DRI2: add OML_sync_control support
[mesa.git] / progs / glsl / texdemo1.c
1 /**
2 * Test texturing with GL shading language.
3 *
4 * Copyright (C) 2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24
25
26 #include <assert.h>
27 #include <math.h>
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <string.h>
31 #include <GL/glew.h>
32 #include "GL/glut.h"
33 #include "readtex.h"
34 #include "shaderutil.h"
35
36 static const char *Demo = "texdemo1";
37
38 static const char *ReflectVertFile = "reflect.vert";
39 static const char *CubeFragFile = "cubemap.frag";
40
41 static const char *SimpleVertFile = "simple.vert";
42 static const char *SimpleTexFragFile = "shadowtex.frag";
43
44 static const char *GroundImage = "../images/tile.rgb";
45
46 static GLuint Program1, Program2;
47
48 static GLfloat TexXrot = 0, TexYrot = 0;
49 static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
50 static GLfloat EyeDist = 10;
51 static GLboolean Anim = GL_TRUE;
52 static int win = 0;
53
54
55 static struct uniform_info ReflectUniforms[] = {
56 { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
57 { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
58 END_OF_UNIFORMS
59 };
60
61 static struct uniform_info SimpleUniforms[] = {
62 { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
63 { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
64 END_OF_UNIFORMS
65 };
66
67
68 static void
69 DrawGround(GLfloat size)
70 {
71 glPushMatrix();
72 glRotatef(90, 1, 0, 0);
73 glNormal3f(0, 0, 1);
74 glBegin(GL_POLYGON);
75 glTexCoord2f(-2, -2); glVertex2f(-size, -size);
76 glTexCoord2f( 2, -2); glVertex2f( size, -size);
77 glTexCoord2f( 2, 2); glVertex2f( size, size);
78 glTexCoord2f(-2, 2); glVertex2f(-size, size);
79 glEnd();
80 glPopMatrix();
81 }
82
83
84 static void
85 draw(void)
86 {
87 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
88
89 glEnable(GL_TEXTURE_2D);
90
91 glPushMatrix(); /* modelview matrix */
92 glTranslatef(0.0, 0.0, -EyeDist);
93 glRotatef(Xrot, 1, 0, 0);
94 glRotatef(Yrot, 0, 1, 0);
95 glRotatef(Zrot, 0, 0, 1);
96
97 /* sphere w/ reflection map */
98 glPushMatrix();
99 glTranslatef(0, 1, 0);
100 glUseProgram(Program1);
101
102 /* setup texture matrix */
103 glActiveTexture(GL_TEXTURE0);
104 glMatrixMode(GL_TEXTURE);
105 glLoadIdentity();
106 glRotatef(-TexYrot, 0, 1, 0);
107 glRotatef(-TexXrot, 1, 0, 0);
108
109 glEnable(GL_TEXTURE_GEN_S);
110 glEnable(GL_TEXTURE_GEN_T);
111 glEnable(GL_TEXTURE_GEN_R);
112 glutSolidSphere(2.0, 20, 20);
113
114 glLoadIdentity(); /* texture matrix */
115 glMatrixMode(GL_MODELVIEW);
116 glPopMatrix();
117
118 /* ground */
119 glUseProgram(Program2);
120 glTranslatef(0, -1.0, 0);
121 DrawGround(5);
122
123 glPopMatrix();
124
125 glutSwapBuffers();
126 }
127
128
129 static void
130 idle(void)
131 {
132 GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
133 TexYrot = t;
134 glutPostRedisplay();
135 }
136
137
138 static void
139 key(unsigned char k, int x, int y)
140 {
141 (void) x;
142 (void) y;
143 switch (k) {
144 case ' ':
145 case 'a':
146 Anim = !Anim;
147 if (Anim)
148 glutIdleFunc(idle);
149 else
150 glutIdleFunc(NULL);
151 break;
152 case 'z':
153 EyeDist -= 0.5;
154 if (EyeDist < 6.0)
155 EyeDist = 6.0;
156 break;
157 case 'Z':
158 EyeDist += 0.5;
159 if (EyeDist > 90.0)
160 EyeDist = 90;
161 break;
162 case 27:
163 glutDestroyWindow(win);
164 exit(0);
165 }
166 glutPostRedisplay();
167 }
168
169
170 static void
171 specialkey(int key, int x, int y)
172 {
173 GLfloat step = 2.0;
174 (void) x;
175 (void) y;
176 switch (key) {
177 case GLUT_KEY_UP:
178 Xrot += step;
179 break;
180 case GLUT_KEY_DOWN:
181 Xrot -= step;
182 break;
183 case GLUT_KEY_LEFT:
184 Yrot -= step;
185 break;
186 case GLUT_KEY_RIGHT:
187 Yrot += step;
188 break;
189 }
190 glutPostRedisplay();
191 }
192
193
194 /* new window size or exposure */
195 static void
196 Reshape(int width, int height)
197 {
198 GLfloat ar = (float) width / (float) height;
199 glViewport(0, 0, (GLint)width, (GLint)height);
200 glMatrixMode(GL_PROJECTION);
201 glLoadIdentity();
202 glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
203 glMatrixMode(GL_MODELVIEW);
204 glLoadIdentity();
205 }
206
207
208 static void
209 InitCheckers(void)
210 {
211 #define CUBE_TEX_SIZE 64
212 GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
213 static const GLubyte colors[6][3] = {
214 { 255, 0, 0 }, /* face 0 - red */
215 { 0, 255, 255 }, /* face 1 - cyan */
216 { 0, 255, 0 }, /* face 2 - green */
217 { 255, 0, 255 }, /* face 3 - purple */
218 { 0, 0, 255 }, /* face 4 - blue */
219 { 255, 255, 0 } /* face 5 - yellow */
220 };
221 static const GLenum targets[6] = {
222 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
223 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
224 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
225 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
226 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
227 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
228 };
229
230 GLint i, j, f;
231
232 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
233
234 /* make colored checkerboard cube faces */
235 for (f = 0; f < 6; f++) {
236 for (i = 0; i < CUBE_TEX_SIZE; i++) {
237 for (j = 0; j < CUBE_TEX_SIZE; j++) {
238 if ((i/4 + j/4) & 1) {
239 image[i][j][0] = colors[f][0];
240 image[i][j][1] = colors[f][1];
241 image[i][j][2] = colors[f][2];
242 }
243 else {
244 image[i][j][0] = 255;
245 image[i][j][1] = 255;
246 image[i][j][2] = 255;
247 }
248 }
249 }
250
251 glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
252 GL_RGB, GL_UNSIGNED_BYTE, image);
253 }
254 }
255
256
257 static void
258 LoadFace(GLenum target, const char *filename,
259 GLboolean flipTB, GLboolean flipLR)
260 {
261 GLint w, h;
262 GLenum format;
263 GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
264 if (!img) {
265 printf("Error: couldn't load texture image %s\n", filename);
266 exit(1);
267 }
268 assert(format == GL_RGB);
269
270 /* <sigh> the way the texture cube mapping works, we have to flip
271 * images to make things look right.
