/* Test the TGSI_SEMANTIC_FACE fragment shader input. */ #include #include "graw_util.h" static int width = 300; static int height = 300; static struct graw_info info; struct vertex { float position[4]; float color[4]; }; #define z0 0.2 #define z01 0.5 #define z1 0.4 static struct vertex vertices[] = { /* left quad: clock-wise, front-facing, red */ { {-0.8, -0.9, z0, 1.0 }, { 0, 0, 0, 1 } }, { { -0.2, -0.9, z0, 1.0 }, { 0, 0, 0, 1 } }, { { 0.2, 0.9, z01, 1.0 }, { 0, 0, 0, 1 } }, { {-0.9, 0.9, z01, 1.0 }, { 0, 0, 0, 1 } }, /* right quad : counter-clock-wise, back-facing, green */ { { 0.2, -0.9, z1, 1.0 }, { 1, 1, 1, -1 } }, { { -0.2, 0.8, z1, 1.0 }, { 1, 1, 1, -1 } }, { { 0.9, 0.8, z1, 1.0 }, { 1, 1, 1, -1 } }, { { 0.8, -0.9, z1, 1.0 }, { 1, 1, 1, -1 } }, }; #define NUM_VERTS (sizeof(vertices) / sizeof(vertices[0])) static void set_vertices(void) { struct pipe_vertex_element ve[2]; struct pipe_vertex_buffer vbuf; void *handle; memset(ve, 0, sizeof ve); ve[0].src_offset = Offset(struct vertex, position); ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; ve[1].src_offset = Offset(struct vertex, color); ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; handle = info.ctx->create_vertex_elements_state(info.ctx, 2, ve); info.ctx->bind_vertex_elements_state(info.ctx, handle); vbuf.stride = sizeof(struct vertex); vbuf.buffer_offset = 0; vbuf.buffer = info.screen->user_buffer_create(info.screen, vertices, sizeof(vertices), PIPE_BIND_VERTEX_BUFFER); info.ctx->set_vertex_buffers(info.ctx, 1, &vbuf); } static void set_vertex_shader(void) { void *handle; const char *text = "VERT\n" "DCL IN[0]\n" "DCL IN[1]\n" "DCL OUT[0], POSITION\n" "DCL OUT[1], GENERIC[0]\n" " 0: MOV OUT[0], IN[0]\n" " 1: MOV OUT[1], IN[1]\n" " 2: END\n"; handle = graw_parse_vertex_shader(info.ctx, text); info.ctx->bind_vs_state(info.ctx, handle); } static void set_fragment_shader(void) { void *handle; const char *text = "FRAG\n" "DCL IN[0], FACE, CONSTANT\n" "DCL IN[1], GENERIC, CONSTANT\n" "DCL OUT[0], COLOR\n" "DCL TEMP[0]\n" "IMM FLT32 { 1.0, 0.0, 0.0, 0.0 }\n" "IMM FLT32 { 0.0, 1.0, 0.0, 0.0 }\n" "IMM FLT32 { 0.5, 0.6, 0.0, 0.0 }\n" " 0: SGT TEMP[0].x, IN[0].xxxx, IMM[1].xxxx\n" /* TMP[0].x = IN[0].x > 0.0 */ " 1: IF TEMP[0].xxxx :4\n" " 2: MOV OUT[0], IMM[0]\n" /* front-facing: red */ " 3: ELSE :5\n" " 4: MOV OUT[0], IMM[1]\n" /* back-facing: green */ " 5: ENDIF\n" " 6: END\n"; handle = graw_parse_fragment_shader(info.ctx, text); info.ctx->bind_fs_state(info.ctx, handle); } static void draw(void) { union pipe_color_union clear_color; clear_color.f[0] = 0.25; clear_color.f[1] = 0.25; clear_color.f[2] = 0.25; clear_color.f[3] = 1.00; info.ctx->clear(info.ctx, PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL, &clear_color, 1.0, 0); util_draw_arrays(info.ctx, PIPE_PRIM_QUADS, 0, NUM_VERTS); info.ctx->flush(info.ctx, NULL); graw_util_flush_front(&info); } #if 0 static void resize(int w, int h) { width = w; height = h; set_viewport(0, 0, width, height, 30, 1000); } #endif static void init(void) { if (!graw_util_create_window(&info, width, height, 1, TRUE)) exit(1); graw_util_default_state(&info, TRUE); graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0); set_vertices(); set_vertex_shader(); set_fragment_shader(); } int main(int argc, char *argv[]) { init(); printf("Left quad: clock-wise, front-facing, red\n"); printf("Right quad: counter clock-wise, back-facing, green\n"); graw_set_display_func(draw); /*graw_set_reshape_func(resize);*/ graw_main_loop(); return 0; }