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-rw-r--r--progs/glsl/.gitignore1
-rw-r--r--progs/glsl/Makefile166
-rw-r--r--progs/glsl/brick.c14
-rw-r--r--progs/glsl/brick.shtest8
-rw-r--r--progs/glsl/bump.c14
-rw-r--r--progs/glsl/convolutions.c1
-rw-r--r--progs/glsl/deriv.c1
-rw-r--r--progs/glsl/fragcoord.c1
-rw-r--r--progs/glsl/identity.c1
-rw-r--r--progs/glsl/mandelbrot.c12
-rw-r--r--progs/glsl/mandelbrot.shtest13
-rw-r--r--progs/glsl/multinoise.c1
-rw-r--r--progs/glsl/multitex.c86
-rw-r--r--progs/glsl/multitex.shtest6
-rw-r--r--progs/glsl/noise.c8
-rw-r--r--progs/glsl/noise2.c1
-rw-r--r--progs/glsl/pointcoord.c1
-rw-r--r--progs/glsl/shadow_sampler.c1
-rw-r--r--progs/glsl/shtest.c709
-rw-r--r--progs/glsl/texaaline.c21
-rw-r--r--progs/glsl/texdemo1.c11
-rw-r--r--progs/glsl/toyball.c28
-rw-r--r--progs/glsl/toyball.shtest17
-rw-r--r--progs/glsl/trirast.c1
-rw-r--r--progs/glsl/twoside.c1
-rw-r--r--progs/glsl/vert-or-frag-only.c1
-rw-r--r--progs/glsl/vert-tex.c2
27 files changed, 902 insertions, 225 deletions
diff --git a/progs/glsl/.gitignore b/progs/glsl/.gitignore
index 39d90c23ac..986775bac2 100644
--- a/progs/glsl/.gitignore
+++ b/progs/glsl/.gitignore
@@ -22,6 +22,7 @@ samplers_array
shaderutil.c
shaderutil.h
shadow_sampler
+shtest
skinning
texaaline
texdemo1
diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile
index 6af7a665cf..8103a5cbca 100644
--- a/progs/glsl/Makefile
+++ b/progs/glsl/Makefile
@@ -14,6 +14,11 @@ LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB)
INCLUDE_DIRS = -I$(TOP)/progs/util
+# using : to avoid APP_CC pointing to CC loop
+CC:=$(APP_CC)
+CFLAGS += -I$(INCDIR)
+LDLIBS=$(LIBS)
+
DEMO_SOURCES = \
array.c \
bitmap.c \
@@ -34,6 +39,7 @@ DEMO_SOURCES = \
samplers.c \
samplers_array.c \
shadow_sampler.c \
+ shtest.c \
skinning.c \
texaaline.c \
texdemo1.c \
@@ -53,28 +59,16 @@ UTIL_SOURCES = \
readtex.c
UTIL_OBJS = $(UTIL_SOURCES:.c=.o)
-
-
+PROG_OBJS = $(DEMO_SOURCES:.c=.o)
PROGS = $(DEMO_SOURCES:%.c=%)
-
-
-##### RULES #####
-
-# make .o file from .c file:
-.c.o:
- $(APP_CC) -c -I$(INCDIR) $(CFLAGS) $< -o $@
-
-
-# make executable from .o files
-.o:
- $(APP_CC) $(INCLUDES) $(CFLAGS) $(LDFLAGS) $< $(UTIL_OBJS) $(LIBS) -o $@
-
-
##### TARGETS #####
default: $(PROGS)
+$(PROG_OBJS): $(UTIL_HEADERS)
+
+$(PROGS): $(UTIL_OBJS)
clean:
-rm -f $(PROGS)
@@ -84,9 +78,11 @@ clean:
-rm -f readtex.*
-
##### Extra dependencies
+samplers_array.o: samplers.c
+ $(APP_CC) $(CFLAGS) -DSAMPLERS_ARRAY $< -c -o $@
+
extfuncs.h: $(TOP)/progs/util/extfuncs.h
cp $< .
@@ -102,139 +98,3 @@ shaderutil.c: $(TOP)/progs/util/shaderutil.c
shaderutil.h: $(TOP)/progs/util/shaderutil.h
cp $< .
