mesa/progs/glsl/noise.c

298 lines
6.0 KiB
C

/**
* Test noise() functions.
* 28 Jan 2007
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/glext.h>
#include "extfuncs.h"
static const char *VertShaderText =
"void main() {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
static const char *FragShaderText =
"uniform vec4 Scale, Bias;\n"
"uniform float Slice;\n"
"void main()\n"
"{\n"
" vec4 scale = vec4(5.0);\n"
" vec4 p;\n"
" p.xy = gl_TexCoord[0].xy;\n"
" p.z = Slice;\n"
" vec4 n = noise4(p * scale);\n"
" gl_FragColor = n * Scale + Bias;\n"
"}\n";
struct uniform_info {
const char *name;
GLuint size;
GLint location;
GLfloat value[4];
};
static struct uniform_info Uniforms[] = {
{ "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} },
{ "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} },
{ "Slice", 1, -1, { 0.5, 0, 0, 0} },
{ NULL, 0, 0, { 0, 0, 0, 0 } }
};
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint program;
static GLint win = 0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static GLfloat Slice = 0.0;
static GLboolean Anim = GL_FALSE;
static void
Idle(void)
{
Slice += 0.01;
glutPostRedisplay();
}
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1fv_func(Uniforms[2].location, 1, &Slice);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex2f(-2, -2);
glTexCoord2f(1, 0); glVertex2f( 2, -2);
glTexCoord2f(1, 1); glVertex2f( 2, 2);
glTexCoord2f(0, 1); glVertex2f(-2, 2);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader_func(fragShader);
glDeleteShader_func(vertShader);
glDeleteProgram_func(program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 0.01;
(void) x;
(void) y;
switch(key) {
case 'a':
Anim = !Anim;
glutIdleFunc(Anim ? Idle : NULL);
case 's':
Slice -= step;
break;
case 'S':
Slice += step;
break;
case 'z':
zRot -= 1.0;
break;
case 'Z':
zRot += 1.0;
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 3.0f;
(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();
}
static void
LoadAndCompileShader(GLuint shader, const char *text)
{
GLint stat;
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "brick: problem compiling shader: %s\n", log);
exit(1);
}
else {
printf("Shader compiled OK\n");
}
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "Linker error:\n%s\n", log);
}
else {
fprintf(stderr, "Link success!\n");
}
}
static void
Init(void)
{
const char *version;
GLint i;
version = (const char *) glGetString(GL_VERSION);
if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
GetExtensionFuncs();
vertShader = glCreateShader_func(GL_VERTEX_SHADER);
LoadAndCompileShader(vertShader, VertShaderText);
fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
LoadAndCompileShader(fragShader, FragShaderText);
program = glCreateProgram_func();
glAttachShader_func(program, fragShader);
glAttachShader_func(program, vertShader);
glLinkProgram_func(program);
CheckLink(program);
glUseProgram_func(program);
for (i = 0; Uniforms[i].name; i++) {
Uniforms[i].location
= glGetUniformLocation_func(program, Uniforms[i].name);
printf("Uniform %s location: %d\n", Uniforms[i].name,
Uniforms[i].location);
switch (Uniforms[i].size) {
case 1:
glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 2:
glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 3:
glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
case 4:
glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
break;
default:
abort();
}
}
assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
assert(glIsProgram_func(program));
assert(glIsShader_func(fragShader));
assert(glIsShader_func(vertShader));
glColor3f(1, 0, 0);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
Init();
glutMainLoop();
return 0;
}