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-rw-r--r--progs/glsl/texdemo1.c438
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diff --git a/progs/glsl/texdemo1.c b/progs/glsl/texdemo1.c
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-/**
- * Test texturing with GL shading language.
- *
- * Copyright (C) 2007 Brian Paul 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.
- */
-
-
-
-#include <assert.h>
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <GL/glew.h>
-#include "GL/glut.h"
-#include "readtex.h"
-#include "shaderutil.h"
-
-static const char *Demo = "texdemo1";
-
-static const char *ReflectVertFile = "reflect.vert";
-static const char *CubeFragFile = "cubemap.frag";
-
-static const char *SimpleVertFile = "simple.vert";
-static const char *SimpleTexFragFile = "shadowtex.frag";
-
-static const char *GroundImage = "../images/tile.rgb";
-
-static GLuint Program1, Program2;
-
-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[] = {
- { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
- { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-static struct uniform_info SimpleUniforms[] = {
- { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
- { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
- END_OF_UNIFORMS
-};
-
-
-static void
-DrawGround(GLfloat size)
-{
- glPushMatrix();
- glRotatef(90, 1, 0, 0);
- glNormal3f(0, 0, 1);
- glBegin(GL_POLYGON);
- glTexCoord2f(-2, -2); glVertex2f(-size, -size);
- glTexCoord2f( 2, -2); glVertex2f( size, -size);
- glTexCoord2f( 2, 2); glVertex2f( size, size);
- glTexCoord2f(-2, 2); glVertex2f(-size, size);
- glEnd();
- glPopMatrix();
-}
-
-
-static void
-draw(void)
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
-
- glPushMatrix(); /* modelview matrix */
- glTranslatef(0.0, 0.0, -EyeDist);
- glRotatef(Xrot, 1, 0, 0);
- glRotatef(Yrot, 0, 1, 0);
- glRotatef(Zrot, 0, 0, 1);
-
- /* sphere w/ reflection map */
- glPushMatrix();
- glTranslatef(0, 1, 0);
- glUseProgram(Program1);
-
- /* setup texture matrix */
- glActiveTexture(GL_TEXTURE0);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glRotatef(-TexYrot, 0, 1, 0);
- glRotatef(-TexXrot, 1, 0, 0);
-
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glEnable(GL_TEXTURE_GEN_R);
- glutSolidSphere(2.0, 20, 20);
-
- glLoadIdentity(); /* texture matrix */
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- /* ground */
- glUseProgram(Program2);
- glTranslatef(0, -1.0, 0);
- DrawGround(5);
-
- glPopMatrix();
-
- glutSwapBuffers();
-}
-
-
-static void
-idle(void)
-{
- GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
- TexYrot = 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 < 6.0)
- EyeDist = 6.0;
- break;
- case 'Z':
- EyeDist += 0.5;
- if (EyeDist > 90.0)
- EyeDist = 90;
- break;
- case 27:
- glutDestroyWindow(win);
- 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
-InitCheckers(void)
-{
-#define CUBE_TEX_SIZE 64
- GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
- static const GLubyte colors[6][3] = {
- { 255, 0, 0 }, /* face 0 - red */
- { 0, 255, 255 }, /* face 1 - cyan */
- { 0, 255, 0 }, /* face 2 - green */
- { 255, 0, 255 }, /* face 3 - purple */
- { 0, 0, 255 }, /* face 4 - blue */
- { 255, 255, 0 } /* face 5 - yellow */
- };
- static const GLenum targets[6] = {
- GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
- };
-
- GLint i, j, f;
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- /* make colored checkerboard cube faces */
- for (f = 0; f < 6; f++) {
- for (i = 0; i < CUBE_TEX_SIZE; i++) {
- for (j = 0; j < CUBE_TEX_SIZE; j++) {
- if ((i/4 + j/4) & 1) {
- image[i][j][0] = colors[f][0];
- image[i][j][1] = colors[f][1];
- image[i][j][2] = colors[f][2];
- }
- else {
- image[i][j][0] = 255;
- image[i][j][1] = 255;
- image[i][j][2] = 255;
- }
- }
- }
-
- glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
- GL_RGB, GL_UNSIGNED_BYTE, image);
- }
-}
-
-
-static void
-LoadFace(GLenum target, const char *filename,
- GLboolean flipTB, GLboolean flipLR)
-{
- GLint w, h;
- GLenum format;
- GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
- if (!img) {
- printf("Error: couldn't load texture image %s\n", filename);
- exit(1);
- }
- assert(format == GL_RGB);
-
- /* <sigh> the way the texture cube mapping works, we have to flip
- * images to make things look right.
- */
- if (flipTB) {
- const int stride = 3 * w;
- GLubyte temp[3*1024];
- int i;
- for (i = 0; i < h / 2; i++) {
- memcpy(temp, img + i * stride, stride);
- memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
- memcpy(img + (h - i - 1) * stride, temp, stride);
- }
- }
- if (flipLR) {
- const int stride = 3 * w;
- GLubyte temp[3];
- GLubyte *row;
- int i, j;
- for (i = 0; i < h; i++) {
- row = img + i * stride;
- for (j = 0; j < w / 2; j++) {
- int k = w - j - 1;
- temp[0] = row[j*3+0];
- temp[1] = row[j*3+1];
- temp[2] = row[j*3+2];
- row[j*3+0] = row[k*3+0];
- row[j*3+1] = row[k*3+1];
- row[j*3+2] = row[k*3+2];
- row[k*3+0] = temp[0];
- row[k*3+1] = temp[1];
- row[k*3+2] = temp[2];
- }
- }
- }
-
- gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
- free(img);
-}
-
-
-static void
-LoadEnvmaps(void)
-{
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
- LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
- LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
-}
-
-
-static void
-InitTextures(GLboolean useImageFiles)
-{
- GLenum filter;
-
- /*
- * Env map
- */
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
- if (useImageFiles) {
- LoadEnvmaps();
- filter = GL_LINEAR;
- }
- else {
- InitCheckers();
- filter = GL_NEAREST;
- }
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- /*
- * Ground texture
- */
- {
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- GLubyte *image = NULL;
-
- image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
- if (!image) {
- printf("Couldn't read %s\n", GroundImage);
- exit(0);
- }
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, 2);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
- imgFormat, GL_UNSIGNED_BYTE, image);
- free(image);
-
- 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, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
-}
-
-
-static GLuint
-CreateProgram(const char *vertProgFile, const char *fragProgFile,
- struct uniform_info *uniforms)
-{
- GLuint fragShader, vertShader, program;
-
- vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
- fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
- program = LinkShaders(vertShader, fragShader);
-
- glUseProgram(program);
-
- SetUniformValues(program, uniforms);
- PrintUniforms(uniforms);
-
- return program;
-}
-
-
-static void
-InitPrograms(void)
-{
- Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
- Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
-}
-
-
-static void
-Init(GLboolean useImageFiles)
-{
- if (!ShadersSupported()) {
- exit(1);
- }
- printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
-
- InitTextures(useImageFiles);
- InitPrograms();
-
- glEnable(GL_DEPTH_TEST);
-
- glClearColor(.6, .6, .9, 0);
- glColor3f(1.0, 1.0, 1.0);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowSize(500, 400);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- win = glutCreateWindow(Demo);
- glewInit();
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(key);
- glutSpecialFunc(specialkey);
- glutDisplayFunc(draw);
- if (Anim)
- glutIdleFunc(idle);
- if (argc > 1 && strcmp(argv[1] , "-i") == 0)
- Init(1);
- else
- Init(0);
- glutMainLoop();
- return 0;
-}