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authorEric Anholt <eric@anholt.net>2010-05-21 09:32:38 -0700
committerEric Anholt <eric@anholt.net>2010-05-21 12:20:39 -0700
commit68fc4b415e322f6744299e39864fbc377c6eff74 (patch)
tree4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/demos/arbfslight.c
parente4f4489e3fc0b36d72821b55794fb843b2b7fa5f (diff)
Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
The remaining programs are ones I've had difficulty finding a build environment for to make the build system or are unit tests that should probably live next to their code instead. Hopefully people can bring over the build for remaining pieces they care about.
Diffstat (limited to 'progs/demos/arbfslight.c')
-rw-r--r--progs/demos/arbfslight.c328
1 files changed, 0 insertions, 328 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
deleted file mode 100644
index a0ce7f3f5b..0000000000
--- a/progs/demos/arbfslight.c
+++ /dev/null
@@ -1,328 +0,0 @@
-/*
- * Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
- * simple per-pixel lighting.
- *
- * Michal Krol
- * 20 February 2006
- *
- * Based on the original demo by:
- * Brian Paul
- * 17 April 2003
- */
-
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-
-#ifdef WIN32
-#define GETPROCADDRESS wglGetProcAddress
-#else
-#define GETPROCADDRESS glutGetProcAddress
-#endif
-
-static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
-static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
-static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
-static GLfloat delta = 1.0f;
-
-static GLhandleARB fragShader;
-static GLhandleARB vertShader;
-static GLhandleARB program;
-
-static GLint uLightPos;
-static GLint uDiffuse;
-static GLint uSpecular;
-
-static GLboolean anim = GL_TRUE;
-static GLboolean wire = GL_FALSE;
-static GLboolean pixelLight = GL_TRUE;
-
-static GLint t0 = 0;
-static GLint frames = 0;
-
-static GLfloat xRot = 0.0f, yRot = 0.0f;
-
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
-static PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
-static PFNGLUNIFORM3FVARBPROC glUniform4fvARB = NULL;
-
-static void normalize (GLfloat *dst, const GLfloat *src)
-{
- GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
- dst[0] = src[0] / len;
- dst[1] = src[1] / len;
- dst[2] = src[2] / len;
-}
-
-static void Redisplay (void)
-{
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (pixelLight)
- {
- GLfloat vec[3];
-
- glUseProgramObjectARB (program);
- normalize (vec, lightPos);
- glUniform3fvARB (uLightPos, 1, vec);
- glDisable(GL_LIGHTING);
- }
- else
- {
- glUseProgramObjectARB (0);
- glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
- glEnable(GL_LIGHTING);
- }
-
- glPushMatrix ();
- glRotatef (xRot, 1.0f, 0.0f, 0.0f);
- glRotatef (yRot, 0.0f, 1.0f, 0.0f);
- glutSolidSphere (2.0, 10, 5);
- glPopMatrix ();
-
- glutSwapBuffers();
- frames++;
-
- if (anim)
- {
- GLint t = glutGet (GLUT_ELAPSED_TIME);
- if (t - t0 >= 5000)
- {
- GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
- GLfloat fps = frames / seconds;
- printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
- fflush(stdout);
- t0 = t;
- frames = 0;
- }
- }
-}
-
-static void Idle (void)
-{
- lightPos[0] += delta;
- if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
- delta = -delta;
- glutPostRedisplay ();
-}
-
-static void Reshape (int width, int height)
-{
- glViewport (0, 0, width, height);
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
- glFrustum (-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode (GL_MODELVIEW);
- glLoadIdentity ();
- glTranslatef (0.0f, 0.0f, -15.0f);
-}
-
-static void Key (unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch (key)
- {
- case ' ':
- case 'a':
- anim = !anim;
- if (anim)
- glutIdleFunc (Idle);
- else
- glutIdleFunc (NULL);
- break;
- case 'x':
- lightPos[0] -= 1.0f;
- break;
- case 'X':
- lightPos[0] += 1.0f;
- break;
- case 'w':
