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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/glsl/noise.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/glsl/noise.c')
-rw-r--r--progs/glsl/noise.c216
1 files changed, 0 insertions, 216 deletions
diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c
deleted file mode 100644
index 1148580ff4..0000000000
--- 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;
-}
-