progs/fpglsl: fp-tris for glsl
authorKeith Whitwell <keithw@vmware.com>
Tue, 2 Feb 2010 20:01:30 +0000 (20:01 +0000)
committerKeith Whitwell <keithw@vmware.com>
Wed, 3 Feb 2010 10:36:55 +0000 (10:36 +0000)
progs/fpglsl/.gitignore [new file with mode: 0644]
progs/fpglsl/Makefile [new file with mode: 0644]
progs/fpglsl/SConscript [new file with mode: 0644]
progs/fpglsl/fp-tri.c [new file with mode: 0644]
progs/fpglsl/mov-imm.glsl [new file with mode: 0644]
progs/fpglsl/mov.glsl [new file with mode: 0644]

diff --git a/progs/fpglsl/.gitignore b/progs/fpglsl/.gitignore
new file mode 100644 (file)
index 0000000..9fe73ab
--- /dev/null
@@ -0,0 +1 @@
+fp-tri
diff --git a/progs/fpglsl/Makefile b/progs/fpglsl/Makefile
new file mode 100644 (file)
index 0000000..3bf14b4
--- /dev/null
@@ -0,0 +1,52 @@
+# progs/tests/Makefile
+
+
+# These programs aren't intended to be included with the normal distro.
+# They're not too interesting but they're good for testing.
+
+TOP = ../..
+include $(TOP)/configs/current
+
+LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB)  -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS)
+
+SOURCES = \
+       fp-tri.c
+
+
+
+PROGS = $(SOURCES:%.c=%)
+
+INCLUDES = -I. -I$(TOP)/include -I../samples
+
+
+##### RULES #####
+
+.SUFFIXES:
+.SUFFIXES: .c
+
+.c:
+       $(CC) $(INCLUDES) $(CFLAGS) $< $(LIBS) -o $@
+
+.c.o:
+       $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+.S.o:
+       $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES)  $< -o $@
+
+
+##### TARGETS #####
+
+default: $(PROGS)
+
+clean:
+       rm -f $(PROGS)
+       rm -f *.o
+       rm -f getproclist.h
+
+
+
+
+
+# Emacs tags
+tags:
+       etags `find . -name \*.[ch]` `find ../include`
diff --git a/progs/fpglsl/SConscript b/progs/fpglsl/SConscript
new file mode 100644 (file)
index 0000000..e31fa32
--- /dev/null
@@ -0,0 +1,13 @@
+Import('env')
+
+if not env['GLUT']:
+    Return()
+
+env = env.Clone()
+
+env.Prepend(LIBS = ['$GLUT_LIB'])
+
+env.Program(
+        target = 'fp-tri',
+        source = ['fp-tri.c'],
+    )
diff --git a/progs/fpglsl/fp-tri.c b/progs/fpglsl/fp-tri.c
new file mode 100644 (file)
index 0000000..c9b08fb
--- /dev/null
@@ -0,0 +1,415 @@
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+
+#ifndef WIN32
+#include <unistd.h>
+#include <signal.h>
+#endif
+
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.c"
+
+
+#define TEXTURE_FILE "../images/bw.rgb"
+
+unsigned show_fps = 0;
+unsigned int frame_cnt = 0;
+void alarmhandler(int);
+static const char *filename = NULL;
+
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+
+static void usage(char *name)
+{
+   fprintf(stderr, "usage: %s [ options ] shader_filename\n", name);
+#ifndef WIN32
+   fprintf(stderr, "\n" );
+   fprintf(stderr, "options:\n");
+   fprintf(stderr, "    -fps  show frames per second\n");
+#endif
+}
+
+#ifndef WIN32
+void alarmhandler (int sig)
+{
+   if (sig == SIGALRM) {
+      printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt,
+             frame_cnt / 5.0);
+
+      frame_cnt = 0;
+   }
+   signal(SIGALRM, alarmhandler);
+   alarm(5);
+}
+#endif
+
+
+
+
+static void load_and_compile_shader(GLuint shader, const char *text)
+{
+   GLint stat;
+
+   glShaderSource(shader, 1, (const GLchar **) &text, NULL);
+
+   glCompileShader(shader);
+
+   glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+   if (!stat) {
+      GLchar log[1000];
+      GLsizei len;
+      glGetShaderInfoLog(shader, 1000, &len, log);
+      fprintf(stderr, "fp-tri: problem compiling shader:\n%s\n", log);
+      exit(1);
+   }
+}
+
+static void read_shader(GLuint shader, const char *filename)
+{
+   const int max = 100*1000;
+   int n;
+   char *buffer = (char*) malloc(max);
+   FILE *f = fopen(filename, "r");
+   if (!f) {
+      fprintf(stderr, "fp-tri: Unable to open shader file %s\n", filename);
+      exit(1);
+   }
+
+   n = fread(buffer, 1, max, f);
+   printf("fp-tri: read %d bytes from shader file %s\n", n, filename);
