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authorDave Airlie <airlied@redhat.com>2009-02-13 01:11:25 +1000
committerDave Airlie <airlied@redhat.com>2009-02-13 01:11:25 +1000
commit53116910b10e3b8a05f42970eff311c21808699f (patch)
tree6831e50a56a02fed324f8cb119e05d837e00d7cf /progs/glsl
parent7e104f9cde94279a902b408e8d1cf21779b393a8 (diff)
parent0ccbc3c905f0594a35d72887a1f115e148aaa596 (diff)
Merge remote branch 'origin/master' into radeon-rewrite
Conflicts: configure.ac src/mesa/drivers/dri/r200/r200_context.c src/mesa/drivers/dri/r300/r300_render.c
Diffstat (limited to 'progs/glsl')
-rw-r--r--progs/glsl/.gitignore10
-rw-r--r--progs/glsl/CH11-bumpmap.frag2
-rw-r--r--progs/glsl/Makefile115
-rw-r--r--progs/glsl/convolutions.c27
-rw-r--r--progs/glsl/fragcoord.c185
-rw-r--r--progs/glsl/identity.c208
-rw-r--r--progs/glsl/multinoise.c281
-rw-r--r--progs/glsl/multitex.c88
-rw-r--r--progs/glsl/multitex.vert10
-rw-r--r--progs/glsl/noise.c1
-rw-r--r--progs/glsl/samplers.c369
-rw-r--r--progs/glsl/texdemo1.c4
-rw-r--r--progs/glsl/twoside.c44
-rw-r--r--progs/glsl/vert-or-frag-only.c191
-rw-r--r--progs/glsl/vert-tex.c279
15 files changed, 1724 insertions, 90 deletions
diff --git a/progs/glsl/.gitignore b/progs/glsl/.gitignore
index 1e0aecebef..7a51c8cf6f 100644
--- a/progs/glsl/.gitignore
+++ b/progs/glsl/.gitignore
@@ -1,17 +1,27 @@
bitmap
brick
bump
+convolutions
deriv
extfuncs.h
+fragcoord
+identity
mandelbrot
+multinoise
multitex
noise
+pointcoord
points
readtex.c
readtex.h
+samplers
+samplers_array
shaderutil.c
shaderutil.h
+skinning
texdemo1
toyball
trirast
twoside
+vert-or-frag-only
+vert-tex
diff --git a/progs/glsl/CH11-bumpmap.frag b/progs/glsl/CH11-bumpmap.frag
index 063576f5a3..e12c5d374c 100644
--- a/progs/glsl/CH11-bumpmap.frag
+++ b/progs/glsl/CH11-bumpmap.frag
@@ -24,7 +24,7 @@ void main()
float d, f;
d = p.x * p.x + p.y * p.y;
- f = 1.0 / sqrt(d + 1.0);
+ f = inversesqrt(d + 1.0);
if (d >= BumpSize)
{ p = vec2(0.0); f = 1.0; }
diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile
index 41d5849919..7099eeadbd 100644
--- a/progs/glsl/Makefile
+++ b/progs/glsl/Makefile
@@ -15,16 +15,23 @@ PROGS = \
bump \
convolutions \
deriv \
+ identity \
+ fragcoord \
mandelbrot \
+ multinoise \
multitex \
noise \
points \
pointcoord \
+ samplers \
+ samplers_array \
skinning \
texdemo1 \
toyball \
twoside \
- trirast
+ trirast \
+ vert-or-frag-only \
+ vert-tex
##### RULES #####
@@ -35,7 +42,7 @@ PROGS = \
# make executable from .c file:
.c: $(LIB_DEP)
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) $< $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) $< $(LIBS) -o $@
##### TARGETS #####
@@ -57,7 +64,7 @@ readtex.h: $(TOP)/progs/util/readtex.h
cp $< .
readtex.o: readtex.c readtex.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) readtex.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) readtex.c
shaderutil.c: $(TOP)/progs/util/shaderutil.c
@@ -67,114 +74,152 @@ shaderutil.h: $(TOP)/progs/util/shaderutil.h
cp $< .
