xenocara/dist/Mesa/progs/fpglsl/fp-tri.c

416 lines
9.1 KiB
C

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#ifndef WIN32
#include <unistd.h>
#include <signal.h>
#endif
#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c"
#define TEXTURE_FILE "../images/bw.rgb"
unsigned show_fps = 0;
unsigned int frame_cnt = 0;
void alarmhandler(int);
static const char *filename = NULL;
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static void usage(char *name)
{
fprintf(stderr, "usage: %s [ options ] shader_filename\n", name);
#ifndef WIN32
fprintf(stderr, "\n" );
fprintf(stderr, "options:\n");
fprintf(stderr, " -fps show frames per second\n");
#endif
}
#ifndef WIN32
void alarmhandler (int sig)
{
if (sig == SIGALRM) {
printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt,
frame_cnt / 5.0);
frame_cnt = 0;
}
signal(SIGALRM, alarmhandler);
alarm(5);
}
#endif
static void load_and_compile_shader(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, "fp-tri: problem compiling shader:\n%s\n", log);
exit(1);
}
}
static void read_shader(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, "fp-tri: Unable to open shader file %s\n", filename);
exit(1);
}
n = fread(buffer, 1, max, f);
printf("fp-tri: read %d bytes from shader file %s\n", n, filename);
if (n > 0) {
buffer[n] = 0;
load_and_compile_shader(shader, buffer);
}
fclose(f);
free(buffer);
}
static void check_link(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 setup_uniforms()
{
{
GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
GLfloat vecKer[] =
{ 1.0, 0.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 1.0
};
if (loc1f >= 0)
glUniform1fv(loc1f, 16, vecKer);
if (loc2f >= 0)
glUniform2fv(loc2f, 8, vecKer);
if (loc4f >= 0)
glUniform4fv(loc4f, 4, vecKer);
}
{
GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
GLfloat vecKer[] =
{ 1.0, 0.0, 0.0, 0.25,
0.0, 1.0, 0.0, 0.25,
0.0, 0.0, 1.0, 0.25,
0.0, 0.0, 0.0, 0.25,
0.5, 0.0, 0.0, 0.35,
0.0, 0.5, 0.0, 0.35,
0.0, 0.0, 0.5, 0.35,
0.0, 0.0, 0.0, 0.35
};
if (loc1f >= 0)
glUniform1fv(loc1f, 16, vecKer);
if (loc2f >= 0)
glUniform2fv(loc2f, 8, vecKer);
if (loc4f >= 0)
glUniform4fv(loc4f, 4, vecKer);
}
}
static void prepare_shaders()
{
static const char *fragShaderText =
"void main() {\n"
" gl_FragColor = gl_Color;\n"
"}\n";
static const char *vertShaderText =
"void main() {\n"
" gl_FrontColor = gl_Color;\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
if (filename)
read_shader(fragShader, filename);
else
load_and_compile_shader(fragShader, fragShaderText);
vertShader = glCreateShader(GL_VERTEX_SHADER);
load_and_compile_shader(vertShader, vertShaderText);
program = glCreateProgram();
glAttachShader(program, fragShader);
glAttachShader(program, vertShader);
glLinkProgram(program);
check_link(program);
glUseProgram(program);
setup_uniforms();
}
#define LEVELS 8
#define SIZE (1<<LEVELS)
static int TexWidth = SIZE, TexHeight = SIZE;
static void
ResetTextureLevel( int i )
{
GLubyte tex2d[SIZE*SIZE][4];
{
GLint Width = TexWidth / (1 << i);
GLint Height = TexHeight / (1 << i);
GLint s, t;
for (s = 0; s < Width; s++) {
for (t = 0; t < Height; t++) {
tex2d[t*Width+s][0] = ((s / 16) % 2) ? 0 : 255;
tex2d[t*Width+s][1] = ((t / 16) % 2) ? 0 : 255;
tex2d[t*Width+s][2] = 128;
tex2d[t*Width+s][3] = 255;
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, Width, Height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex2d);
}
}
static void
ResetTexture( void )
{
int i;
for (i = 0; i <= LEVELS; i++)
{
ResetTextureLevel(i);
}
}
static void Init( void )
{
GLuint Texture;
/* Load texture */
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
exit(1);
}
glGenTextures(1, &Texture);
glActiveTextureARB(GL_TEXTURE0_ARB + 1);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
{
GLubyte data[32][32];
int width = 32;
int height = 32;
int i;
int j;
for (i = 0; i < 32; i++)
for (j = 0; j < 32; j++)
{
/**
** +-----------+
** | W |
** | +-----+ |
** | | | |
** | | B | |
** | | | |
** | +-----+ |
** | |
** +-----------+
**/
int i2 = i - height / 2;
int j2 = j - width / 2;
int h8 = height / 8;
int w8 = width / 8;
if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) {
data[i][j] = 0x00;
} else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) {
data[i][j] = 0x55;
} else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) {
data[i][j] = 0xaa;
} else {
data[i][j] = 0xff;
}
}
glTexImage2D( GL_TEXTURE_2D, 0,
GL_ALPHA8,
32, 32, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, data );
}
glGenTextures(1, &Texture);
glActiveTextureARB(GL_TEXTURE0_ARB + 2);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
ResetTexture();
glClearColor(.1, .3, .5, 0);
}
static void args(int argc, char *argv[])
{
GLint i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fps") == 0) {
show_fps = 1;
}
else if (i == argc - 1) {
filename = argv[i];
}
else {
usage(argv[0]);
exit(1);
}
}
}
static void Reshape(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
static void CleanUp(void)
{
glDeleteShader(fragShader);
glDeleteShader(vertShader);
glDeleteProgram(program);
}
static void Key(unsigned char key, int x, int y)
{
switch (key) {
case 27:
CleanUp();
exit(1);
default:
break;
}
glutPostRedisplay();
}
static void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program);
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0);
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0);
glBegin(GL_TRIANGLES);
glColor3f(0,0,1);
glTexCoord3f(1,1,0);
glVertex3f( 0.9, -0.9, -30.0);
glColor3f(1,0,0);
glTexCoord3f(1,-1,0);
glVertex3f( 0.9, 0.9, -30.0);
glColor3f(0,1,0);
glTexCoord3f(-1,0,0);
glVertex3f(-0.9, 0.0, -30.0);
glEnd();
glFlush();
if (show_fps) {
++frame_cnt;
glutPostRedisplay();
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(250, 250);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
args(argc, argv);
glutCreateWindow(filename ? filename : "fp-tri");
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
prepare_shaders();
Init();
#ifndef WIN32
if (show_fps) {
signal(SIGALRM, alarmhandler);
alarm(5);
}
#endif
glutMainLoop();
return 0;
}