-
-
-array.o: $(UTIL_HEADERS)
-
-array: array.o $(UTIL_OBJS)
-
-
-bitmap.o: $(UTIL_HEADERS)
-
-bitmap: bitmap.o $(UTIL_OBJS)
-
-
-brick.o: $(UTIL_HEADERS)
-
-brick: brick.o $(UTIL_OBJS)
-
-
-bump.o: $(UTIL_HEADERS)
-
-bump: bump.o $(UTIL_OBJS)
-
-
-convolutions.o: $(UTIL_HEADERS)
-
-convolutions: convolutions.o $(UTIL_OBJS)
-
-
-deriv.o: deriv.c $(UTIL_HEADERS)
-
-deriv: deriv.o $(UTIL_OBJS)
-
-
-identity.o: $(UTIL_HEADERS)
-
-identity: identity.o $(UTIL_OBJS)
-
-
-fragcoord.o: $(UTIL_HEADERS)
-
-fragcoord: fragcoord.o $(UTIL_OBJS)
-
-
-linktest.o: $(UTIL_HEADERS)
-
-linktest: linktest.o $(UTIL_OBJS)
-
-
-mandelbrot.o: $(UTIL_HEADERS)
-
-mandelbrot: mandelbrot.o $(UTIL_OBJS)
-
-
-multinoise.o: $(UTIL_HEADERS)
-
-multinoise: multinoise.o $(UTIL_OBJS)
-
-
-multitex.o: $(UTIL_HEADERS)
-
-multitex: multitex.o $(UTIL_OBJS)
-
-
-noise.o: $(UTIL_HEADERS)
-
-noise: noise.o $(UTIL_OBJS)
-
-
-noise2.o: $(UTIL_HEADERS)
-
-noise2: noise2.o $(UTIL_OBJS)
-
-
-points.o: $(UTIL_HEADERS)
-
-points: points.o $(UTIL_OBJS)
-
-
-pointcoord.o: $(UTIL_HEADERS)
-
-pointcoord: pointcoord.o $(UTIL_OBJS)
-
-
-samplers.o: $(UTIL_HEADERS)
-
-samplers: samplers.o $(UTIL_OBJS)
-
-
-samplers_array.o: samplers.c $(UTIL_HEADERS)
- $(APP_CC) $(CFLAGS) -DSAMPLERS_ARRAY $< -c -o $@
-
-samplers_array: samplers_array.o $(UTIL_OBJS)
-
-
-shadow_sampler.o: $(UTIL_HEADERS)
-
-shadow_sampler: shadow_sampler.o $(UTIL_OBJS)
-
-
-skinning.o: $(UTIL_HEADERS)
-
-skinning: skinning.o $(UTIL_OBJS)
-
-
-texaaline.o: $(UTIL_HEADERS)
-
-texaaline: texaaline.o $(UTIL_OBJS)
-
-
-texdemo1.o: $(UTIL_HEADERS)
-
-texdemo1: texdemo1.o $(UTIL_OBJS)
-
-
-toyball.o: $(UTIL_HEADERS)
-
-toyball: toyball.o $(UTIL_OBJS)
-
-
-twoside.o: $(UTIL_HEADERS)
-
-twoside: twoside.o $(UTIL_OBJS)
-
-
-trirast.o: $(UTIL_HEADERS)
-
-trirast: trirast.o $(UTIL_OBJS)
-
-
-vert-or-frag-only.o: $(UTIL_HEADERS)
-
-vert-or-frag-only: vert-or-frag-only.o $(UTIL_OBJS)
-
-
-vert-tex.o: $(UTIL_HEADERS)
-
-vert-tex: vert-tex.o $(UTIL_OBJS)
diff --git a/progs/glsl/brick.c b/progs/glsl/brick.c
index 1d08b231e7..20417aa462 100644
--- a/progs/glsl/brick.c
+++ b/progs/glsl/brick.c
@@ -24,12 +24,12 @@ static GLuint program;
static struct uniform_info Uniforms[] = {
/* vert */
- { "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
+ { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
/* frag */
- { "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 },
- { "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 },
- { "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 },
- { "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 },
+ { "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 },
+ { "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 },
+ { "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 },
+ { "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -148,7 +148,8 @@ Init(void)
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
@@ -183,7 +184,6 @@ 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]);
diff --git a/progs/glsl/brick.shtest b/progs/glsl/brick.shtest
new file mode 100644
index 0000000000..8a2152692e
--- /dev/null
+++ b/progs/glsl/brick.shtest
@@ -0,0 +1,8 @@
+vs CH06-brick.vert
+fs CH06-brick.frag
+uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0
+uniform BrickColor GL_FLOAT_VEC3 0.8 0.2 0.2
+uniform MortarColor GL_FLOAT_VEC3 0.6 0.6 0.6
+uniform BrickSize GL_FLOAT_VEC2 1.0 0.3
+uniform BrickPct GL_FLOAT_VEC2 0.9 0.8
+
diff --git a/progs/glsl/bump.c b/progs/glsl/bump.c
index ddb986abcb..87669aec73 100644
--- a/progs/glsl/bump.c
+++ b/progs/glsl/bump.c
@@ -24,11 +24,11 @@ static GLuint program;
static struct uniform_info Uniforms[] = {
- { "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 0 }, -1 },
- { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
- { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
- { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
+ { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
+ { "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 },
+ { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
+ { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
+ { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -242,7 +242,8 @@ Init(void)
CheckError(__LINE__);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
CheckError(__LINE__);
@@ -280,7 +281,6 @@ 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]);
diff --git a/progs/glsl/convolutions.c b/progs/glsl/convolutions.c
index 22ce7edcdc..c2fb76e1aa 100644
--- a/progs/glsl/convolutions.c
+++ b/progs/glsl/convolutions.c
@@ -448,7 +448,6 @@ int main(int argc, char **argv)
{
glutInit(&argc, argv);
- glutInitWindowPosition(0, 0);
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE);
diff --git a/progs/glsl/deriv.c b/progs/glsl/deriv.c
index 9cf1e40e3e..265a515715 100644
--- a/progs/glsl/deriv.c
+++ b/progs/glsl/deriv.c