shaderutil.o: shaderutil.c shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c
bitmap.o: bitmap.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) bitmap.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) bitmap.c
bitmap: bitmap.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bitmap.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bitmap.o shaderutil.o $(LIBS) -o $@
brick.o: brick.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) brick.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) brick.c
brick: brick.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) brick.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) brick.o shaderutil.o $(LIBS) -o $@
bump.o: bump.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) bump.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) bump.c
bump: bump.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bump.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) bump.o shaderutil.o $(LIBS) -o $@
convolutions.o: convolutions.c readtex.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) convolutions.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) convolutions.c
convolutions: convolutions.o readtex.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) convolutions.o readtex.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) convolutions.o readtex.o $(LIBS) -o $@
deriv.o: deriv.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) deriv.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) deriv.c
deriv: deriv.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) deriv.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) deriv.o shaderutil.o $(LIBS) -o $@
+
+
+identity.o: identity.c extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) identity.c
+
+identity: identity.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) identity.o shaderutil.o $(LIBS) -o $@
+
+
+fragcoord.o: fragcoord.c extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) fragcoord.c
+
+fragcoord: fragcoord.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) fragcoord.o shaderutil.o $(LIBS) -o $@
mandelbrot.o: mandelbrot.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) mandelbrot.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) mandelbrot.c
mandelbrot: mandelbrot.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) mandelbrot.o shaderutil.o $(LIBS) -o $@
-
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) mandelbrot.o shaderutil.o $(LIBS) -o $@
multitex.o: multitex.c extfuncs.h readtex.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) multitex.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) multitex.c
multitex: multitex.o readtex.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) multitex.o readtex.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) multitex.o readtex.o shaderutil.o $(LIBS) -o $@
noise.o: noise.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) noise.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) noise.c
noise: noise.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) noise.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) noise.o shaderutil.o $(LIBS) -o $@
points.o: points.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) points.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) points.c
points: points.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) points.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) points.o shaderutil.o $(LIBS) -o $@
pointcoord.o: pointcoord.c readtex.h extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) pointcoord.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) pointcoord.c
pointcoord: pointcoord.o readtex.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) pointcoord.o readtex.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) pointcoord.o readtex.o shaderutil.o $(LIBS) -o $@
+
+samplers.o: samplers.c readtex.h extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) samplers.c
+
+samplers: samplers.o readtex.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) samplers.o readtex.o shaderutil.o $(LIBS) -o $@
+
+samplers_array.o: samplers.c readtex.h extfuncs.h shaderutil.h
+ $(APP_CC) -c -DSAMPLERS_ARRAY -I$(INCDIR) $(CFLAGS) samplers.c -o samplers_array.o
+
+samplers_array: samplers_array.o readtex.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) samplers_array.o readtex.o shaderutil.o $(LIBS) -o $@
skinning.o: skinning.c readtex.h extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) skinning.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) skinning.c
skinning: skinning.o readtex.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) skinning.o readtex.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) skinning.o readtex.o shaderutil.o $(LIBS) -o $@
texdemo1.o: texdemo1.c readtex.h extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) texdemo1.c
texdemo1: texdemo1.o readtex.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) texdemo1.o readtex.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) texdemo1.o readtex.o shaderutil.o $(LIBS) -o $@
toyball.o: toyball.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) toyball.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) toyball.c
toyball: toyball.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) toyball.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) toyball.o shaderutil.o $(LIBS) -o $@
twoside.o: twoside.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) twoside.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) twoside.c
twoside: twoside.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) twoside.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) twoside.o shaderutil.o $(LIBS) -o $@