272 */
273 if (flipTB) {
274 const int stride = 3 * w;
275 GLubyte temp[3*1024];
276 int i;
277 for (i = 0; i < h / 2; i++) {
278 memcpy(temp, img + i * stride, stride);
279 memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
280 memcpy(img + (h - i - 1) * stride, temp, stride);
281 }
282 }
283 if (flipLR) {
284 const int stride = 3 * w;
285 GLubyte temp[3];
286 GLubyte *row;
287 int i, j;
288 for (i = 0; i < h; i++) {
289 row = img + i * stride;
290 for (j = 0; j < w / 2; j++) {
291 int k = w - j - 1;
292 temp[0] = row[j*3+0];
293 temp[1] = row[j*3+1];
294 temp[2] = row[j*3+2];
295 row[j*3+0] = row[k*3+0];
296 row[j*3+1] = row[k*3+1];
297 row[j*3+2] = row[k*3+2];
298 row[k*3+0] = temp[0];
299 row[k*3+1] = temp[1];
300 row[k*3+2] = temp[2];
301 }
302 }
303 }
304
305 gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
306 free(img);
307 }
308
309
310 static void
311 LoadEnvmaps(void)
312 {
313 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
314 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
315 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
316 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
317 LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
318 LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
319 }
320
321
322 static void
323 InitTextures(GLboolean useImageFiles)
324 {
325 GLenum filter;
326
327 /*
328 * Env map
329 */
330 glActiveTexture(GL_TEXTURE0);
331 glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
332 if (useImageFiles) {
333 LoadEnvmaps();
334 filter = GL_LINEAR;
335 }
336 else {
337 InitCheckers();
338 filter = GL_NEAREST;
339 }
340 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
341 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
342 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
343 glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
344
345 /*
346 * Ground texture
347 */
348 {
349 GLint imgWidth, imgHeight;
350 GLenum imgFormat;
351 GLubyte *image = NULL;
352
353 image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
354 if (!image) {
355 printf("Couldn't read %s\n", GroundImage);
356 exit(0);
357 }
358
359 glActiveTexture(GL_TEXTURE1);
360 glBindTexture(GL_TEXTURE_2D, 2);
361 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
362 imgFormat, GL_UNSIGNED_BYTE, image);
363 free(image);
364
365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
367 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
369 }
370 }
371
372
373 static GLuint
374 CreateProgram(const char *vertProgFile, const char *fragProgFile,
375 struct uniform_info *uniforms)
376 {
377 GLuint fragShader, vertShader, program;
378
379 vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
380 fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
381 program = LinkShaders(vertShader, fragShader);
382
383 glUseProgram(program);
384
385 SetUniformValues(program, uniforms);
386 PrintUniforms(uniforms);
387
388 return program;
389 }
390
391
392 static void
393 InitPrograms(void)
394 {
395 Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
396 Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
397 }
398
399
400 static void
401 Init(GLboolean useImageFiles)
402 {
403 if (!ShadersSupported()) {
404 exit(1);
405 }
406 printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
407
408 InitTextures(useImageFiles);
409 InitPrograms();
410
411 glEnable(GL_DEPTH_TEST);
412
413 glClearColor(.6, .6, .9, 0);
414 glColor3f(1.0, 1.0, 1.0);
415 }
416
417
418 int
419 main(int argc, char *argv[])
420 {
421 glutInit(&argc, argv);
422 glutInitWindowSize(500, 400);
423 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
424 win = glutCreateWindow(Demo);
425 glewInit();
426 glutReshapeFunc(Reshape);
427 glutKeyboardFunc(key);
428 glutSpecialFunc(specialkey);
429 glutDisplayFunc(draw);
430 if (Anim)
431 glutIdleFunc(idle);
432 if (argc > 1 && strcmp(argv[1] , "-i") == 0)
433 Init(1);
434 else
435 Init(0);
436 glutMainLoop();
437 return 0;
438 }