draw: Remove dead code.
[mesa.git] / progs / glsl / bitmap.c
1 /**
2 * Implement glRasterPos + glBitmap with textures + shaders.
3 * Brian Paul
4 * 14 May 2007
5 */
6
7 #include <assert.h>
8 #include <string.h>
9 #include <stdio.h>
10 #include <stdlib.h>
11 #include <math.h>
12 #include <GL/glew.h>
13 #include <GL/glut.h>
14 #include "shaderutil.h"
15
16
17 static GLuint FragShader;
18 static GLuint VertShader;
19 static GLuint Program;
20
21 static GLint Win = 0;
22 static GLint WinWidth = 500, WinHeight = 500;
23 static GLboolean Anim = GL_TRUE;
24 static GLboolean Bitmap = GL_FALSE;
25 static GLfloat Xrot = 20.0f, Yrot = 70.0f;
26 static GLint uTex, uScale;
27 static GLuint Textures[2];
28
29 #define TEX_WIDTH 16
30 #define TEX_HEIGHT 8
31
32
33 static void
34 BitmapText(const char *s)
35 {
36 while (*s) {
37 glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
38 s++;
39 }
40 }
41
42
43 static void
44 Redisplay(void)
45 {
46 static const GLfloat px[3] = { 1.2, 0, 0};
47 static const GLfloat nx[3] = {-1.2, 0, 0};
48
49 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
50
51 glPushMatrix();
52 glRotatef(Xrot, 1.0f, 0.0f, 0.0f);
53 glRotatef(Yrot, 0.0f, 1.0f, 0.0f);
54
55 glEnable(GL_LIGHTING);
56
57 glPushMatrix();
58 glScalef(0.5, 0.5, 0.5);
59 glutSolidDodecahedron();
60 glPopMatrix();
61
62 glDisable(GL_LIGHTING);
63
64 glColor3f(0, 1, 0);
65 glBegin(GL_LINES);
66 glVertex3f(-1, 0, 0);
67 glVertex3f( 1, 0, 0);
68 glEnd();
69
70 glColor3f(1, 1, 0);
71
72 if (Bitmap) {
73 glRasterPos3fv(px);
74 BitmapText("+X");
75 glRasterPos3fv(nx);
76 BitmapText("-X");
77 }
78 else {
79 glUseProgram(Program);
80
81 /* vertex positions (deltas) depend on texture size and window size */
82 if (uScale != -1) {
83 glUniform2f(uScale,
84 2.0 * TEX_WIDTH / WinWidth,
85 2.0 * TEX_HEIGHT / WinHeight);
86 }
87
88 /* draw +X */
89 glBindTexture(GL_TEXTURE_2D, Textures[0]);
90 glBegin(GL_QUADS);
91 glTexCoord2f(0, 0); glVertex3fv(px);
92 glTexCoord2f(1, 0); glVertex3fv(px);
93 glTexCoord2f(1, 1); glVertex3fv(px);
94 glTexCoord2f(0, 1); glVertex3fv(px);
95 glEnd();
96
97 /* draw -X */
98 glBindTexture(GL_TEXTURE_2D, Textures[1]);
99 glBegin(GL_QUADS);
100 glTexCoord2f(0, 0); glVertex3fv(nx);
101 glTexCoord2f(1, 0); glVertex3fv(nx);
102 glTexCoord2f(1, 1); glVertex3fv(nx);
103 glTexCoord2f(0, 1); glVertex3fv(nx);
104 glEnd();
105
106 glUseProgram(0);
107 }
108
109 glPopMatrix();
110
111 glutSwapBuffers();
112 }
113
114
115 static void
116 Idle(void)
117 {
118 Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.01;
119 glutPostRedisplay();
120 }
121
122
123 static void
124 Reshape(int width, int height)
125 {
126 WinWidth = width;
127 WinHeight = height;
128 glViewport(0, 0, width, height);
129 glMatrixMode(GL_PROJECTION);
130 glLoadIdentity();
131 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
132 glMatrixMode(GL_MODELVIEW);
133 glLoadIdentity();
134 glTranslatef(0.0f, 0.0f, -10.0f);
135 }
136
137
138 static void
139 Key(unsigned char key, int x, int y)
140 {
141 (void) x;
142 (void) y;
143
144 switch(key) {
145 case ' ':
146 case 'a':
147 Anim = !Anim;
148 if (Anim)
149 glutIdleFunc(Idle);
150 else
151 glutIdleFunc(NULL);
152 break;
153 case 'b':
154 Bitmap = !Bitmap;
155 if (Bitmap)
156 printf("Using glBitmap\n");
157 else
158 printf("Using billboard texture\n");
159 break;
160 case 27:
161 glDeleteShader(FragShader);
162 glDeleteShader(VertShader);
163 glDeleteProgram(Program);
164 glutDestroyWindow(Win);
165 exit(0);
166 }
167 glutPostRedisplay();
168 }
169