trirast.o: trirast.c extfuncs.h shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) trirast.c
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) trirast.c
trirast: trirast.o shaderutil.o
- $(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) trirast.o shaderutil.o $(LIBS) -o $@
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) trirast.o shaderutil.o $(LIBS) -o $@
+
+
+vert-or-frag-only.o: vert-or-frag-only.c extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) vert-or-frag-only.c
+
+vert-or-frag-only: vert-or-frag-only.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) vert-or-frag-only.o shaderutil.o $(LIBS) -o $@
+
+
+vert-tex.o: vert-tex.c extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) vert-tex.c
+vert-tex: vert-tex.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) vert-tex.o shaderutil.o $(LIBS) -o $@
diff --git a/progs/glsl/convolutions.c b/progs/glsl/convolutions.c
index c5caa8ffed..ac71c68235 100644
--- a/progs/glsl/convolutions.c
+++ b/progs/glsl/convolutions.c
@@ -61,15 +61,15 @@ static void loadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
- glShaderSourceARB(shader, 1, (const GLchar **) &text, NULL);
+ glShaderSource(shader, 1, (const GLchar **) &text, NULL);
- glCompileShaderARB(shader);
+ glCompileShader(shader);
- glGetObjectParameterivARB(shader, GL_COMPILE_STATUS, &stat);
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
- glGetInfoLogARB(shader, 1000, &len, log);
+ glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Problem compiling shader: %s\n", log);
exit(1);
}
@@ -105,11 +105,11 @@ static void
checkLink(GLuint prog)
{
GLint stat;
- glGetObjectParameterivARB(prog, GL_LINK_STATUS, &stat);
+ glGetProgramiv(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
- glGetInfoLogARB(prog, 1000, &len, log);
+ glGetProgramInfoLog(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
@@ -200,12 +200,12 @@ static void setupConvolution()
}
loc = glGetUniformLocationARB(program, "KernelValue");
- glUniform4fvARB(loc, 9, vecKer);
+ glUniform4fv(loc, 9, vecKer);
loc = glGetUniformLocationARB(program, "ScaleFactor");
- glUniform4fARB(loc, scale, scale, scale, scale);
+ glUniform4f(loc, scale, scale, scale, scale);
loc = glGetUniformLocationARB(program, "BaseColor");
- glUniform4fARB(loc, baseColor[0], baseColor[1],
- baseColor[2], baseColor[3]);
+ glUniform4f(loc, baseColor[0], baseColor[1],
+ baseColor[2], baseColor[3]);
free(vecKer);
free(kernel);
@@ -229,10 +229,10 @@ static void createProgram(const char *vertProgFile,
glAttachShader(program, fragShader);
}
- glLinkProgramARB(program);
+ glLinkProgram(program);
checkLink(program);
- glUseProgramObjectARB(program);
+ glUseProgram(program);
/*
assert(glIsProgram(program));
@@ -256,7 +256,7 @@ static void createProgram(const char *vertProgFile,
0.0 , -1.0 / texture.height,
-1.0 / texture.width, -1.0 / texture.height };
GLuint offsetLoc = glGetUniformLocationARB(program, "Offset");
- glUniform2fvARB(offsetLoc, 9, offsets);
+ glUniform2fv(offsetLoc, 9, offsets);
}
setupConvolution();
@@ -331,6 +331,7 @@ static void init()
fprintf(stderr, "Sorry, this program requires GL_ARB_shader_objects, GL_ARB_vertex_shader, and GL_ARB_fragment_shader\n");
exit(1);
}
+
fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
diff --git a/progs/glsl/fragcoord.c b/progs/glsl/fragcoord.c
new file mode 100644
index 0000000000..0b7561f3e4
--- /dev/null
+++ b/progs/glsl/fragcoord.c
@@ -0,0 +1,185 @@
+/**
+ * Test GLSL gl_FragCoord fragment program attribute.
+ * Color the quad's fragments according to their window position.
+ *
+ * Brian Paul
+ * 20 Nov 2008
+ */
+
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static GLint WinWidth = 200, WinHeight = 200;
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+static GLint win = 0;
+static GLboolean Anim = GL_TRUE;
+static GLfloat PosX = 0.0, PosY = 0.0;
+
+
+static void
+Idle(void)
+{
+ float r = (WinWidth < WinHeight) ? WinWidth : WinHeight;
+ float a = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ r *= 0.25;
+ PosX = WinWidth / 2 + r * cos(a);
+ PosY = WinHeight / 2 + r * sin(a);
+
+ glutPostRedisplay();
+}
+
+
+static void
+Redisplay(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(PosX, PosY, 0.0);
+#if 0
+ glBegin(GL_POLYGON);
+ glVertex2f(-50, -50);
+ glVertex2f( 50, -50);
+ glVertex2f( 50, 50);
+ glVertex2f(-50, 50);
+ glEnd();
+#else
+ glutSolidSphere(50, 20, 10);
+#endif
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -55, 55);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ WinWidth = width;
+ WinHeight = height;
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case ' ':
+ case 'a':
+ Anim = !Anim;
+ glutIdleFunc(Anim ? Idle : NULL);
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ static const char *fragShaderText =
+ "void main() { \n"
+ " vec4 scale = vec4(.005, 0.005, 0.5, 1.0);\n"
+ " gl_FragColor = gl_FragCoord * scale; \n"
+ "}\n";
+ static const char *vertShaderText =
+ "void main() {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ "}\n";
+
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ /*assert(glGetError() == 0);*/
+
+ glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ assert(glIsProgram_func(program));
+ assert(glIsShader_func(fragShader));
+ assert(glIsShader_func(vertShader));
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(WinWidth, WinHeight);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ glutIdleFunc(Anim ? Idle : NULL);
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/glsl/identity.c b/progs/glsl/identity.c
new file mode 100644
index 0000000000..37579eb346
--- /dev/null
+++ b/progs/glsl/identity.c
@@ -0,0 +1,208 @@
+/**
+ * Test very basic glsl functionality (identity vertex and fragment shaders).