@@ -220,7 +220,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(200, 200);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/fragcoord.c b/progs/glsl/fragcoord.c
index 9f56a038c9..3dfcec87a5 100644
--- a/progs/glsl/fragcoord.c
+++ b/progs/glsl/fragcoord.c
@@ -166,7 +166,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/identity.c b/progs/glsl/identity.c
index a772ccd716..526e9b82c1 100644
--- a/progs/glsl/identity.c
+++ b/progs/glsl/identity.c
@@ -187,7 +187,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(200, 200);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/mandelbrot.c b/progs/glsl/mandelbrot.c
index 38dffc3e74..b05ef37fae 100644
--- a/progs/glsl/mandelbrot.c
+++ b/progs/glsl/mandelbrot.c
@@ -25,7 +25,7 @@ static GLuint program;
static struct uniform_info Uniforms[] = {
/* vert */
- { "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 },
+ { "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 },
{ "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
{ "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
{ "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 },
@@ -34,9 +34,9 @@ static struct uniform_info Uniforms[] = {
{ "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
{ "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 },
{ "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 },
- { "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 },
- { "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 },
- { "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 },
+ { "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 },
+ { "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 },
+ { "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -159,7 +159,8 @@ Init(void)
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
uZoom = glGetUniformLocation(program, "Zoom");
uXcenter = glGetUniformLocation(program, "Xcenter");
@@ -198,7 +199,6 @@ 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]);
diff --git a/progs/glsl/mandelbrot.shtest b/progs/glsl/mandelbrot.shtest
new file mode 100644
index 0000000000..4f4e5c747e
--- /dev/null
+++ b/progs/glsl/mandelbrot.shtest
@@ -0,0 +1,13 @@
+vs CH18-mandel.vert
+fs CH18-mandel.frag
+uniform LightPosition GL_FLOAT_VEC3 0.1 0.1 9.0
+uniform SpecularContribution GL_FLOAT 0.5
+uniform DiffuseContribution GL_FLOAT 0.5
+uniform Shininess GL_FLOAT 20.0
+uniform Iterations GL_FLOAT 12
+uniform Zoom GL_FLOAT 0.125
+uniform Xcenter GL_FLOAT -1.5
+uniform Ycenter GL_FLOAT .005
+uniform InnerColor GL_FLOAT_VEC3 1 0 0
+uniform OuterColor1 GL_FLOAT_VEC3 0 1 0
+uniform OuterColor2 GL_FLOAT_VEC3 0 0 1
diff --git a/progs/glsl/multinoise.c b/progs/glsl/multinoise.c
index 0afe230801..0d4026e29c 100644
--- a/progs/glsl/multinoise.c
+++ b/progs/glsl/multinoise.c
@@ -262,7 +262,6 @@ 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]);
diff --git a/progs/glsl/multitex.c b/progs/glsl/multitex.c
index 913f73be17..bf46fd5210 100644
--- a/progs/glsl/multitex.c
+++ b/progs/glsl/multitex.c
@@ -51,14 +51,16 @@ static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;
static GLboolean UseArrays = GL_TRUE;
+static GLboolean UseVBO = GL_TRUE;
+static GLuint VBO = 0;
static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
/* value[0] = tex unit */
static struct uniform_info Uniforms[] = {
- { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
- { "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
+ { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
+ { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -76,28 +78,81 @@ static const GLfloat VertCoords[4][2] = {
};
+
+static void
+SetupVertexBuffer(void)
+{
+ glGenBuffersARB(1, &VBO);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords) +
+ sizeof(Tex0Coords) +
+ sizeof(Tex1Coords),
+ NULL,
+ GL_STATIC_DRAW_ARB);
+
+ /* non-interleaved vertex arrays */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ 0, /* offset */
+ sizeof(VertCoords), /* size */
+ VertCoords); /* data */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords), /* offset */
+ sizeof(Tex0Coords), /* size */
+ Tex0Coords); /* data */
+
+ glBufferSubDataARB(GL_ARRAY_BUFFER_ARB,
+ sizeof(VertCoords) +
+ sizeof(Tex0Coords), /* offset */
+ sizeof(Tex1Coords), /* size */
+ Tex1Coords); /* data */
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+}
+
+
static void
DrawPolygonArray(void)
{
+ void *vertPtr, *tex0Ptr, *tex1Ptr;
+
+ if (UseVBO) {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, VBO);
+ vertPtr = (void *) 0;
+ tex0Ptr = (void *) sizeof(VertCoords);
+ tex1Ptr = (void *) (sizeof(VertCoords) + sizeof(Tex0Coords));
+ }
+ else {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ vertPtr = VertCoords;
+ tex0Ptr = Tex0Coords;
+ tex1Ptr = Tex1Coords;
+ }
+
if (VertCoord_attr >= 0) {
glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE,
- 0, VertCoords);
+ 0, vertPtr);