170
171 static void
172 SpecialKey(int key, int x, int y)
173 {
174 const GLfloat step = 0.125f;
175 switch(key) {
176 case GLUT_KEY_UP:
177 Xrot -= step;
178 break;
179 case GLUT_KEY_DOWN:
180 Xrot += step;
181 break;
182 case GLUT_KEY_LEFT:
183 Yrot -= step;
184 break;
185 case GLUT_KEY_RIGHT:
186 Yrot += step;
187 break;
188 }
189 /*printf("Xrot: %f Yrot: %f\n", Xrot, Yrot);*/
190 glutPostRedisplay();
191 }
192
193
194 static void
195 MakeTexImage(const char *p, GLuint texobj)
196 {
197 GLubyte image[TEX_HEIGHT][TEX_WIDTH];
198 GLuint i, j, k;
199
200 for (i = 0; i < TEX_HEIGHT; i++) {
201 for (j = 0; j < TEX_WIDTH; j++) {
202 k = i * TEX_WIDTH + j;
203 if (p[k] == ' ') {
204 image[i][j] = 0;
205 }
206 else {
207 image[i][j] = 255;
208 }
209 }
210 }
211
212 glBindTexture(GL_TEXTURE_2D, texobj);
213 glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEX_WIDTH, TEX_HEIGHT, 0,
214 GL_RED, GL_UNSIGNED_BYTE, image);
215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
216 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
217 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
218 }
219
220
221 static void
222 MakeBitmapTextures(void)
223 {
224 const char *px =
225 " X X "
226 " X X X "
227 " X X X "
228 " XXXXX X "
229 " X X X "
230 " X X X "
231 " X X "
232 " X X ";
233 const char *nx =
234 " X X "
235 " X X "
236 " X X "
237 " XXXXX X "
238 " X X "
239 " X X "
240 " X X "
241 " X X ";
242 glGenTextures(2, Textures);
243 MakeTexImage(px, Textures[0]);
244 MakeTexImage(nx, Textures[1]);
245 }
246
247
248 static void
249 Init(void)
250 {
251 /* Fragment shader: modulate raster color by texture, discard fragments
252 * with alpha < 1.0
253 */
254 static const char *fragShaderText =
255 "uniform sampler2D tex2d; \n"
256 "void main() {\n"
257 " vec4 c = texture2D(tex2d, gl_TexCoord[0].xy); \n"
258 " if (c.w < 1.0) \n"
259 " discard; \n"
260 " gl_FragColor = c * gl_Color; \n"
261 "}\n";
262 /* Vertex shader: compute new vertex position based on incoming vertex pos,
263 * texcoords and special scale factor.
264 */
265 static const char *vertShaderText =
266 "uniform vec2 scale; \n"
267 "void main() {\n"
268 " vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
269 " gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale * p.w; \n"
270 " gl_Position.zw = p.zw; \n"
271 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
272 " gl_FrontColor = gl_Color; \n"
273 "}\n";
274
275 if (!ShadersSupported())
276 exit(1);
277
278 VertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
279 FragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
280 Program = LinkShaders(VertShader, FragShader);
281
282 glUseProgram(Program);
283
284 uScale = glGetUniformLocation(Program, "scale");
285 uTex = glGetUniformLocation(Program, "tex2d");
286 if (uTex != -1) {
287 glUniform1i(uTex, 0); /* tex unit 0 */
288 }
289
290 glUseProgram(0);
291
292 glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
293 glEnable(GL_DEPTH_TEST);
294 glEnable(GL_NORMALIZE);
295 glEnable(GL_LIGHT0);
296
297 MakeBitmapTextures();
298 }
299
300
301 int
302 main(int argc, char *argv[])
303 {
304 glutInit(&argc, argv);
305 glutInitWindowSize(WinWidth, WinHeight);
306 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
307 Win = glutCreateWindow(argv[0]);
308 glewInit();
309 glutReshapeFunc(Reshape);
310 glutKeyboardFunc(Key);
311 glutSpecialFunc(SpecialKey);
312 glutDisplayFunc(Redisplay);
313 if (Anim)
314 glutIdleFunc(Idle);
315 Init();
316 glutMainLoop();
317 return 0;
318 }
319
320