+ * Brian Paul & Stephane Marchesin
+ */
+
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+static GLint win = 0;
+static GLboolean anim = GL_FALSE;
+static GLfloat xRot = 0.0f, yRot = 0.0f;
+static int w,h;
+
+
+static void
+Redisplay(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glBegin(GL_TRIANGLES);
+ glColor3f(.8,0,0);
+ glVertex3f(-0.9, -0.9, 0.0);
+ glColor3f(0,.9,0);
+ glVertex3f( 0.9, -0.9, 0.0);
+ glColor3f(0,0,.7);
+ glVertex3f( 0.0, 0.9, 0.0);
+ glEnd();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Idle(void)
+{
+ yRot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
+ glutPostRedisplay();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ w = width;
+ h = height;
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+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 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)
+{
+ static const char *fragShaderText =
+ "void main() {\n"
+ " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n"
+ "}\n";
+ static const char *vertShaderText =
+ "void main() {\n"
+ " gl_Position = gl_Vertex;\n"
+ "}\n";
+
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ if (FragProgFile)
+ fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
+ else
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+
+ if (VertProgFile)
+ vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
+ else
+ vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ /*assert(glGetError() == 0);*/
+
+ glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ assert(glIsProgram_func(program));
+ assert(glIsShader_func(fragShader));
+ assert(glIsShader_func(vertShader));
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(200, 200);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ if (anim)
+ glutIdleFunc(Idle);
+ ParseOptions(argc, argv);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/glsl/multinoise.c b/progs/glsl/multinoise.c
new file mode 100644
index 0000000000..2351863aff
--- /dev/null
+++ b/progs/glsl/multinoise.c
@@ -0,0 +1,281 @@
+/**
+ * Another test for noise() functions (noise1 to noise4 tested independently).
+ * 13 Dec 2008
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+
+static const char *VertShaderText =
+ "void main() {\n"
+ " gl_TexCoord[0].xyz = gl_Vertex.xyz;\n"
+ " gl_TexCoord[0].w = gl_MultiTexCoord1.x;\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ "}\n";
+
+static const char *FragShaderText[ 4 ] = {
+ "void main()\n"
+ "{\n"
+ " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].w ) * 0.5 + 0.5;\n"
+ " gl_FragColor.a = 1;\n"
+ "}\n",
+ "void main()\n"
+ "{\n"
+ " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xw ) * 0.5 + 0.5;\n"
+ " gl_FragColor.a = 1;\n"
+ "}\n",
+ "void main()\n"
+ "{\n"
+ " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyw ) * 0.5 + 0.5;\n"
+ " gl_FragColor.a = 1;\n"
+ "}\n",
+ "void main()\n"
+ "{\n"
+ " gl_FragColor.rgb = noise3( gl_TexCoord[ 0 ].xyzw ) * 0.5 + 0.5;\n"
+ " gl_FragColor.a = 1;\n"
+ "}\n"
+};
+
+struct uniform_info {
+ const char *name;
+ GLuint size;
+ GLint location;
+ GLfloat value[4];
+};
+
+/* program/shader objects */
+static GLuint fragShader[ 4 ];
+static GLuint vertShader;
+static GLuint program[ 4 ];
+
+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);
+
+ glMultiTexCoord1f( GL_TEXTURE1, 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);
+
+ glutSolidTeapot( 1.0 );
+
+ 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)
+{
+ GLint i;
+
+ glDeleteShader_func(vertShader);
+ for( i = 0; i < 4; i++ ) {
+ glDeleteShader_func(fragShader[ i ]);
+ glDeleteProgram_func(program[ i ]);
+ }
+ 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);
+ case 's':
+ Slice -= step;
+ break;
+ case 'S':
+ Slice += step;
+ break;
+ case 'z':
+ zRot -= 1.0;
+ break;
+ case 'Z':
+ zRot += 1.0;
+ break;
+ case '1':
+ case '2':
+ case '3':
+ case '4':
+ glUseProgram_func(program[ key - '1' ]);
+ 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
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+ GLint stat;
+
+ glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
+
+ glCompileShader_func(shader);
+
+ glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetShaderInfoLog_func(shader, 1000, &len, log);
+ fprintf(stderr, "noise: problem compiling shader: %s\n", log);
+ exit(1);
+ }
+ else {
+ printf("Shader compiled OK\n");
+ }
+}
+
+
+static void
+CheckLink(GLuint prog)
+{
+ GLint stat;
+ glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog_func(prog, 1000, &len, log);
+ fprintf(stderr, "Linker error:\n%s\n", log);
+ }
+ else {
+ fprintf(stderr, "Link success!\n");
+ }
+}
+
+
+static void
+Init(void)
+{
+ const char *version;
+ GLint i;
+
+ version = (const char *) glGetString(GL_VERSION);
+ if (version[0] != '2' || version[1] != '.') {
+ printf("Warning: this program expects OpenGL 2.0\n");
+ /*exit(1);*/
+ }
+
+ GetExtensionFuncs();
+
+ vertShader = glCreateShader_func(GL_VERTEX_SHADER);
+ LoadAndCompileShader(vertShader, VertShaderText);
+
+ for( i = 0; i < 4; i++ ) {
+ fragShader[ i ] = glCreateShader_func(GL_FRAGMENT_SHADER);
+ LoadAndCompileShader(fragShader[ i ], FragShaderText[ i ]);
+ program[ i ] = glCreateProgram_func();
+ glAttachShader_func(program[ i ], fragShader[ i ]);
+ glAttachShader_func(program[ i ], vertShader);
+ glLinkProgram_func(program[ i ]);
+ CheckLink(program[ i ]);
+ }
+
+ glUseProgram_func(program[ 0 ]);
+
+ assert(glGetError() == 0);
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glColor3f(1, 0, 0);
+
+ glFrontFace( GL_CW );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_DEPTH_TEST );
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ Init();
+ glutMainLoop();
+ return 0;
+}
+
diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c
index 096d40f64d..b4be463787 100644
--- a/progs/glsl/multitex.c
+++ b/progs/glsl/multitex.c
@@ -47,9 +47,12 @@ static const char *TexFiles[2] =
static GLuint Program;
-static GLfloat Xrot = -90.0, Yrot = .0, Zrot = 0.0;
+static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
+static GLboolean UseArrays = GL_TRUE;
+
+static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
/* value[0] = tex unit */
@@ -60,32 +63,62 @@ static struct uniform_info Uniforms[] = {
};
+static const GLfloat Tex0Coords[4][2] = {
+ { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 }
+};
+
+static const GLfloat Tex1Coords[4][2] = {
+ { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 }
+};
+
+static const GLfloat VertCoords[4][2] = {
+ { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 }
+};
+
+
static void
-DrawPolygon(GLfloat size)
+DrawPolygonArray(void)
{
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glNormal3f(0, 0, 1);
- glBegin(GL_POLYGON);
+ if (VertCoord_attr >= 0) {
+ glVertexAttribPointer_func(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
+ 0, VertCoords);
+ glEnableVertexAttribArray_func(VertCoord_attr);
+ }
+ else {
+ glVertexPointer(2, GL_FLOAT, 0, VertCoords);
+ glEnable(GL_VERTEX_ARRAY);
+ }
- glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
- glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
- glVertex2f(-size, -size);
+ glVertexAttribPointer_func(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
+ 0, Tex0Coords);
+ glEnableVertexAttribArray_func(TexCoord0_attr);
- glMultiTexCoord2f(GL_TEXTURE0, 2, 0);
- glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
- glVertex2f( size, -size);
+ glVertexAttribPointer_func(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
+ 0, Tex1Coords);
+ glEnableVertexAttribArray_func(TexCoord1_attr);
- glMultiTexCoord2f(GL_TEXTURE0, 2, 2);
- glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
- glVertex2f( size, size);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
- glMultiTexCoord2f(GL_TEXTURE0, 0, 2);
- glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
- glVertex2f(-size, size);
+
+static void
+DrawPolygonVert(void)
+{
+ GLuint i;
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ for (i = 0; i < 4; i++) {
+ glVertexAttrib2fv_func(TexCoord0_attr, Tex0Coords[i]);
+ glVertexAttrib2fv_func(TexCoord1_attr, Tex1Coords[i]);
+
+ if (VertCoord_attr >= 0)
+ glVertexAttrib2fv_func(VertCoord_attr, VertCoords[i]);
+ else
+ glVertex2fv(VertCoords[i]);
+ }
glEnd();
- glPopMatrix();
}
@@ -100,7 +133,10 @@ draw(void)
glRotatef(Yrot, 0, 1, 0);
glRotatef(Xrot, 1, 0, 0);
- DrawPolygon(3.0);
+ if (UseArrays)
+ DrawPolygonArray();
+ else
+ DrawPolygonVert();
glPopMatrix();
@@ -123,8 +159,11 @@ key(unsigned char k, int x, int y)
(void) x;
(void) y;
switch (k) {
- case ' ':
case 'a':
+ UseArrays = !UseArrays;
+ printf("Arrays: %d\n", UseArrays);
+ break;
+ case ' ':
Anim = !Anim;
if (Anim)
glutIdleFunc(idle);
@@ -232,6 +271,13 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile,
InitUniforms(program, uniforms);
+ TexCoord0_attr = glGetAttribLocation_func(program, "TexCoord0");
+ TexCoord1_attr = glGetAttribLocation_func(program, "TexCoord1");
