geartrain \
glinfo \
gloss \
- glslnoise \
gltestperf \
glutfx \
isosurf \
+++ /dev/null
-/*
- * GLSL noise demo.
- *
- * Michal Krol
- * 20 February 2006
- *
- * Based on the original demo by:
- * Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
- */
-
-#ifdef WIN32
-#include <windows.h>
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-
-#ifdef WIN32
-#define GETPROCADDRESS(F) wglGetProcAddress(F)
-#else
-#define GETPROCADDRESS(F) glutGetProcAddress(F)
-#endif
-
-static GLhandleARB fragShader;
-static GLhandleARB vertShader;
-static GLhandleARB program;
-
-static GLint uTime;
-
-static GLint t0 = 0;
-static GLint frames = 0;
-
-static GLfloat u_time = 0.0f;
-
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
-static PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
-
-static void Redisplay (void)
-{
- GLint t;
-
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUniform1fARB (uTime, 0.5f * u_time);
-
- glPushMatrix ();
- glutSolidSphere (2.0, 20, 10);
- glPopMatrix ();
-
- glutSwapBuffers();
- frames++;
-
- t = glutGet (GLUT_ELAPSED_TIME);
- if (t - t0 >= 5000) {
- GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
- GLfloat fps = frames / seconds;
- printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
- fflush(stdout);
- t0 = t;
- frames = 0;
- }
-}
-
-static void Idle (void)
-{
- u_time += 0.1f;
- glutPostRedisplay ();
-}
-
-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 Key (unsigned char key, int x, int y)
-{
- (void) x;
- (void) y;
-
- switch (key)
- {
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay ();
-}
-
-static void Init (void)
-{
- static const char *fragShaderText =
- "uniform float time;\n"
- "varying vec3 position;\n"
- "void main () {\n"
- " gl_FragColor = vec4 (vec3 (0.5 + 0.5 * noise1 (vec4 (position, time))), 1.0);\n"
- "}\n"
- ;
- static const char *vertShaderText =
- "varying vec3 position;\n"
- "void main () {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " position = 4.0 * gl_Vertex.xyz;\n"
- "}\n"
- ;
-
- if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shader_objects"))
- {
- printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
- {
- printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
- exit(1);
- }
-
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)
- GETPROCADDRESS("glCreateShaderObjectARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)
- GETPROCADDRESS("glShaderSourceARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)
- GETPROCADDRESS("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)
- GETPROCADDRESS("glCreateProgramObjectARB");
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)
- GETPROCADDRESS("glAttachObjectARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)
- GETPROCADDRESS ("glLinkProgramARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)
- GETPROCADDRESS("glUseProgramObjectARB");
-
- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)
- GETPROCADDRESS("glGetUniformLocationARB");
- glUniform1fARB = (PFNGLUNIFORM1FARBPROC)
- GETPROCADDRESS("glUniform1fARB");
-
- fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
- glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
- glCompileShaderARB (fragShader);
-
- vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
- glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
- glCompileShaderARB (vertShader);
-
- program = glCreateProgramObjectARB ();
- glAttachObjectARB (program, fragShader);
- glAttachObjectARB (program, vertShader);
- glLinkProgramARB (program);
- glUseProgramObjectARB (program);
-
- uTime = glGetUniformLocationARB (program, "time");
-
- glClearColor (0.0f, 0.1f, 0.3f, 1.0f);
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
-
- printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
-}
-
-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]);
- glutReshapeFunc (Reshape);
- glutKeyboardFunc (Key);
- glutDisplayFunc (Redisplay);
- glutIdleFunc (Idle);
- Init ();
- glutMainLoop ();
- return 0;
-}
-
multinoise \
multitex \
noise \
+ noise2 \
points \
pointcoord \
samplers \
$(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) noise.o shaderutil.o $(LIBS) -o $@
+noise2.o: noise2.c extfuncs.h shaderutil.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) noise2.c
+
+noise2: noise2.o shaderutil.o
+ $(APP_CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) noise2.o shaderutil.o $(LIBS) -o $@
+
+
points.o: points.c extfuncs.h shaderutil.h
$(APP_CC) -c -I$(INCDIR) $(CFLAGS) points.c
--- /dev/null
+/*
+ * GLSL noise demo.