+   if (n > 0) {
+      buffer[n] = 0;
+      load_and_compile_shader(shader, buffer);
+   }
+
+   fclose(f);
+   free(buffer);
+}
+
+static void check_link(GLuint prog)
+{
+   GLint stat;
+   glGetProgramiv(prog, GL_LINK_STATUS, &stat);
+   if (!stat) {
+      GLchar log[1000];
+      GLsizei len;
+      glGetProgramInfoLog(prog, 1000, &len, log);
+      fprintf(stderr, "Linker error:\n%s\n", log);
+   }
+}
+
+static void setup_uniforms()
+{
+   {
+      GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
+      GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
+      GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
+      GLfloat vecKer[] =
+         { 1.0, 0.0, 0.0,  1.0,
+           0.0, 1.0, 0.0,  1.0,
+           1.0, 0.0, 0.0,  1.0,
+           0.0, 0.0, 0.0,  1.0
+         };
+      if (loc1f >= 0)
+         glUniform1fv(loc1f, 16, vecKer);
+
+      if (loc2f >= 0)
+         glUniform2fv(loc2f, 8, vecKer);
+
+      if (loc4f >= 0)
+         glUniform4fv(loc4f, 4, vecKer);
+
+   }
+
+   {
+      GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
+      GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
+      GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
+      GLfloat vecKer[] =
+         { 1.0, 0.0, 0.0,  0.25,
+           0.0, 1.0, 0.0,  0.25,
+           0.0, 0.0, 1.0,  0.25,
+           0.0, 0.0, 0.0,  0.25,
+           0.5, 0.0, 0.0,  0.35,
+           0.0, 0.5, 0.0,  0.35,
+           0.0, 0.0, 0.5,  0.35,
+           0.0, 0.0, 0.0,  0.35
+         };
+      if (loc1f >= 0)
+         glUniform1fv(loc1f, 16, vecKer);
+
+      if (loc2f >= 0)
+         glUniform2fv(loc2f, 8, vecKer);
+
+      if (loc4f >= 0)
+         glUniform4fv(loc4f, 4, vecKer);
+   }
+}
+
+static void prepare_shaders()
+{
+   static const char *fragShaderText =
+      "void main() {\n"
+      "    gl_FragColor = gl_Color;\n"
+      "}\n";
+   static const char *vertShaderText =
+      "void main() {\n"
+      "   gl_FrontColor = gl_Color;\n"
+      "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+      "}\n";
+   fragShader = glCreateShader(GL_FRAGMENT_SHADER);
+   if (filename)
+      read_shader(fragShader, filename);
+   else
+      load_and_compile_shader(fragShader, fragShaderText);
+
+
+   vertShader = glCreateShader(GL_VERTEX_SHADER);
+   load_and_compile_shader(vertShader, vertShaderText);
+
+   program = glCreateProgram();
+   glAttachShader(program, fragShader);
+   glAttachShader(program, vertShader);
+   glLinkProgram(program);
+   check_link(program);
+   glUseProgram(program);
+
+   setup_uniforms();
+}
+
+#define LEVELS 8
+#define SIZE (1<<LEVELS)
+static int TexWidth = SIZE, TexHeight = SIZE;
+
+
+static void
+ResetTextureLevel( int i )
+{
+   GLubyte tex2d[SIZE*SIZE][4];
+      
+   {
+      GLint Width = TexWidth / (1 << i);
+      GLint Height = TexHeight / (1 << i);
+      GLint s, t;
+         
+      for (s = 0; s < Width; s++) {
+         for (t = 0; t < Height; t++) {
+            tex2d[t*Width+s][0] = ((s / 16) % 2) ? 0 : 255;
+            tex2d[t*Width+s][1] = ((t / 16) % 2) ? 0 : 255;
+            tex2d[t*Width+s][2] = 128;
+            tex2d[t*Width+s][3] = 255;
+         }
+      }
+         
+      glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+         
+      glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, Width, Height, 0,
+                   GL_RGBA, GL_UNSIGNED_BYTE, tex2d);
+   }
+}
+
+
+static void
+ResetTexture( void )
+{
+   int i;
+      
+   for (i = 0; i <= LEVELS; i++)
+   {
+      ResetTextureLevel(i);
+   }
+}
+
+static void Init( void )
+{
+   GLuint Texture;
+
+   /* Load texture */
+   glGenTextures(1, &Texture);
+   glBindTexture(GL_TEXTURE_2D, Texture);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+   if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
+      printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
+      exit(1);
+   }
+
+
+   glGenTextures(1, &Texture);