+ VertCoord_attr = glGetAttribLocation_func(program, "VertCoord");
+ printf("TexCoord0_attr = %d\n", TexCoord0_attr);
+ printf("TexCoord1_attr = %d\n", TexCoord1_attr);
+ printf("VertCoord_attr = %d\n", VertCoord_attr);
+
return program;
}
diff --git a/progs/glsl/multitex.vert b/progs/glsl/multitex.vert
index 5518ca1ddd..4fae3b73fb 100644
--- a/progs/glsl/multitex.vert
+++ b/progs/glsl/multitex.vert
@@ -2,9 +2,13 @@
// Brian Paul
+attribute vec4 TexCoord0, TexCoord1;
+attribute vec4 VertCoord;
+
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
- gl_Position = ftransform();
+ gl_TexCoord[0] = TexCoord0;
+ gl_TexCoord[1] = TexCoord1;
+ // note: may use gl_Vertex or VertCoord here for testing:
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c
index 9da71ac775..bd8f50036b 100644
--- a/progs/glsl/noise.c
+++ b/progs/glsl/noise.c
@@ -30,6 +30,7 @@ static const char *FragShaderText =
" vec4 p;\n"
" p.xy = gl_TexCoord[0].xy;\n"
" p.z = Slice;\n"
+ " p.w = 0;\n"
" vec4 n = noise4(p * scale);\n"
" gl_FragColor = n * Scale + Bias;\n"
"}\n";
diff --git a/progs/glsl/samplers.c b/progs/glsl/samplers.c
new file mode 100644
index 0000000000..3fb8577d5e
--- /dev/null
+++ b/progs/glsl/samplers.c
@@ -0,0 +1,369 @@
+/**
+ * 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/glut.h"
+#include "readtex.h"
+#include "extfuncs.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);
+ texImage[k + 0] = intensity;
+ texImage[k + 1] = intensity;
+ 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_func(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_func(Program, uname);
+ assert(loc >= 0);
+
+ glUniform1i_func(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));
+
+ GetExtensionFuncs();
+
+ 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);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(key);
+ glutSpecialFunc(specialkey);
+ glutDisplayFunc(draw);
+ if (Anim)
+ glutIdleFunc(idle);
+ InitGL();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/glsl/texdemo1.c b/progs/glsl/texdemo1.c
index 41010746ee..96ddca1f32 100644
--- a/progs/glsl/texdemo1.c
+++ b/progs/glsl/texdemo1.c
@@ -49,6 +49,7 @@ static GLfloat TexXrot = 0, TexYrot = 0;
static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
+static int win = 0;
static struct uniform_info ReflectUniforms[] = {
@@ -159,6 +160,7 @@ key(unsigned char k, int x, int y)
EyeDist = 90;
break;
case 27:
+ glutDestroyWindow(win);
exit(0);
}
glutPostRedisplay();
@@ -423,7 +425,7 @@ main(int argc, char *argv[])
glutInit(&argc, argv);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- glutCreateWindow(Demo);
+ win = glutCreateWindow(Demo);
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
diff --git a/progs/glsl/twoside.c b/progs/glsl/twoside.c
index 672a00491e..06488bd175 100644
--- a/progs/glsl/twoside.c
+++ b/progs/glsl/twoside.c
@@ -26,27 +26,39 @@ static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
-static GLboolean anim = 0*GL_TRUE;
-static GLboolean DetermineInFragProg = GL_TRUE;
-static GLfloat Xrot = 30.0f;
+static GLboolean anim;
+static GLboolean DetermineFacingInFragProg;
+static GLfloat Xrot;
static GLint u_fragface;
-static GLenum FrontWinding = GL_CCW;
+static GLenum FrontWinding;
static int prevTime = 0;
-static const GLfloat Red[4] = {1, 0, 0, 0};
+static const GLfloat Red[4] = {1, 0, 0, 1};
static const GLfloat Green[4] = {0, 1, 0, 0};
static void
+SetDefaults(void)
+{
+ DetermineFacingInFragProg = GL_TRUE;
+ FrontWinding = GL_CCW;
+ Xrot = 30;
+ anim = 0;
+ glutIdleFunc(NULL);
+}
+
+
+static void
Redisplay(void)
{
+ const int sections = 20;
int i;
float radius = 2;
glFrontFace(FrontWinding);
- if (DetermineInFragProg) {
+ if (DetermineFacingInFragProg) {
glUniform1i_func(u_fragface, 1);
glDisable(GL_VERTEX_PROGRAM_TWO_SIDE);
}
@@ -64,8 +76,8 @@ Redisplay(void)
glBegin(GL_TRIANGLE_STRIP);
glColor4fv(Red);
glSecondaryColor3fv_func(Green);
- for (i = 0; i < 20; i++) {
- float a = i / 19.0 * M_PI * 2.0;
+ for (i = 0; i <= sections; i++) {
+ float a = (float) i / (sections) * M_PI * 2.0;
float x = radius * cos(a);
float y = radius * sin(a);
glVertex3f(x, -1, y);
@@ -139,17 +151,15 @@ Key(unsigned char key, int x, int y)
break;
case 'f':
printf("Using frag shader gl_FrontFacing\n");
- DetermineInFragProg = GL_TRUE;
+ DetermineFacingInFragProg = GL_TRUE;
break;
case 'v':
printf("Using vert shader Two-sided lighting\n");
- DetermineInFragProg = GL_FALSE;
+ DetermineFacingInFragProg = GL_FALSE;
break;
case 'r':
