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-rw-r--r--progs/glsl/shadow_sampler.c337
1 files changed, 0 insertions, 337 deletions
diff --git a/progs/glsl/shadow_sampler.c b/progs/glsl/shadow_sampler.c
deleted file mode 100644
index 0adc9d88ba..0000000000
--- a/progs/glsl/shadow_sampler.c
+++ /dev/null
@@ -1,337 +0,0 @@
-/**
- * Test shadow2DRectProj() and shadow2D() functions.
- * Brian Paul
- * 11 April 2007
- */
-
-#define GL_GLEXT_PROTOTYPES
-#include <assert.h>
-#include <string.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glew.h>
-#include <GL/glut.h>
-
-
-/** Use GL_RECTANGLE texture (with projective texcoords)? */
-#define USE_RECT 01
-
-#define TEXSIZE 16
-
-
-static char *FragProgFile = NULL;
-static char *VertProgFile = NULL;
-
-static GLuint fragShader;
-static GLuint vertShader;
-static GLuint program;
-
-static GLint uTexture2D;
-static GLint uTextureRect;
-
-static GLint win = 0;
-
-static GLenum Filter = GL_LINEAR;
-
-static void
-CheckError(int line)
-{
- GLenum err = glGetError();
- if (err) {
- printf("GL Error %s (0x%x) at line %d\n",
- gluErrorString(err), (int) err, line);
- }
-}
-
-
-static void
-PrintString(const char *s)
-{
- while (*s) {
- glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
- s++;
- }
-}
-
-
-static void
-Redisplay(void)
-{
- CheckError(__LINE__);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glPushMatrix();
-
- CheckError(__LINE__);
- glUseProgram(program);
- CheckError(__LINE__);
-
- glBegin(GL_POLYGON);
-#if USE_RECT
- /* scale coords by two to test projection */
- glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1);
- glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1);
- glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1);
- glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1);
-#else
- glTexCoord3f(0, 0, 0); glVertex2f(-1, -1);
- glTexCoord3f(1, 0, 1); glVertex2f( 1, -1);
- glTexCoord3f(1, 1, 1); glVertex2f( 1, 1);
- glTexCoord3f(0, 1, 0); glVertex2f(-1, 1);
-#endif
- glEnd();
-
- glPopMatrix();
-
- glUseProgram(0);
- glWindowPos2iARB(80, 20);
- PrintString("white black white black");
-
- 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, -8.0f);
-}
-
-
-static void
-CleanUp(void)
-{
- glDeleteShader(fragShader);
- glDeleteShader(vertShader);
- glDeleteProgram(program);
- 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
-MakeTexture(void)
-{
- GLfloat image[TEXSIZE][TEXSIZE];
- GLuint i, j;
-
- for (i = 0; i < TEXSIZE; i++) {
- for (j = 0; j < TEXSIZE; j++) {
- if (j < (TEXSIZE / 2)) {
- image[i][j] = 0.25;
- }
- else {
- image[i][j] = 0.75;
- }
- }
- }
-
- glActiveTexture(GL_TEXTURE0); /* unit 0 */
- glBindTexture(GL_TEXTURE_2D, 42);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0,
- GL_DEPTH_COMPONENT, GL_FLOAT, image);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
- CheckError(__LINE__);
-
- glActiveTexture(GL_TEXTURE1); /* unit 1 */
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT,
- TEXSIZE, 10, 0,/*16x10*/
- GL_DEPTH_COMPONENT, GL_FLOAT, image);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter);
- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
- CheckError(__LINE__);
-}
-
-
-static void
-LoadAndCompileShader(GLuint shader, const char *text)
-{
- GLint stat;
- glShaderSource(shader, 1, (const GLchar **) &text, NULL);
- glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetShaderInfoLog(shader, 1000, &len, log);
- fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
- exit(1);
- }
-}
-
-
-/**
- * Read a shader from a file.
- */
-static void
-ReadShader(GLuint shader, const char *filename)
-{
- const int max = 100*1000;
- int n;
- char *buffer = (char*) malloc(max);
- FILE *f = fopen(filename, "r");
- if (!f) {
- fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
- exit(1);
- }
-
- n = fread(buffer, 1, max, f);
- printf("fslight: read %d bytes from shader file %s\n", n, filename);
- if (n > 0) {
- buffer[n] = 0;
- LoadAndCompileShader(shader, buffer);
- }
-
- fclose(f);
- free(buffer);
-}
-
-
-static void
-CheckLink(GLuint prog)
-{
- GLint stat;
- glGetProgramiv(prog, GL_LINK_STATUS, &stat);
- if (!stat) {
- GLchar log[1000];
- GLsizei len;
- glGetProgramInfoLog(prog, 1000, &len, log);
- fprintf(stderr, "Linker error:\n%s\n", log);
- }
-}
-
-
-static void
-Init(void)
-{
- static const char *fragShaderText =
- "uniform sampler2DShadow shadowTex2D; \n"
- "uniform sampler2DRectShadow shadowTexRect; \n"
- "void main() {\n"
-#if USE_RECT
- " gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n"
-#else
- " gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n"
-#endif
- "}\n";
- static const char *vertShaderText =
- "void main() {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
- "}\n";
- const char *version;
-
-#if USE_RECT
- if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
- printf("This program requires GL_ARB_texture_rectangle\n");
- exit(1);
- }
-#endif
-
- 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);
- }
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- if (FragProgFile)
- ReadShader(fragShader, FragProgFile);
- else
- LoadAndCompileShader(fragShader, fragShaderText);
-
- vertShader = glCreateShader(GL_VERTEX_SHADER);
- if (VertProgFile)
- ReadShader(vertShader, VertProgFile);
- else
- LoadAndCompileShader(vertShader, vertShaderText);
-
- program = glCreateProgram();
- glAttachShader(program, fragShader);
- glAttachShader(program, vertShader);
- glLinkProgram(program);
- CheckLink(program);
- glUseProgram(program);
-
- uTexture2D = glGetUniformLocation(program, "shadowTex2D");
- uTextureRect = glGetUniformLocation(program, "shadowTexRect");
- printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect);
- if (uTexture2D >= 0) {
- glUniform1i(uTexture2D, 0); /* use texture unit 0 */
- }
- if (uTextureRect >= 0) {
- glUniform1i(uTextureRect, 1); /* use texture unit 0 */
- }
- CheckError(__LINE__);
-
- glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
- glColor3f(1, 1, 1);
-
- MakeTexture();
- CheckError(__LINE__);
-}
-
-
-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);
- glutInitWindowSize(400, 300);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- win = glutCreateWindow(argv[0]);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Redisplay);
- ParseOptions(argc, argv);
- Init();
- glutMainLoop();
- return 0;
-}
-
-