+   glActiveTextureARB(GL_TEXTURE0_ARB + 1);
+   glBindTexture(GL_TEXTURE_2D, Texture);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+   {
+      GLubyte data[32][32];
+      int width = 32;
+      int height = 32;
+      int i;
+      int j;
+
+      for (i = 0; i < 32; i++)
+         for (j = 0; j < 32; j++)
+        {
+           /**
+            ** +-----------+
+            ** |     W     |
+            ** |  +-----+  |
+            ** |  |     |  |
+            ** |  |  B  |  |
+            ** |  |     |  |
+            ** |  +-----+  |
+            ** |           |
+            ** +-----------+
+            **/
+           int i2 = i - height / 2;
+           int j2 = j - width / 2;
+           int h8 = height / 8;
+           int w8 = width / 8;
+           if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) {
+              data[i][j] = 0x00;
+           } else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) {
+              data[i][j] = 0x55;
+           } else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) {
+              data[i][j] = 0xaa;
+           } else {
+              data[i][j] = 0xff;
+           }
+        }
+
+      glTexImage2D( GL_TEXTURE_2D, 0,
+                    GL_ALPHA8,
+                    32, 32, 0,
+                    GL_ALPHA, GL_UNSIGNED_BYTE, data );
+   }
+
+   glGenTextures(1, &Texture);
+   glActiveTextureARB(GL_TEXTURE0_ARB + 2);
+   glBindTexture(GL_TEXTURE_2D, Texture);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+   ResetTexture();
+
+   glClearColor(.1, .3, .5, 0);
+}
+
+
+
+
+static void args(int argc, char *argv[])
+{
+   GLint i;
+
+   for (i = 1; i < argc; i++) {
+      if (strcmp(argv[i], "-fps") == 0) {
+         show_fps = 1;
+      }
+      else if (i == argc - 1) {
+        filename = argv[i];
+      }
+      else {
+        usage(argv[0]);
+        exit(1);
+      }
+   }
+}
+
+
+
+
+
+static void Reshape(int width, int height)
+{
+
+    glViewport(0, 0, (GLint)width, (GLint)height);
+
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+    glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+    glMatrixMode(GL_MODELVIEW);
+}
+
+static void CleanUp(void)
+{
+   glDeleteShader(fragShader);
+   glDeleteShader(vertShader);
+   glDeleteProgram(program);
+}
+
+static void Key(unsigned char key, int x, int y)
+{
+
+   switch (key) {
+   case 27:
+      CleanUp();
+      exit(1);
+   default:
+      break;
+   }
+
+   glutPostRedisplay();
+}
+
+static void Display(void)
+{
+   glClear(GL_COLOR_BUFFER_BIT);
+
+   glUseProgram(program);
+   glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0);
+   glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0);
+   glBegin(GL_TRIANGLES);
+
+   glColor3f(0,0,1);
+   glTexCoord3f(1,1,0);
+   glVertex3f( 0.9, -0.9, -30.0);
+
+   glColor3f(1,0,0);
+   glTexCoord3f(1,-1,0);
+   glVertex3f( 0.9,  0.9, -30.0);
+
+   glColor3f(0,1,0);
+   glTexCoord3f(-1,0,0);
+   glVertex3f(-0.9,  0.0, -30.0);
+   glEnd();
+
+   glFlush();
+   if (show_fps) {
+      ++frame_cnt;
+      glutPostRedisplay();
+   }
+}
+
+
+int main(int argc, char **argv)
+{
+   glutInit(&argc, argv);
+   glutInitWindowPosition(0, 0);
+   glutInitWindowSize(250, 250);
+   glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
+   args(argc, argv);
+   glutCreateWindow(filename ? filename : "fp-tri");
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutDisplayFunc(Display);
+   prepare_shaders();
+   Init();
+#ifndef WIN32
+   if (show_fps) {
+      signal(SIGALRM, alarmhandler);
+      alarm(5);
+   }
+#endif
+   glutMainLoop();
+   return 0;
+}
diff --git a/progs/fpglsl/mov-imm.glsl b/progs/fpglsl/mov-imm.glsl
new file mode 100644 (file)
index 0000000..cbb75ce
--- /dev/null
@@ -0,0 +1,3 @@
+void main() {
+    gl_FragColor = vec4(1,0,1,1);
+}
diff --git a/progs/fpglsl/mov.glsl b/progs/fpglsl/mov.glsl
new file mode 100644 (file)
index 0000000..4a1f185
--- /dev/null
@@ -0,0 +1,3 @@
+void main() {
+    gl_FragColor = gl_Color;
+}