fix GETPROCADDRESS usage, remove carriage return chars (bug 6430)
authorBrian Paul <brian.paul@tungstengraphics.com>
Wed, 29 Mar 2006 23:20:49 +0000 (23:20 +0000)
committerBrian Paul <brian.paul@tungstengraphics.com>
Wed, 29 Mar 2006 23:20:49 +0000 (23:20 +0000)
progs/demos/glslnoise.c

index 463af12897a1aabab3fc5ca28f692ee08a599d40..2adb114e668e90c96fc39d0e47278bdccf4334d5 100755 (executable)
@@ -1,62 +1,62 @@
 /*
  * GLSL noise demo.
- *\r
- * Michal Krol\r
+ *
+ * Michal Krol
  * 20 February 2006
- *\r
+ *
  * Based on the original demo by:
  * Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
- */\r
-\r
-#ifdef WIN32\r
-#include <windows.h>\r
+ */
+
+#ifdef WIN32
+#include <windows.h>
 #endif
 
 #include <stdio.h>
 #include <stdlib.h>
-#include <GL/gl.h>\r
-#include <GL/glut.h>\r
-#include <GL/glext.h>\r
-\r
-#ifdef WIN32\r
-#define GETPROCADDRESS wglGetProcAddress\r
-#else\r
-#define GETPROCADDRESS glutGetProcAddress\r
-#endif\r
+#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;\r
-static GLhandleARB program;\r
-\r
-static GLint uTime;\r
-\r
-static GLfloat u_time = 0.0f;\r
-
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;\r
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;\r
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;\r
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;\r
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;\r
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;\r
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;\r
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;\r
+static GLhandleARB vertShader;
+static GLhandleARB program;
+
+static GLint uTime;
+
+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)
 {
-       glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
-\r
+       glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
        glUniform1fARB (uTime, u_time);
 
        glPushMatrix ();
-       glutSolidSphere (2.0, 20, 10);\r
+       glutSolidSphere (2.0, 20, 10);
        glPopMatrix ();
 
        glutSwapBuffers();
 }
 
 static void Idle (void)
-{\r
+{
        u_time += 0.1f;
        glutPostRedisplay ();
 }
@@ -75,9 +75,9 @@ static void Reshape (int width, int height)
 static void Key (unsigned char key, int x, int y)
 {
        (void) x;
-       (void) y;\r
+       (void) y;
 
-       switch (key)\r
+       switch (key)
        {
        case 27:
                exit(0);
@@ -88,69 +88,79 @@ static void Key (unsigned char key, int x, int y)
 
 static void Init (void)
 {
-       static const char *fragShaderText =\r
+       static const char *fragShaderText =
                "uniform float time;\n"
-               "void main () {\n"\r
-               "       gl_FragColor = gl_Color * vec4 ((0.5 + 0.5 * vec3 (noise1 (\n"\r
-               "               vec4 (4.0 * gl_TexCoord[0].xyz, 0.5 * time)))), 1.0);\n"\r
+               "void main () {\n"
+               "       gl_FragColor = gl_Color * vec4 ((0.5 + 0.5 * vec3 (noise1 (\n"
+               "               vec4 (4.0 * gl_TexCoord[0].xyz, 0.5 * time)))), 1.0);\n"
                "}\n"
        ;
        static const char *vertShaderText =
-               "void main () {\n"\r
-               "       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"\r
-               "       gl_TexCoord[0] = gl_Vertex;\n"\r
-               "       gl_FrontColor = gl_Color;\n"\r
+               "void main () {\n"
+               "       gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+               "       gl_TexCoord[0] = gl_Vertex;\n"
+               "       gl_FrontColor = gl_Color;\n"
                "}\n"
        ;
-\r
-       if (!glutExtensionSupported ("GL_ARB_fragment_shader"))\r
+
+       if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
        {
                printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
                exit(1);
-       }\r
-       if (!glutExtensionSupported ("GL_ARB_shader_objects"))\r
-       {\r
-               printf ("Sorry, this demo requires GL_ARB_shader_objects\n");\r
-               exit(1);\r
-       }\r
-       if (!glutExtensionSupported ("GL_ARB_shading_language_100"))\r
-       {\r
-               printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");\r
-               exit(1);\r
-       }\r
-       if (!glutExtensionSupported ("GL_ARB_vertex_shader"))\r
-       {\r
-               printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");\r
-               exit(1);\r
        }
+       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");          
 
-       glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) wglGetProcAddress ("glCreateShaderObjectARB");\r
-       glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) wglGetProcAddress ("glShaderSourceARB");\r
-       glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) wglGetProcAddress ("glCompileShaderARB");\r
-       glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glCreateProgramObjectARB");\r
-       glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) wglGetProcAddress ("glAttachObjectARB");\r
-       glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) wglGetProcAddress ("glLinkProgramARB");\r
-       glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glUseProgramObjectARB");\r
-       glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");\r
-       glUniform1fARB = (PFNGLUNIFORM1FARBPROC) GETPROCADDRESS ("glUniform1fARB");\r
-\r
-       fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);\r
-       glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);\r
+       glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)
+               GETPROCADDRESS("glGetUniformLocationARB");
+       glUniform1fARB = (PFNGLUNIFORM1FARBPROC)
+               GETPROCADDRESS("glUniform1fARB");
+
+       fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
+       glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
        glCompileShaderARB (fragShader);
-\r
-       vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);\r
-       glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);\r
-       glCompileShaderARB (vertShader);\r
-\r
-       program = glCreateProgramObjectARB ();\r
-       glAttachObjectARB (program, fragShader);\r
-       glAttachObjectARB (program, vertShader);\r
-       glLinkProgramARB (program);\r
-       glUseProgramObjectARB (program);\r
-\r
-       uTime = glGetUniformLocationARB (program, "time");\r
-
-       glClearColor (0.0f, 0.1f, 0.3f, 1.0f);\r
+
+       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);
 
@@ -172,4 +182,4 @@ int main (int argc, char *argv[])
        glutMainLoop ();
        return 0;
 }
-\r
+