glEnableVertexAttribArray(VertCoord_attr);
}
else {
- glVertexPointer(2, GL_FLOAT, 0, VertCoords);
- glEnable(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertPtr);
+ glEnableClientState(GL_VERTEX_ARRAY);
}
glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE,
- 0, Tex0Coords);
+ 0, tex0Ptr);
glEnableVertexAttribArray(TexCoord0_attr);
glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE,
- 0, Tex1Coords);
+ 0, tex1Ptr);
glEnableVertexAttribArray(TexCoord1_attr);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
@@ -163,6 +218,10 @@ key(unsigned char k, int x, int y)
UseArrays = !UseArrays;
printf("Arrays: %d\n", UseArrays);
break;
+ case 'v':
+ UseVBO = !UseVBO;
+ printf("Use VBO: %d\n", UseVBO);
+ break;
case ' ':
Anim = !Anim;
if (Anim)
@@ -269,7 +328,10 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile,
glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(Uniforms);
+
+ assert(ValidateShaderProgram(program));
VertCoord_attr = glGetAttribLocation(program, "VertCoord");
if (VertCoord_attr > 0) {
@@ -314,10 +376,18 @@ InitGL(void)
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+ printf("Usage:\n");
+ printf(" a - toggle arrays vs. immediate mode rendering\n");
+ printf(" v - toggle VBO usage for array rendering\n");
+ printf(" z/Z - change viewing distance\n");
+ printf(" SPACE - toggle animation\n");
+ printf(" Esc - exit\n");
InitTextures();
InitPrograms();
+ SetupVertexBuffer();
+
glEnable(GL_DEPTH_TEST);
glClearColor(.6, .6, .9, 0);
diff --git a/progs/glsl/multitex.shtest b/progs/glsl/multitex.shtest
new file mode 100644
index 0000000000..4b7c3fd4a5
--- /dev/null
+++ b/progs/glsl/multitex.shtest
@@ -0,0 +1,6 @@
+vs multitex.vert
+fs multitex.frag
+texture 0 2D ../images/tile.rgb
+texture 1 2D ../images/tree2.rgba
+uniform tex1 GL_SAMPLER_2D 0
+uniform tex2 GL_SAMPLER_2D 1
diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c
index 59f594e78b..fdab263ea6 100644
--- a/progs/glsl/noise.c
+++ b/progs/glsl/noise.c
@@ -35,8 +35,8 @@ static const char *FragShaderText =
static struct uniform_info Uniforms[] = {
- { "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 },
- { "Bias", 4, GL_FLOAT, { 0.5, 0.3, 0.0, 0}, -1 },
+ { "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 },
+ { "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 },
{ "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 },
END_OF_UNIFORMS
};
@@ -179,7 +179,8 @@ Init(void)
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
@@ -199,7 +200,6 @@ 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]);
diff --git a/progs/glsl/noise2.c b/progs/glsl/noise2.c
index e972b62673..7a28f09947 100644
--- a/progs/glsl/noise2.c
+++ b/progs/glsl/noise2.c
@@ -186,7 +186,6 @@ static void Init (void)
int main (int argc, char *argv[])
{
glutInit (&argc, argv);
- glutInitWindowPosition ( 0, 0);
glutInitWindowSize (200, 200);
glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow (argv[0]);
diff --git a/progs/glsl/pointcoord.c b/progs/glsl/pointcoord.c
index 27b73a05de..5dced6fac3 100644
--- a/progs/glsl/pointcoord.c
+++ b/progs/glsl/pointcoord.c
@@ -187,7 +187,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/shadow_sampler.c b/progs/glsl/shadow_sampler.c
index 0a4d04dd8c..0adc9d88ba 100644
--- a/progs/glsl/shadow_sampler.c
+++ b/progs/glsl/shadow_sampler.c
@@ -321,7 +321,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 300);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/shtest.c b/progs/glsl/shtest.c
new file mode 100644
index 0000000000..628a7dd5b9
--- /dev/null
+++ b/progs/glsl/shtest.c
@@ -0,0 +1,709 @@
+/*
+ * Simple shader test harness.
+ * Brian Paul
+ * 13 Aug 2009
+ *
+ * Usage:
+ * shtest --vs vertShaderFile --fs fragShaderFile
+ *
+ * In this case the given vertex/frag shaders are read and compiled.
+ * Random values are assigned to the uniforms.
+ *
+ * or:
+ * shtest configFile
+ *
+ * In this case a config file is read that specifies the file names
+ * of the shaders plus initial values for uniforms.
+ *
+ * Example config file:
+ *
+ * vs shader.vert
+ * fs shader.frag
+ * uniform pi 3.14159
+ * uniform v1 1.0 0.5 0.2 0.3
+ * texture 0 2D texture0.rgb
+ * texture 1 CUBE texture1.rgb
+ * texture 2 RECT texture2.rgb
+ *
+ */
+
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glu.h>
+#include <GL/glut.h>
+#include "shaderutil.h"
+#include "readtex.h"
+
+
+typedef enum
+{
+ SPHERE,
+ CUBE,
+ NUM_SHAPES
+} shape;
+
+
+static char *FragShaderFile = NULL;
+static char *VertShaderFile = NULL;
+static char *ConfigFile = NULL;
+
+/* program/shader objects */
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint Program;
+
+
+#define MAX_UNIFORMS 100
+static struct uniform_info Uniforms[MAX_UNIFORMS];
+static GLuint NumUniforms = 0;
+
+
+#define MAX_ATTRIBS 100
+static struct attrib_info Attribs[MAX_ATTRIBS];
+static GLuint NumAttribs = 0;
+
+
+/**
+ * Config file info.
