mesa/progs/tests/vpeval.c

238 lines
5.5 KiB
C

/*
* Vertex program evaluators test.
* Based on book/bezmesh.c
*
* Brian Paul
* 22 June 2002
*/
#include <assert.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>
/*
* Transform position by modelview/projection.
* Square incoming color.
*/
static const char prog[] =
"!!VP1.0\n"
"# Typical modelview/projection\n"
"DP4 o[HPOS].x, c[0], v[OPOS] ; # object x MVP -> clip\n"
"DP4 o[HPOS].y, c[1], v[OPOS] ;\n"
"DP4 o[HPOS].z, c[2], v[OPOS] ;\n"
"DP4 o[HPOS].w, c[3], v[OPOS] ;\n"
"MOV R0, v[COL0];\n # square the color\n"
"MUL R0, R0, R0;\n"
"MOV o[COL0], R0;\n # store output color\n"
"END";
static int program = 1;
GLfloat ctrlpoints[4][4][4] =
{
{
{-1.5, -1.5, 4.0, 1.0},
{-0.5, -1.5, 2.0, 1.0},
{0.5, -1.5, -1.0, 1.0},
{1.5, -1.5, 2.0, 1.0}},
{
{-1.5, -0.5, 1.0, 1.0},
{-0.5, -0.5, 3.0, 1.0},
{0.5, -0.5, 0.0, 1.0},
{1.5, -0.5, -1.0, 1.0}},
{
{-1.5, 0.5, 4.0, 1.0},
{-0.5, 0.5, 0.0, 1.0},
{0.5, 0.5, 3.0, 1.0},
{1.5, 0.5, 4.0, 1.0}},
{
{-1.5, 1.5, -2.0, 1.0},
{-0.5, 1.5, -2.0, 1.0},
{0.5, 1.5, 0.0, 1.0},
{1.5, 1.5, -1.0, 1.0}}
};
/*
* +-------------+
* |green |yellow
* | |
* | |
* |black |red
* +-------------+
*/
GLfloat colorPoints[4][4][4] =
{
{
{0.0, 0.0, 0.0, 1.0},
{0.3, 0.0, 0.0, 1.0},
{0.6, 0.0, 0.0, 1.0},
{1.0, 0.0, 0.0, 1.0}},
{
{0.0, 0.3, 0.0, 1.0},
{0.3, 0.3, 0.0, 1.0},
{0.6, 0.3, 0.0, 1.0},
{1.0, 0.3, 0.0, 1.0}},
{
{0.0, 0.6, 0.0, 1.0},
{0.3, 0.6, 0.0, 1.0},
{0.6, 0.6, 0.0, 1.0},
{1.0, 0.6, 0.0, 1.0}},
{
{0.0, 1.0, 0.0, 1.0},
{0.3, 1.0, 0.0, 1.0},
{0.6, 1.0, 0.0, 1.0},
{1.0, 1.0, 0.0, 1.0}}
};
static void
initlights(void)
{
#if 0 /* no lighting for now */
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat position[] = {0.0, 0.0, 2.0, 1.0};
GLfloat mat_diffuse[] = {0.6, 0.6, 0.6, 1.0};
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {50.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
#endif
}
static void
display(void)
{
glClearColor(.3, .3, .3, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
#if 1
glRotatef(85.0, 1.0, 1.0, 1.0);
#endif
glEvalMesh2(GL_FILL, 0, 8, 0, 8);
glPopMatrix();
glFlush();
}
static void
myinit(int argc, char *argv[])
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
initlights(); /* for lighted version only */
glMapGrid2f(8, 0.0, 1.0, 8, 0.0, 1.0);
if (argc > 1)
program = 0;
printf("Using vertex program attribs? %s\n", program ? "yes" : "no");
if (program && !glutExtensionSupported("GL_NV_vertex_program")) {
printf("Sorry, this requires GL_NV_vertex_program\n");
exit(1);
}
if (!program) {
glMap2f(GL_MAP2_VERTEX_4,
0.0, 1.0, 4, 4,
0.0, 1.0, 16, 4, &ctrlpoints[0][0][0]);
glMap2f(GL_MAP2_COLOR_4,
0.0, 1.0, 4, 4,
0.0, 1.0, 16, 4, &colorPoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_4);
glEnable(GL_MAP2_COLOR_4);
/*
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
*/
}
else {
glMap2f(GL_MAP2_VERTEX_ATTRIB0_4_NV,
0.0, 1.0, 4, 4,
0.0, 1.0, 16, 4, &ctrlpoints[0][0][0]);
glMap2f(GL_MAP2_VERTEX_ATTRIB3_4_NV,
0.0, 1.0, 4, 4,
0.0, 1.0, 16, 4, &colorPoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_ATTRIB0_4_NV);
glEnable(GL_MAP2_VERTEX_ATTRIB3_4_NV);
/*
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
*/
/* vertex program init */
glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1,
strlen(prog), (const GLubyte *) prog);
assert(glIsProgramNV(1));
glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1);
/* track matrices */
glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
glEnable(GL_VERTEX_PROGRAM_NV);
}
}
static void
myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
4.0 * (GLfloat) h / (GLfloat) w, -4.0, 4.0);
else
glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -4.0, 4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
key(unsigned char k, int x, int y)
{
switch (k) {
case 27: /* Escape */
exit(0);
break;
default:
return;
}
glutPostRedisplay();
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
glewInit();
myinit(argc, argv);
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}