vertex shader\n");
- printf(" r - reset, show front\n");
- printf(" a - toggle animation\n");
- printf(" s - step rotation\n");
- printf(" w - toggle CW, CCW front-face winding\n");
- printf("NOTE: red = front face, green = back face.\n");
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(WinWidth, WinHeight);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- if (anim)
- glutIdleFunc(Idle);
- ParseOptions(argc, argv);
- Init();
- Usage();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/glsl/vert-or-frag-only.c b/progs/glsl/vert-or-frag-only.c
deleted file mode 100644
index 148991ca83e..00000000000
--- a/progs/glsl/vert-or-frag-only.c
+++ /dev/null
@@ -1,187 +0,0 @@
-/**
- * Draw two quads, one using only a vertex shader, the other only with a
- * fragment shader. They should appear the same.
- * 17 Dec 2008
- * Brian Paul
- */
-
-
-#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 char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-static GLuint FragShader;
-static GLuint VertShader;
-static GLuint VertProgram; /* w/out vertex shader */
-static GLuint FragProgram; /* w/out fragment shader */
-static GLint Win = 0;
-
-
-static void
-DrawQuadColor(void)
-{
- glBegin(GL_QUADS);
- glColor3f(1, 0, 0); glVertex2f(-1, -1);
- glColor3f(0, 1, 0); glVertex2f( 1, -1);
- glColor3f(0, 0, 1); glVertex2f( 1, 1);
- glColor3f(1, 0, 1); glVertex2f(-1, 1);
- glEnd();
-}
-
-
-/** as above, but specify color via texcoords */
-static void
-DrawQuadTex(void)
-{
- glBegin(GL_QUADS);
- glTexCoord3f(1, 0, 0); glVertex2f(-1, -1);
- glTexCoord3f(0, 1, 0); glVertex2f( 1, -1);
- glTexCoord3f(0, 0, 1); glVertex2f( 1, 1);
- glTexCoord3f(1, 0, 1); glVertex2f(-1, 1);
- glEnd();
-}
-
-
-static void
-Redisplay(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* render with vertex shader only */
- glUseProgram(VertProgram);
- glPushMatrix();
- glTranslatef(-1.5, 0, 0);
- DrawQuadTex();
- glPopMatrix();
-
- /* render with fragment shader only */
- glUseProgram(FragProgram);
- glPushMatrix();
- glTranslatef(+1.5, 0, 0);
- DrawQuadColor();
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-Reshape(int width, int height)
-{
- glViewport(0, 0, width, height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-4, 4, -2, 2, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(FragShader);
- glDeleteShader(VertShader);
- glDeleteProgram(VertProgram);
- glDeleteProgram(FragProgram);
- glutDestroyWindow(Win);
-}
-
-
-static void
-Key(unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
- switch(key) {
- case 27:
- CleanUp();
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "void main() {\n"
- " gl_FragColor = gl_Color;\n"
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = ftransform();\n"
- " gl_FrontColor = gl_MultiTexCoord0;\n" /* see DrawQuadTex() */
- "}\n";
-
- if (!ShadersSupported())
- exit(1);
-
- if (FragProgFile)
- FragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
- else
- FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
-
- if (VertProgFile)
- VertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
- else
- VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
-
- VertProgram = LinkShaders(VertShader, 0);
- FragProgram = LinkShaders(0, FragShader);
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glEnable(GL_DEPTH_TEST);
-
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- assert(glIsProgram(VertProgram));
- assert(glIsProgram(FragProgram));
- assert(glIsShader(FragShader));
- assert(glIsShader(VertShader));
-
- glColor3f(1, 0, 0);
-}
-
-
-static void
-ParseOptions(int argc, char *argv[])
-{
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
- }
- else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
- }
- }
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(400, 200);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- Win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
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;
-}
-
diff --git a/progs/glsl/vsraytrace.c b/progs/glsl/vsraytrace.c
deleted file mode 100644
index 64d928883ed..00000000000
--- a/progs/glsl/vsraytrace.c
+++ /dev/null
@@ -1,401 +0,0 @@
-/* -*- 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;
-}
-