+ */
+struct config_file
+{
+ struct name_value
+ {
+ char name[100];
+ float value[4];
+ int type;
+ } uniforms[100];
+
+ int num_uniforms;
+};
+
+
+static GLint win = 0;
+static GLboolean Anim = GL_FALSE;
+static GLfloat TexRot = 0.0;
+static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
+static shape Object = SPHERE;
+
+
+static float
+RandomFloat(float min, float max)
+{
+ int k = rand() % 10000;
+ float x = min + (max - min) * k / 10000.0;
+ return x;
+}
+
+
+/** Set new random values for uniforms */
+static void
+RandomUniformValues(void)
+{
+ GLuint i;
+ for (i = 0; i < NumUniforms; i++) {
+ switch (Uniforms[i].type) {
+ case GL_FLOAT:
+ Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
+ break;
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_2D_RECT_ARB:
+ /* don't change sampler values - random values are bad */
+ break;
+ default:
+ Uniforms[i].value[0] = RandomFloat(-1.0, 2.0);
+ Uniforms[i].value[1] = RandomFloat(-1.0, 2.0);
+ Uniforms[i].value[2] = RandomFloat(-1.0, 2.0);
+ Uniforms[i].value[3] = RandomFloat(-1.0, 2.0);
+ }
+ }
+}
+
+
+static void
+Idle(void)
+{
+ yRot += 2.0;
+ if (yRot > 360.0)
+ yRot -= 360.0;
+ glutPostRedisplay();
+}
+
+
+
+static void
+SquareVertex(GLfloat s, GLfloat t, GLfloat size)
+{
+ GLfloat x = -size + s * 2.0 * size;
+ GLfloat y = -size + t * 2.0 * size;
+ GLuint i;
+
+ glMultiTexCoord2f(GL_TEXTURE0, s, t);
+ glMultiTexCoord2f(GL_TEXTURE1, s, t);
+ glMultiTexCoord2f(GL_TEXTURE2, s, t);
+ glMultiTexCoord2f(GL_TEXTURE3, s, t);
+
+ /* assign (s,t) to the generic attributes */
+ for (i = 0; i < NumAttribs; i++) {
+ if (Attribs[i].location >= 0) {
+ glVertexAttrib2f(Attribs[i].location, s, t);
+ }
+ }
+
+ glVertex2f(x, y);
+}
+
+
+/*
+ * Draw a square, specifying normal and tangent vectors.
+ */
+static void
+Square(GLfloat size)
+{
+ GLint tangentAttrib = 1;
+ glNormal3f(0, 0, 1);
+ glVertexAttrib3f(tangentAttrib, 1, 0, 0);
+ glBegin(GL_POLYGON);
+#if 1
+ SquareVertex(0, 0, size);
+ SquareVertex(1, 0, size);
+ SquareVertex(1, 1, size);
+ SquareVertex(0, 1, size);
+#else
+ glTexCoord2f(0, 0); glVertex2f(-size, -size);
+ glTexCoord2f(1, 0); glVertex2f( size, -size);
+ glTexCoord2f(1, 1); glVertex2f( size, size);
+ glTexCoord2f(0, 1); glVertex2f(-size, size);
+#endif
+ glEnd();
+}
+
+
+static void
+Cube(GLfloat size)
+{
+ /* +X */
+ glPushMatrix();
+ glRotatef(90, 0, 1, 0);
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+
+ /* -X */
+ glPushMatrix();
+ glRotatef(-90, 0, 1, 0);
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+
+ /* +Y */
+ glPushMatrix();
+ glRotatef(90, 1, 0, 0);
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+
+ /* -Y */
+ glPushMatrix();
+ glRotatef(-90, 1, 0, 0);
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+
+
+ /* +Z */
+ glPushMatrix();
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+
+ /* -Z */
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glTranslatef(0, 0, size);
+ Square(size);
+ glPopMatrix();
+}
+
+
+static void
+Sphere(GLfloat radius, GLint slices, GLint stacks)
+{
+ static GLUquadricObj *q = NULL;
+
+ if (!q) {
+ q = gluNewQuadric();
+ gluQuadricDrawStyle(q, GLU_FILL);
+ gluQuadricNormals(q, GLU_SMOOTH);
+ gluQuadricTexture(q, GL_TRUE);
+ }
+
+ gluSphere(q, radius, slices, stacks);
+}
+
+
+static void
+Redisplay(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ 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);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
+ glMatrixMode(GL_MODELVIEW);
+
+ if (Object == SPHERE) {
+ Sphere(2.5, 20, 10);
+ }
+ else if (Object == CUBE) {
+ Cube(2.0);
+ }
+
+ 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(fragShader);
+ glDeleteShader(vertShader);
+ glDeleteProgram(Program);
+ glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 2.0;
+ (void) x;
+ (void) y;
+
+ switch(key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'z':
+ zRot += step;
+ break;
+ case 'Z':
+ zRot -= step;
+ break;
+ case 'o':
+ Object = (Object + 1) % NUM_SHAPES;
+ break;
+ case 'r':
+ RandomUniformValues();
+ SetUniformValues(Program, Uniforms);
+ PrintUniforms(Uniforms);
+ break;
+ case 27:
+ CleanUp();
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 2.0;
+
+ (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
+InitUniforms(const struct config_file *conf,
+ struct uniform_info uniforms[])
+{
+ int i;
+
+ for (i = 0; i < conf->num_uniforms; i++) {
+ int j;
+ for (j = 0; uniforms[j].name; j++) {
+ if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) {
+ uniforms[j].type = conf->uniforms[i].type;
