xenocara/dist/Mesa/progs/glsl/fragcoord.c

182 lines
3.4 KiB
C

/**
* 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/glew.h>
#include <GL/glut.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(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;
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);
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
program = LinkShaders(vertShader, fragShader);
glUseProgram(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(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);
win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
glutIdleFunc(Anim ? Idle : NULL);
glutMainLoop();
return 0;
}