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Diffstat (limited to 'progs/glsl/trirast.c')
-rw-r--r-- | progs/glsl/trirast.c | 255 |
1 files changed, 0 insertions, 255 deletions
diff --git a/progs/glsl/trirast.c b/progs/glsl/trirast.c deleted file mode 100644 index 857342636d..0000000000 --- a/progs/glsl/trirast.c +++ /dev/null @@ -1,255 +0,0 @@ -/** - * Demonstration of doing triangle rasterization with a fragment program. - * Basic idea: - * 1. Draw screen-aligned quad / bounding box around the triangle verts. - * 2. For each pixel in the quad, determine if pixel is inside/outside - * the triangle edges. - * - * Brian Paul - * 1 Aug 2007 - */ - - -#include <assert.h> -#include <string.h> -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/glew.h> -#include <GL/glut.h> -#include "shaderutil.h" - - -static GLint WinWidth = 300, WinHeight = 300; -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 Zrot = 0.0f; -static GLint uv0, uv1, uv2; - - -static const GLfloat TriVerts[3][2] = { - { 50, 50 }, - { 250, 50 }, - { 150, 250 } -}; - - -static void -RotateVerts(GLfloat a, - GLuint n, const GLfloat vertsIn[][2], GLfloat vertsOut[][2]) -{ - GLuint i; - GLfloat cx = WinWidth / 2, cy = WinHeight / 2; - for (i = 0; i < n; i++) { - float x = vertsIn[i][0] - cx; - float y = vertsIn[i][1] - cy; - - vertsOut[i][0] = x * cos(a) + y * sin(a) + cx; - vertsOut[i][1] = -x * sin(a) + y * cos(a) + cy; - } -} - -static void -ComputeBounds(GLuint n, GLfloat vertsIn[][2], - GLfloat *xmin, GLfloat *ymin, - GLfloat *xmax, GLfloat *ymax) -{ - GLuint i; - *xmin = *xmax = vertsIn[0][0]; - *ymin = *ymax = vertsIn[0][1]; - for (i = 1; i < n; i++) { - if (vertsIn[i][0] < *xmin) - *xmin = vertsIn[i][0]; - else if (vertsIn[i][0] > *xmax) - *xmax = vertsIn[i][0]; - if (vertsIn[i][1] < *ymin) - *ymin = vertsIn[i][1]; - else if (vertsIn[i][1] > *ymax) - *ymax = vertsIn[i][1]; - } -} - - -static void -Redisplay(void) -{ - GLfloat v[3][2], xmin, ymin, xmax, ymax; - - RotateVerts(Zrot, 3, TriVerts, v); - ComputeBounds(3, v, &xmin, &ymin, &xmax, &ymax); - - glUniform2fv(uv0, 1, v[0]); - glUniform2fv(uv1, 1, v[1]); - glUniform2fv(uv2, 1, v[2]); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glPushMatrix(); - glBegin(GL_POLYGON); - glVertex2f(xmin, ymin); - glVertex2f(xmax, ymin); - glVertex2f(xmax, ymax); - glVertex2f(xmin, ymax); - glEnd(); - glPopMatrix(); - - glutSwapBuffers(); -} - - -static void -Idle(void) -{ - if (anim) { - Zrot = glutGet(GLUT_ELAPSED_TIME) * 0.0005; - glutPostRedisplay(); - } - else - abort(); -} - - -static void -Reshape(int width, int 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) -{ - 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 ' ': - case 'a': - anim = !anim; - if (anim) - glutIdleFunc(Idle); - else - glutIdleFunc(NULL); - break; - case 'z': - Zrot = 0; - break; - case 's': - Zrot += 0.05; - break; - case 27: - CleanUp(); - exit(0); - break; - } - glutPostRedisplay(); -} - - -static void -Init(void) -{ - static const char *fragShaderText = - "uniform vec2 v0, v1, v2; \n" - "float crs(const vec2 u, const vec2 v) \n" - "{ \n" - " return u.x * v.y - u.y * v.x; \n" - "} \n" - "\n" - "void main() {\n" - " vec2 p = gl_FragCoord.xy; \n" - " if (crs(v1 - v0, p - v0) >= 0.0 && \n" - " crs(v2 - v1, p - v1) >= 0.0 && \n" - " crs(v0 - v2, p - v2) >= 0.0) \n" - " gl_FragColor = vec4(1.0); \n" - " else \n" - " gl_FragColor = vec4(0.5); \n" - "}\n"; - static const char *vertShaderText = - "void main() {\n" - " gl_Position = ftransform(); \n" - "}\n"; - - if (!ShadersSupported()) - exit(1); - - vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); - fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); - program = LinkShaders(vertShader, fragShader); - - glUseProgram(program); - - uv0 = glGetUniformLocation(program, "v0"); - uv1 = glGetUniformLocation(program, "v1"); - uv2 = glGetUniformLocation(program, "v2"); - printf("Uniforms: %d %d %d\n", uv0, uv1, uv2); - - /*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(program)); - assert(glIsShader(fragShader)); - assert(glIsShader(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); - glutInitWindowSize(WinWidth, WinHeight); - glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); - win = glutCreateWindow(argv[0]); - glewInit(); - glutReshapeFunc(Reshape); - glutKeyboardFunc(Key); - glutDisplayFunc(Redisplay); - if (anim) - glutIdleFunc(Idle); - ParseOptions(argc, argv); - Init(); - glutMainLoop(); - return 0; -} |