progs/tests: also test stencil INCR_WRAP mode if supported
[mesa.git] / progs / tests / arbvpwarpmesh.c
1 /*
2 * Warp a triangle mesh with a vertex program.
3 */
4
5 #include <assert.h>
6 #include <string.h>
7 #include <stdio.h>
8 #include <stdlib.h>
9 #include <math.h>
10 #include <GL/glew.h>
11 #include <GL/glut.h>
12
13 static float Xrot = -60.0, Yrot = 0.0, Zrot = 0.0;
14 static GLboolean Anim = GL_TRUE;
15 static GLfloat Phi = 0.0;
16
17
18 static void Idle( void )
19 {
20 Phi += 0.01;
21 glutPostRedisplay();
22 }
23
24
25 static void DrawMesh( int rows, int cols )
26 {
27 static const GLfloat colorA[3] = { 0, 1, 0 };
28 static const GLfloat colorB[3] = { 0, 0, 1 };
29 const float dx = 2.0 / (cols - 1);
30 const float dy = 2.0 / (rows - 1);
31 float x, y;
32 int i, j;
33
34 #if 1
35 #define COLOR3FV(c) glVertexAttrib3fvARB(3, c)
36 #define VERTEX2F(x, y) glVertexAttrib2fARB(0, x, y)
37 #else
38 #define COLOR3FV(c) glColor3fv(c)
39 #define VERTEX2F(x, y) glVertex2f(x, y)
40 #endif
41
42 y = -1.0;
43 for (i = 0; i < rows - 1; i++) {
44 glBegin(GL_QUAD_STRIP);
45 x = -1.0;
46 for (j = 0; j < cols; j++) {
47 if ((i + j) & 1)
48 COLOR3FV(colorA);
49 else
50 COLOR3FV(colorB);
51 VERTEX2F(x, y);
52 VERTEX2F(x, y + dy);
53 x += dx;
54 }
55 glEnd();
56 y += dy;
57 }
58 }
59
60
61 static void Display( void )
62 {
63 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
64
65 glPushMatrix();
66 glRotatef(Xrot, 1, 0, 0);
67 glRotatef(Yrot, 0, 1, 0);
68 glRotatef(Zrot, 0, 0, 1);
69
70 /* Position the gravity source */
71 {
72 GLfloat x, y, z, r = 0.5;
73 x = r * cos(Phi);
74 y = r * sin(Phi);
75 z = 1.0;
76 glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 30, x, y, z, 1);
77 glDisable(GL_VERTEX_PROGRAM_ARB);
78 glBegin(GL_POINTS);
79 glColor3f(1,1,1);
80 glVertex3f(x, y, z);
81 glEnd();
82 }
83
84 glEnable(GL_VERTEX_PROGRAM_ARB);
85 DrawMesh(8, 8);
86 glPopMatrix();
87
88 glutSwapBuffers();
89 }
90
91
92 static void Reshape( int width, int height )
93 {
94 float ar = (float) width / (float) height;
95 glViewport( 0, 0, width, height );
96 glMatrixMode( GL_PROJECTION );
97 glLoadIdentity();
98 glFrustum( -1.0 * ar, 1.0 * ar, -1.0, 1.0, 5.0, 25.0 );
99 glMatrixMode( GL_MODELVIEW );
100 glLoadIdentity();
101 glTranslatef( 0.0, 0.0, -12.0 );
102 glScalef(2, 2, 2);
103 }
104
105
106 static void Key( unsigned char key, int x, int y )
107 {
108 (void) x;
109 (void) y;
110 switch (key) {
111 case 'a':
112 Anim = !Anim;
113 if (Anim)
114 glutIdleFunc(Idle);
115 else
116 glutIdleFunc(NULL);
117 break;
118 case 'p':
119 Phi += 0.2;
120 break;
121 case 'z':
122 Zrot -= 5.0;
123 break;
124 case 'Z':
125 Zrot += 5.0;
126 break;
127 case 27:
128 exit(0);
129 break;
130 }
131 glutPostRedisplay();
132 }
133
134
135 static void SpecialKey( int key, int x, int y )
136 {
137 const GLfloat step = 3.0;
138 (void) x;
139 (void) y;
140 switch (key) {
141 case GLUT_KEY_UP:
142 Xrot -= step;
143 break;
144 case GLUT_KEY_DOWN:
145 Xrot += step;
146 break;
147 case GLUT_KEY_LEFT:
148 Yrot -= step;
149 break;
150 case GLUT_KEY_RIGHT:
151 Yrot += step;
152 break;
153 }
154 glutPostRedisplay();
155 }
156
157
158 static void Init( void )
159 {
160 GLuint prognum;
161 GLint errno;
162
163 /*
164 * c[0..3] = modelview matrix
165 * c[4..7] = inverse modelview matrix
166 * c[30] = gravity source location
167 * c[31] = gravity source strength
168 * c[32] = light pos
169 * c[35] = diffuse color
170 */
171 static const char prog[] =
172 "!!ARBvp1.0\n"
173 "TEMP R1, R2, R3; "
174
175 "# Compute distance from vertex to gravity source\n"
176 "ADD R1, program.local[30], -vertex.position; # vector from vertex to gravity\n"
177 "DP3 R2, R1, R1; # dot product\n"
178 "RSQ R2, R2.x; # square root = distance\n"
179 "MUL R2, R2, program.local[31].xxxx; # scale by the gravity factor\n"
180
181 "# Displace vertex by gravity factor along R1 vector\n"
182 "MAD R3, R1, R2, vertex.position;\n"
183
184 "# Continue with typical modelview/projection\n"
185 "DP4 result.position.x, state.matrix.mvp.row[0], R3 ; # object x MVP -> clip\n"
186 "DP4 result.position.y, state.matrix.mvp.row[1], R3 ;\n"
187 "DP4 result.position.z, state.matrix.mvp.row[2], R3 ;\n"
188 "DP4 result.position.w, state.matrix.mvp.row[3], R3 ;\n"
189
190 "MOV result.color, vertex.attrib[3];\n # copy input color to output color\n"
191
192 "END";
193
194 if (!glutExtensionSupported("GL_ARB_vertex_program")) {
195 printf("Sorry, this program requires GL_ARB_vertex_program\n");
196 exit(1);
197 }
198
199 glGenProgramsARB(1, &prognum);
200 glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
201 glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
202 strlen(prog), (const GLubyte *)prog);
203 errno = glGetError();
204 printf("glGetError = %d\n", errno);
205
206 if (errno != GL_NO_ERROR)
207 {
208 GLint errorpos;
209
210 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
211 printf("errorpos: %d\n", errorpos);
212 printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
213 }
214
215 /* Light position */
216 glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 32, 2, 2, 4, 1);
217 /* Diffuse material color */
218 glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 35, 0.25, 0, 0.25, 1);
219
220 /* Gravity strength */
221 glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 31, .5, 0, 0, 0);
222
223 glEnable(GL_DEPTH_TEST);
224 glClearColor(0.3, 0.3, 0.3, 1);
225 glShadeModel(GL_FLAT);
226 glPointSize(3);
227 }
228
229
230 int main( int argc, char *argv[] )
231 {
232 glutInit( &argc, argv );
233 glutInitWindowPosition( 0, 0 );
234 glutInitWindowSize( 250, 250 );
235 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
236 glutCreateWindow(argv[0]);
237 glewInit();
238 glutReshapeFunc( Reshape );
239 glutKeyboardFunc( Key );
240 glutSpecialFunc( SpecialKey );
241 glutDisplayFunc( Display );
242 if (Anim)
243 glutIdleFunc(Idle);
244 Init();
245 glutMainLoop();
246 return 0;
247 }