/* reset */
- Xrot = 30;
- anim = 0;
- glutIdleFunc(NULL);
+ SetDefaults();
break;
case 's':
Xrot += 5;
@@ -182,14 +192,16 @@ Init(void)
static const char *fragShaderText =
"uniform bool fragface; \n"
"void main() { \n"
-#if 0
+#if 1
" if (!fragface || gl_FrontFacing) { \n"
" gl_FragColor = gl_Color; \n"
" } \n"
" else { \n"
+ " // note: dim green to help debug \n"
" gl_FragColor = 0.8 * gl_SecondaryColor; \n"
" } \n"
#else
+ /* DEBUG CODE */
" bool f = gl_FrontFacing; \n"
" if (f) { \n"
" gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0); \n"
@@ -197,8 +209,6 @@ Init(void)
" else { \n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0); \n"
" } \n"
- " //float g = float(gl_FrontFacing) * 0.5 + 0.5; \n"
- " //gl_FragColor = vec4(g); \n"
#endif
"} \n";
static const char *vertShaderText =
@@ -241,6 +251,8 @@ Init(void)
assert(glIsShader_func(vertShader));
glEnable(GL_DEPTH_TEST);
+
+ SetDefaults();
}
diff --git a/progs/glsl/vert-or-frag-only.c b/progs/glsl/vert-or-frag-only.c
new file mode 100644
index 0000000000..f6eedd8327
--- /dev/null
+++ b/progs/glsl/vert-or-frag-only.c
@@ -0,0 +1,191 @@
+/**
+ * Draw two quads, one using only a vertex shader, the other only with a
+ * fragment shader. They should appear the same.
+ * 17 Dec 2008
+ * Brian Paul
+ */
+
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static char *FragProgFile = NULL;
+static char *VertProgFile = NULL;
+static GLuint FragShader;
+static GLuint VertShader;
+static GLuint VertProgram; /* w/out vertex shader */
+static GLuint FragProgram; /* w/out fragment shader */
+static GLint Win = 0;
+
+
+static void
+DrawQuadColor(void)
+{
+ glBegin(GL_QUADS);
+ glColor3f(1, 0, 0); glVertex2f(-1, -1);
+ glColor3f(0, 1, 0); glVertex2f( 1, -1);
+ glColor3f(0, 0, 1); glVertex2f( 1, 1);
+ glColor3f(1, 0, 1); glVertex2f(-1, 1);
+ glEnd();
+}
+
+
+/** as above, but specify color via texcoords */
+static void
+DrawQuadTex(void)
+{
+ glBegin(GL_QUADS);
+ glTexCoord3f(1, 0, 0); glVertex2f(-1, -1);
+ glTexCoord3f(0, 1, 0); glVertex2f( 1, -1);
+ glTexCoord3f(0, 0, 1); glVertex2f( 1, 1);
+ glTexCoord3f(1, 0, 1); glVertex2f(-1, 1);
+ glEnd();
+}
+
+
+static void
+Redisplay(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* render with vertex shader only */
+ glUseProgram_func(VertProgram);
+ glPushMatrix();
+ glTranslatef(-1.5, 0, 0);
+ DrawQuadTex();
+ glPopMatrix();
+
+ /* render with fragment shader only */
+ glUseProgram_func(FragProgram);
+ glPushMatrix();
+ glTranslatef(+1.5, 0, 0);
+ DrawQuadColor();
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-4, 4, -2, 2, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteShader_func(FragShader);
+ glDeleteShader_func(VertShader);
+ glDeleteProgram_func(VertProgram);
+ glDeleteProgram_func(FragProgram);
+ glutDestroyWindow(Win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch(key) {
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ static const char *fragShaderText =
+ "void main() {\n"
+ " gl_FragColor = gl_Color;\n"
+ "}\n";
+ static const char *vertShaderText =
+ "void main() {\n"
+ " gl_Position = ftransform();\n"
+ " gl_FrontColor = gl_MultiTexCoord0;\n" /* see DrawQuadTex() */
+ "}\n";
+
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ if (FragProgFile)
+ FragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
+ else
+ FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+
+ if (VertProgFile)
+ VertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
+ else
+ VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+
+ VertProgram = LinkShaders(VertShader, 0);
+ FragProgram = LinkShaders(0, FragShader);
+
+ glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+
+ printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+ assert(glIsProgram_func(VertProgram));
+ assert(glIsProgram_func(FragProgram));
+ assert(glIsShader_func(FragShader));
+ assert(glIsShader_func(VertShader));
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fs") == 0) {
+ FragProgFile = argv[i+1];
+ }
+ else if (strcmp(argv[i], "-vs") == 0) {
+ VertProgFile = argv[i+1];
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition( 0, 0);
+ glutInitWindowSize(400, 200);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ Win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/glsl/vert-tex.c b/progs/glsl/vert-tex.c
new file mode 100644
index 0000000000..9d00a61054
--- /dev/null
+++ b/progs/glsl/vert-tex.c
@@ -0,0 +1,279 @@
+/**
+ * Vertex shader texture sampling test.