+ uniforms[j].value[0] = conf->uniforms[i].value[0];
+ uniforms[j].value[1] = conf->uniforms[i].value[1];
+ uniforms[j].value[2] = conf->uniforms[i].value[2];
+ uniforms[j].value[3] = conf->uniforms[i].value[3];
+ }
+ }
+ }
+}
+
+
+static void
+LoadTexture(GLint unit, GLenum target, const char *texFileName)
+{
+ GLint imgWidth, imgHeight;
+ GLenum imgFormat;
+ GLubyte *image = NULL;
+ GLuint tex;
+ GLenum filter = GL_LINEAR;
+ GLenum objTarget;
+
+ image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
+ if (!image) {
+ printf("Couldn't read %s\n", texFileName);
+ exit(1);
+ }
+
+ printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n",
+ unit, target, texFileName, imgWidth, imgHeight);
+
+ if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
+ target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
+ objTarget = GL_TEXTURE_CUBE_MAP;
+ }
+ else {
+ objTarget = target;
+ }
+
+ glActiveTexture(GL_TEXTURE0 + unit);
+ glGenTextures(1, &tex);
+ glBindTexture(objTarget, tex);
+
+ if (target == GL_TEXTURE_3D) {
+ /* depth=1 */
+ gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ }
+ else if (target == GL_TEXTURE_1D) {
+ gluBuild1DMipmaps(target, 4, imgWidth,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ }
+ else {
+ gluBuild2DMipmaps(target, 4, imgWidth, imgHeight,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ }
+
+ free(image);
+
+ glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter);
+}
+
+
+static GLenum
+TypeFromName(const char *n)
+{
+ static const struct {
+ const char *name;
+ GLenum type;
+ } types[] = {
+ { "GL_FLOAT", GL_FLOAT },
+ { "GL_FLOAT_VEC2", GL_FLOAT_VEC2 },
+ { "GL_FLOAT_VEC3", GL_FLOAT_VEC3 },
+ { "GL_FLOAT_VEC4", GL_FLOAT_VEC4 },
+ { "GL_INT", GL_INT },
+ { "GL_INT_VEC2", GL_INT_VEC2 },
+ { "GL_INT_VEC3", GL_INT_VEC3 },
+ { "GL_INT_VEC4", GL_INT_VEC4 },
+ { "GL_SAMPLER_1D", GL_SAMPLER_1D },
+ { "GL_SAMPLER_2D", GL_SAMPLER_2D },
+ { "GL_SAMPLER_3D", GL_SAMPLER_3D },
+ { "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE },
+ { "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB },
+ { NULL, 0 }
+ };
+ GLuint i;
+
+ for (i = 0; types[i].name; i++) {
+ if (strcmp(types[i].name, n) == 0)
+ return types[i].type;
+ }
+ abort();
+ return GL_NONE;
+}
+
+
+
+/**
+ * Read a config file.
+ */
+static void
+ReadConfigFile(const char *filename, struct config_file *conf)
+{
+ char line[1000];
+ FILE *f;
+
+ f = fopen(filename, "r");
+ if (!f) {
+ fprintf(stderr, "Unable to open config file %s\n", filename);
+ exit(1);
+ }
+
+ conf->num_uniforms = 0;
+
+ /* ugly but functional parser */
+ while (!feof(f)) {
+ fgets(line, sizeof(line), f);
+ if (!feof(f) && line[0]) {
+ if (strncmp(line, "vs ", 3) == 0) {
+ VertShaderFile = strdup(line + 3);
+ VertShaderFile[strlen(VertShaderFile) - 1] = 0;
+ }
+ else if (strncmp(line, "fs ", 3) == 0) {
+ FragShaderFile = strdup(line + 3);
+ FragShaderFile[strlen(FragShaderFile) - 1] = 0;
+ }
+ else if (strncmp(line, "texture ", 8) == 0) {
+ char target[100], texFileName[100];
+ int unit, k;
+ k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName);
+ assert(k == 3 || k == 8);
+ if (strcmp(target, "CUBE") == 0) {
+ char texFileNames[6][100];
+ k = sscanf(line + 8, "%d %s %s %s %s %s %s %s",
+ &unit, target,
+ texFileNames[0],
+ texFileNames[1],
+ texFileNames[2],
+ texFileNames[3],
+ texFileNames[4],
+ texFileNames[5]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]);
+ LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]);
+ }
+ else if (!strcmp(target, "2D")) {
+ LoadTexture(unit, GL_TEXTURE_2D, texFileName);
+ }
+ else if (!strcmp(target, "3D")) {
+ LoadTexture(unit, GL_TEXTURE_3D, texFileName);
+ }
+ else if (!strcmp(target, "RECT")) {
+ LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName);
+ }
+ else {
+ printf("Bad texture target: %s\n", target);
+ exit(1);
+ }
+ }
+ else if (strncmp(line, "uniform ", 8) == 0) {
+ char name[1000], typeName[100];
+ int k;
+ float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F;
+ GLenum type;
+
+ k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName,
+ &v1, &v2, &v3, &v4);
+
+ type = TypeFromName(typeName);
+
+ strcpy(conf->uniforms[conf->num_uniforms].name, name);
+ conf->uniforms[conf->num_uniforms].value[0] = v1;
+ conf->uniforms[conf->num_uniforms].value[1] = v2;
+ conf->uniforms[conf->num_uniforms].value[2] = v3;
+ conf->uniforms[conf->num_uniforms].value[3] = v4;
+ conf->uniforms[conf->num_uniforms].type = type;
+ conf->num_uniforms++;
+ }
+ else {
+ if (strlen(line) > 1) {
+ fprintf(stderr, "syntax error in: %s\n", line);
+ break;