- wire = !wire;
- if (wire)
- glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- else
- glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- break;
- case 'p':
- pixelLight = !pixelLight;
- if (pixelLight)
- printf ("Per-pixel lighting\n");
- else
- printf ("Conventional lighting\n");
- break;
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay ();
-}
-
-static void SpecialKey (int key, int x, int y)
-{
- const GLfloat step = 3.0f;
-
- (void) x;
- (void) y;
-
- switch (key)
- {
- case GLUT_KEY_UP:
- xRot -= step;
- break;
- case GLUT_KEY_DOWN:
- xRot += step;
- break;
- case GLUT_KEY_LEFT:
- yRot -= step;
- break;
- case GLUT_KEY_RIGHT:
- yRot += step;
- break;
- }
- glutPostRedisplay ();
-}
-
-static void Init (void)
-{
- static const char *fragShaderText =
- "uniform vec3 lightPos;\n"
- "uniform vec4 diffuse;\n"
- "uniform vec4 specular;\n"
- "varying vec3 normal;\n"
- "void main () {\n"
- " // Compute dot product of light direction and normal vector\n"
- " float dotProd = max (dot (lightPos, normalize (normal)), 0.0);\n"
- " // Compute diffuse and specular contributions\n"
-#if 1
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
-#elif 1 /* test IF/ELSE/ENDIF */
- " if (normal.y > 0.0) { \n"
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
- " } \n"
- " else { \n"
- " if (normal.x < 0.0) { \n"
- " gl_FragColor = vec4(1, 0, 0, 0); \n"
- " } \n"
- " else { \n"
- " gl_FragColor = vec4(1, 1, 0, 0); \n"
- " } \n"
- " } \n"
-#elif 1 /* test LOOP */
- " while (1) { \n"
- " if (normal.y >= 0.0) { \n"
- " gl_FragColor = vec4(1, 0, 0, 0); \n"
- " break; \n"
- " } else { \n"
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
- " break; \n"
- " } \n"
- " } \n"
-#endif
- "}\n"
- ;
- static const char *vertShaderText =
- "varying vec3 normal;\n"
- "void main () {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " normal = gl_NormalMatrix * gl_Normal;\n"
- "}\n"
- ;
-
- if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shader_objects"))
- {
- printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
- {
- printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
- exit(1);
- }
-
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
- glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform3fvARB");
- glUniform4fvARB = (PFNGLUNIFORM3FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
-
- fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
- glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
- glCompileShaderARB (fragShader);
-
- vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
- glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
- glCompileShaderARB (vertShader);
-
- program = glCreateProgramObjectARB ();
- glAttachObjectARB (program, fragShader);
- glAttachObjectARB (program, vertShader);
- glLinkProgramARB (program);
- glUseProgramObjectARB (program);
-
- uLightPos = glGetUniformLocationARB (program, "lightPos");
- uDiffuse = glGetUniformLocationARB (program, "diffuse");
- uSpecular = glGetUniformLocationARB (program, "specular");
-
- glUniform4fvARB (uDiffuse, 1, diffuse);
- glUniform4fvARB (uSpecular, 1, specular);
-
- glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_LIGHT0);
- glEnable (GL_LIGHTING);
- glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
- glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
- glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
-
- printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
- printf ("Press p to toggle between per-pixel and per-vertex lighting\n");
-}
-
-int main (int argc, char *argv[])
-{
- glutInitWindowSize (200, 200);
- glutInit (&argc, argv);
- glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutCreateWindow (argv[0]);
- glutReshapeFunc (Reshape);
- glutKeyboardFunc (Key);
- glutSpecialFunc (SpecialKey);
- glutDisplayFunc (Redisplay);
- if (anim)
- glutIdleFunc (Idle);
- Init ();
- glutMainLoop ();
- return 0;
-}
-