+ * Brian Paul
+ * 2 Dec 2008
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+static const char *VertShaderText =
+ "uniform sampler2D tex1; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 pos = gl_Vertex; \n"
+ " pos.z = texture2D(tex1, gl_MultiTexCoord0.xy).x - 0.5; \n"
+ " gl_Position = gl_ModelViewProjectionMatrix * pos; \n"
+ " gl_FrontColor = pos; \n"
+ "} \n";
+
+static const char *FragShaderText =
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = gl_Color; \n"
+ "} \n";
+
+
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+static GLint win = 0;
+static GLboolean Anim = GL_TRUE;
+static GLboolean WireFrame = GL_TRUE;
+static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f;
+
+
+/* value[0] = tex unit */
+static struct uniform_info Uniforms[] = {
+ { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
+ END_OF_UNIFORMS
+};
+
+
+
+static void
+Idle(void)
+{
+ zRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.05;
+ glutPostRedisplay();
+}
+
+
+static void
+DrawMesh(void)
+{
+ GLfloat xmin = -2.0, xmax = 2.0;
+ GLfloat ymin = -2.0, ymax = 2.0;
+ GLuint xdivs = 20, ydivs = 20;
+ GLfloat dx = (xmax - xmin) / xdivs;
+ GLfloat dy = (ymax - ymin) / ydivs;
+ GLfloat ds = 1.0 / xdivs, dt = 1.0 / ydivs;
+ GLfloat x, y, s, t;
+ GLuint i, j;
+
+ y = ymin;
+ t = 0.0;
+ for (i = 0; i < ydivs; i++) {
+ x = xmin;
+ s = 0.0;
+ glBegin(GL_QUAD_STRIP);
+ for (j = 0; j < xdivs; j++) {
+ glTexCoord2f(s, t);
+ glVertex2f(x, y);
+ glTexCoord2f(s, t + dt);
+ glVertex2f(x, y + dy);
+ x += dx;
+ s += ds;
+ }
+ glEnd();
+ y += dy;
+ t += dt;
+ }
+}
+
+
+static void
+Redisplay(void)
+{
+ if (WireFrame)
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ 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);
+
+ glPushMatrix();
+ DrawMesh();
+ glPopMatrix();
+
+ 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_func(fragShader);
+ glDeleteShader_func(vertShader);
+ glDeleteProgram_func(program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 2.0;
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'w':
+ WireFrame = !WireFrame;
+ break;
+ case 'z':
+ zRot += step;
+ break;
+ case 'Z':
+ zRot -= step;
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const 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();
+}
+
+
+static void
+MakeTexture(void)
+{
+ const GLuint texWidth = 64, texHeight = 64;
+ GLfloat texImage[64][64];
+ GLuint i, j;
+
+ /* texture is basically z = f(x, y) */
+ for (i = 0; i < texHeight; i++) {
+ GLfloat y = 2.0 * (i / (float) (texHeight - 1)) - 1.0;
+ for (j = 0; j < texWidth; j++) {
+ GLfloat x = 2.0 * (j / (float) (texWidth - 1)) - 1.0;
+ GLfloat z = 0.5 + 0.5 * (sin(4.0 * x) * sin(4.0 * y));
+ texImage[i][j] = z;
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, 42);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, texWidth, texHeight, 0,
+ GL_LUMINANCE, GL_FLOAT, texImage);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+}
+
+
+static void
+Init(void)
+{
+ GLint m;
+
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &m);
+ if (m < 1) {
+ printf("Error: no vertex shader texture units supported.\n");
+ exit(1);
+ }
+
+ if (!ShadersSupported())
+ exit(1);
+
+ GetExtensionFuncs();
+
+ vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ assert(glGetError() == 0);
+
+ MakeTexture();
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glColor3f(1, 1, 1);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(500, 500);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ Init();
+ if (Anim)
+ glutIdleFunc(Idle);
+ glutMainLoop();
+ return 0;
+}
+