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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/samplers.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/samplers.c')
-rw-r--r--progs/glsl/samplers.c375
1 files changed, 0 insertions, 375 deletions
diff --git a/progs/glsl/samplers.c b/progs/glsl/samplers.c
deleted file mode 100644
index 8f26a5e329..0000000000
--- 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;
-}