+ }
+ }
+ }
+ }
+
+ fclose(f);
+}
+
+
+static void
+Init(void)
+{
+ GLdouble vertTime, fragTime, linkTime;
+ struct config_file config;
+
+ memset(&config, 0, sizeof(config));
+
+ if (ConfigFile)
+ ReadConfigFile(ConfigFile, &config);
+
+ if (!VertShaderFile) {
+ fprintf(stderr, "Error: no vertex shader\n");
+ exit(1);
+ }
+
+ if (!FragShaderFile) {
+ fprintf(stderr, "Error: no fragment shader\n");
+ exit(1);
+ }
+
+ if (!ShadersSupported())
+ exit(1);
+
+ vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile);
+ vertTime = GetShaderCompileTime();
+ fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile);
+ fragTime = GetShaderCompileTime();
+
+ Program = LinkShaders(vertShader, fragShader);
+ linkTime = GetShaderLinkTime();
+
+ printf("Read vert shader %s\n", VertShaderFile);
+ printf("Read frag shader %s\n", FragShaderFile);
+
+ printf("Time to compile vertex shader: %fs\n", vertTime);
+ printf("Time to compile fragment shader: %fs\n", fragTime);
+ printf("Time to link shaders: %fs\n", linkTime);
+
+ assert(ValidateShaderProgram(Program));
+
+ glUseProgram(Program);
+
+ NumUniforms = GetUniforms(Program, Uniforms);
+ if (config.num_uniforms) {
+ InitUniforms(&config, Uniforms);
+ }
+ else {
+ RandomUniformValues();
+ }
+ SetUniformValues(Program, Uniforms);
+ PrintUniforms(Uniforms);
+
+ NumAttribs = GetAttribs(Program, Attribs);
+ PrintAttribs(Attribs);
+
+ //assert(glGetError() == 0);
+
+ glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glColor3f(1, 0, 0);
+}
+
+
+static void
+Keys(void)
+{
+ printf("Keyboard:\n");
+ printf(" a Animation toggle\n");
+ printf(" r Randomize uniform values\n");
+ printf(" o Change object\n");
+ printf(" arrows Rotate object\n");
+ printf(" ESC Exit\n");
+}
+
+
+static void
+Usage(void)
+{
+ printf("Usage:\n");
+ printf(" shtest config.shtest\n");
+ printf(" Run w/ given config file.\n");
+ printf(" shtest --vs vertShader --fs fragShader\n");
+ printf(" Load/compile given shaders.\n");
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+ int i;
+
+ if (argc == 1) {
+ Usage();
+ exit(1);
+ }
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "--fs") == 0) {
+ FragShaderFile = argv[i+1];
+ i++;
+ }
+ else if (strcmp(argv[i], "--vs") == 0) {
+ VertShaderFile = argv[i+1];
+ i++;
+ }
+ else {
+ /* assume the arg is a config file */
+ ConfigFile = argv[i];
+ break;
+ }
+ }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInitWindowSize(400, 400);
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Redisplay);
+ ParseOptions(argc, argv);
+ Init();
+ Keys();
+ glutMainLoop();
+ return 0;
+}
+
diff --git a/progs/glsl/texaaline.c b/progs/glsl/texaaline.c
index 1f566c86a6..7a5ac405bb 100644
--- a/progs/glsl/texaaline.c
+++ b/progs/glsl/texaaline.c
@@ -103,6 +103,8 @@ static float Sin(float a)
static void
Redisplay(void)
{
+ float cx = 0.5 * WinWidth, cy = 0.5 * WinHeight;
+ float len = 0.5 * WinWidth - 20.0;
int i;
glClear(GL_COLOR_BUFFER_BIT);
@@ -114,20 +116,20 @@ Redisplay(void)
for (i = 0; i < 360; i+=5) {
float v0[2], v1[2];
- v0[0] = 150 + 40 * Cos(i);
- v0[1] = 150 + 40 * Sin(i);
- v1[0] = 150 + 130 * Cos(i);
- v1[1] = 150 + 130 * Sin(i);
+ v0[0] = cx + 40 * Cos(i);
+ v0[1] = cy + 40 * Sin(i);
+ v1[0] = cx + len * Cos(i);
+ v1[1] = cy + len * Sin(i);
QuadLine(v0, v1, Width);
}
{
float v0[2], v1[2], x;
for (x = 0; x < 1.0; x += 0.2) {
- v0[0] = 150 + x;
- v0[1] = 150 + x * 40 - 20;
- v1[0] = 150 + x + 5.0;
- v1[1] = 150 + x * 40 - 20;
+ v0[0] = cx + x;
+ v0[1] = cy + x * 40 - 20;
+ v1[0] = cx + x + 5.0;
+ v1[1] = cy + x * 40 - 20;
QuadLine(v0, v1, Width);
}
}
@@ -142,6 +144,8 @@ Redisplay(void)
static void
Reshape(int width, int height)
{
+ WinWidth = width;
+ WinHeight = height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@@ -351,7 +355,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/texdemo1.c b/progs/glsl/texdemo1.c
index d55f9e7dd9..5b1913a722 100644
--- a/progs/glsl/texdemo1.c
+++ b/progs/glsl/texdemo1.c
@@ -53,14 +53,14 @@ static int win = 0;
static struct uniform_info ReflectUniforms[] = {
- { "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
- { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
+ { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
+ { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
static struct uniform_info SimpleUniforms[] = {
- { "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
- { "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 },
+ { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
+ { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -382,7 +382,8 @@ CreateProgram(const char *vertProgFile, const char *fragProgFile,
glUseProgram(program);
- InitUniforms(program, uniforms);
+ SetUniformValues(program, uniforms);
+ PrintUniforms(uniforms);
return program;
}
diff --git a/progs/glsl/toyball.c b/progs/glsl/toyball.c
index 7fe27aebfe..c502f24077 100644
--- a/progs/glsl/toyball.c
+++ b/progs/glsl/toyball.c
@@ -24,18 +24,18 @@ static GLuint program;
static struct uniform_info Uniforms[] = {
- { "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
- { "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
- { "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 },
- { "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 },
- { "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 },
- { "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 },
- { "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 },
- { "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 },
- { "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
- { "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
- { "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
- { "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
+ { "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
+ { "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
+ { "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 },
+ { "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 },
+ { "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 },
+ { "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 },
+ { "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 },
+ { "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 },
+ { "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
+ { "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
+ { "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
+ { "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 },
{ "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 },
{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 },
{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 },
@@ -173,7 +173,8 @@ Init(void)
glUseProgram(program);
- InitUniforms(program, Uniforms);
+ SetUniformValues(program, Uniforms);
+ PrintUniforms(Uniforms);
assert(glGetError() == 0);
@@ -204,7 +205,6 @@ 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]);
diff --git a/progs/glsl/toyball.shtest b/progs/glsl/toyball.shtest
new file mode 100644
index 0000000000..887663abd3
--- /dev/null
+++ b/progs/glsl/toyball.shtest
@@ -0,0 +1,17 @@
+vs CH11-toyball.vert
+fs CH11-toyball.frag
+uniform LightDir GL_FLOAT_VEC4 0.57737 0.57735 0.57735 0.0
+uniform HVector GL_FLOAT_VEC4 0.32506 0.32506 0.88808 0.0
+uniform BallCenter GL_FLOAT_VEC4 0.0 0.0 0.0 1.0
+uniform SpecularColor GL_FLOAT_VEC4 0.4 0.4 0.4 60.0
+uniform Red GL_FLOAT_VEC4 0.6 0.0 0.0 1.0
+uniform Blue GL_FLOAT_VEC4 0.0 0.3 0.6 1.0
+uniform Yellow GL_FLOAT_VEC4 0.6 0.5 0.0 1.0
+uniform HalfSpace0 GL_FLOAT_VEC4 1.0 0.0 0.0 0.2
+uniform HalfSpace1 GL_FLOAT_VEC4 .309016994 0.951056516 0.0 0.2
+uniform HalfSpace2 GL_FLOAT_VEC4 -0.809016994 0.587785252 0.0 0.2
+uniform HalfSpace3 GL_FLOAT_VEC4 -0.809016994 -0.587785252 0.0 0.2
+uniform HalfSpace4 GL_FLOAT_VEC4 .309116994 -0.951056516 0.0 0.2
+uniform InOrOutInit GL_FLOAT -3.0
+uniform StripeWidth GL_FLOAT 0.3
+uniform FWidth GL_FLOAT .005
diff --git a/progs/glsl/trirast.c b/progs/glsl/trirast.c
index f7546f25a2..53bd91ef97 100644
--- a/progs/glsl/trirast.c
+++ b/progs/glsl/trirast.c
@@ -239,7 +239,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/twoside.c b/progs/glsl/twoside.c
index b6c1b477dd..a57484f96c 100644
--- a/progs/glsl/twoside.c
+++ b/progs/glsl/twoside.c
@@ -285,7 +285,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/vert-or-frag-only.c b/progs/glsl/vert-or-frag-only.c
index 81fcab8c5b..148991ca83 100644
--- a/progs/glsl/vert-or-frag-only.c
+++ b/progs/glsl/vert-or-frag-only.c
@@ -173,7 +173,6 @@ int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
- glutInitWindowPosition( 0, 0);
glutInitWindowSize(400, 200);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
Win = glutCreateWindow(argv[0]);
diff --git a/progs/glsl/vert-tex.c b/progs/glsl/vert-tex.c
index e791a5759a..4c8bfa587a 100644
--- a/progs/glsl/vert-tex.c
+++ b/progs/glsl/vert-tex.c
@@ -43,7 +43,7 @@ static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f;
/* value[0] = tex unit */
static struct uniform_info Uniforms[] = {
- { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
+ { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
END_OF_UNIFORMS
};