+ *
+ * Michal Krol
+ * 20 February 2006
+ *
+ * Based on the original demo by:
+ * Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
+ */
+
+#ifdef WIN32
+#include <windows.h>
+#endif
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+
+#ifdef WIN32
+#define GETPROCADDRESS(F) wglGetProcAddress(F)
+#else
+#define GETPROCADDRESS(F) glutGetProcAddress(F)
+#endif
+
+static GLhandleARB fragShader;
+static GLhandleARB vertShader;
+static GLhandleARB program;
+
+static GLint uTime;
+
+static GLint t0 = 0;
+static GLint frames = 0;
+
+static GLfloat u_time = 0.0f;
+
+static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
+static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
+static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
+static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
+static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
+static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
+static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
+static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
+static PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
+
+static void Redisplay (void)
+{
+ GLint t;
+
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glUniform1fARB (uTime, 0.5f * u_time);
+
+ glPushMatrix ();
+ glutSolidSphere (2.0, 20, 10);
+ glPopMatrix ();
+
+ glutSwapBuffers();
+ frames++;
+
+ t = glutGet (GLUT_ELAPSED_TIME);
+ if (t - t0 >= 5000) {
+ GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
+ GLfloat fps = frames / seconds;
+ printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
+ fflush(stdout);
+ t0 = t;
+ frames = 0;
+ }
+}
+
+static void Idle (void)
+{
+ u_time += 0.1f;
+ glutPostRedisplay ();
+}
+
+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 Key (unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+
+ switch (key)
+ {
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay ();
+}
+
+static void Init (void)
+{
+ static const char *fragShaderText =
+ "uniform float time;\n"
+ "varying vec3 position;\n"
+ "void main () {\n"
+ " gl_FragColor = vec4 (vec3 (0.5 + 0.5 * noise1 (vec4 (position, time))), 1.0);\n"
+ "}\n"
+ ;
+ static const char *vertShaderText =
+ "varying vec3 position;\n"
+ "void main () {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " position = 4.0 * gl_Vertex.xyz;\n"
+ "}\n"
+ ;
+
+ if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_shader_objects"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
+ exit(1);
+ }
+
+ glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)
+ GETPROCADDRESS("glCreateShaderObjectARB");
+ glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)
+ GETPROCADDRESS("glShaderSourceARB");
+ glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)
+ GETPROCADDRESS("glCompileShaderARB");
+ glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)
+ GETPROCADDRESS("glCreateProgramObjectARB");
+ glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)
+ GETPROCADDRESS("glAttachObjectARB");
+ glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)
+ GETPROCADDRESS ("glLinkProgramARB");
+ glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)
+ GETPROCADDRESS("glUseProgramObjectARB");
+
+ glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)
+ GETPROCADDRESS("glGetUniformLocationARB");
+ glUniform1fARB = (PFNGLUNIFORM1FARBPROC)
+ GETPROCADDRESS("glUniform1fARB");
+
+ fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
+ glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
+ glCompileShaderARB (fragShader);
+
+ vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
+ glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
+ glCompileShaderARB (vertShader);
+
+ program = glCreateProgramObjectARB ();
+ glAttachObjectARB (program, fragShader);
+ glAttachObjectARB (program, vertShader);
+ glLinkProgramARB (program);
+ glUseProgramObjectARB (program);
+
+ uTime = glGetUniformLocationARB (program, "time");
+
+ glClearColor (0.0f, 0.1f, 0.3f, 1.0f);
+ glEnable (GL_CULL_FACE);
+ glEnable (GL_DEPTH_TEST);
+
+ printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
+}
+
+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]);
+ glutReshapeFunc (Reshape);
+ glutKeyboardFunc (Key);
+ glutDisplayFunc (Redisplay);
+ glutIdleFunc (Idle);
+ Init ();
+ glutMainLoop ();
+ return 0;
+}
+