diff options
author | Eric Anholt <eric@anholt.net> | 2010-05-21 09:32:38 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2010-05-21 12:20:39 -0700 |
commit | 68fc4b415e322f6744299e39864fbc377c6eff74 (patch) | |
tree | 4bafffd8b0105174f3c5c0ae327a005be9145990 /progs/glsl/texaaline.c | |
parent | e4f4489e3fc0b36d72821b55794fb843b2b7fa5f (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/texaaline.c')
-rw-r--r-- | progs/glsl/texaaline.c | 372 |
1 files changed, 0 insertions, 372 deletions
diff --git a/progs/glsl/texaaline.c b/progs/glsl/texaaline.c deleted file mode 100644 index 00edab7310..0000000000 --- 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; -} |