simple noise test
authorBrian <brian@nostromo.localnet.net>
Mon, 29 Jan 2007 02:01:04 +0000 (19:01 -0700)
committerBrian <brian@nostromo.localnet.net>
Mon, 29 Jan 2007 02:01:04 +0000 (19:01 -0700)
progs/glsl/Makefile
progs/glsl/noise.c [new file with mode: 0644]

index fa7f191986e325f0440ace92477df7988872b7de..9ffffead2cf6311ecf8fc643979535a7bb1110bf 100644 (file)
@@ -17,6 +17,7 @@ PROGS = \
        brick \
        bump \
        mandelbrot \
+       noise \
        toyball
 
 
diff --git a/progs/glsl/noise.c b/progs/glsl/noise.c
new file mode 100644 (file)
index 0000000..e115da3
--- /dev/null
@@ -0,0 +1,296 @@
+/**
+ * Test noise() functions.
+ * 28 Jan 2007
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+#include "extfuncs.h"
+
+
+static const char *VertShaderText =
+   "void main() {\n"
+   "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+   "}\n";
+
+static const char *FragShaderText =
+   "uniform vec4 Scale, Bias;\n"
+   "uniform float Slice;\n"
+   "void main()\n"
+   "{\n"
+   "   vec4 scale = vec4(5.0);\n"
+   "   vec4 p;\n"
+   "   p.xy = gl_TexCoord[0].xy;\n"
+   "   p.z = Slice;\n"
+   "   vec4 n = noise4(p * scale);\n"
+   "   gl_FragColor = n * Scale + Bias;\n"
+   "}\n";
+
+
+struct uniform_info {
+   const char *name;
+   GLuint size;
+   GLint location;
+   GLfloat value[4];
+};
+
+static struct uniform_info Uniforms[] = {
+   { "Scale",          4, -1, { 0.5, 0.4, 0.0, 0} },
+   { "Bias",           4, -1, { 0.5, 0.3, 0.0, 0} },
+   { "Slice",          1, -1, { 0.5, 0, 0, 0} },
+   { NULL, 0, 0, { 0, 0, 0, 0 } }
+};
+
+/* program/shader objects */
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+static GLint win = 0;
+static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
+static GLfloat Slice = 0.0;
+static GLboolean Anim = GL_FALSE;
+
+
+static void
+Idle(void)
+{
+   Slice += 0.01;
+   glutPostRedisplay();
+}
+
+
+static void
+Redisplay(void)
+{
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+   
+   glUniform1fv_func(Uniforms[2].location, 1, &Slice);
+
+   glPushMatrix();
+   glRotatef(xRot, 1.0f, 0.0f, 0.0f);
+   glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+   glRotatef(zRot, 0.0f, 0.0f, 1.0f);
+
+   glBegin(GL_POLYGON);
+   glTexCoord2f(0, 0);   glVertex2f(-2, -2);
+   glTexCoord2f(1, 0);   glVertex2f( 2, -2);
+   glTexCoord2f(1, 1);   glVertex2f( 2,  2);
+   glTexCoord2f(0, 1);   glVertex2f(-2,  2);
+   glEnd();
+
+   glPopMatrix();
+
+   glutSwapBuffers();
+}
+
+
+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
+CleanUp(void)
+{
+   glDeleteShader_func(fragShader);
+   glDeleteShader_func(vertShader);
+   glDeleteProgram_func(program);
+   glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+   const GLfloat step = 0.01;
+  (void) x;
+  (void) y;
+
+   switch(key) {
+   case 'a':
+      Anim = !Anim;
+      glutIdleFunc(Anim ? Idle : NULL);
+   case 's':
+      Slice -= step;
+      break;
+   case 'S':
+      Slice += step;
+      break;
+   case 'z':
+      zRot -= 1.0;
+      break;
+   case 'Z':
+      zRot += 1.0;
+      break;
+   case 27:
+      CleanUp();
+      exit(0);
+      break;
+   }
+   glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+   const GLfloat step = 3.0f;
+
+  (void) x;
+  (void) y;
+
+   switch(key) {
+   case GLUT_KEY_UP:
+      xRot -= step;
+      break;
+   case GLUT_KEY_DOWN:
+      xRot += step;
+      break;
+   case GLUT_KEY_LEFT:
+      yRot -= step;
+      break;
+   case GLUT_KEY_RIGHT:
+      yRot += step;
+      break;
+   }
+   glutPostRedisplay();
+}
+
+
+
+static void
+LoadAndCompileShader(GLuint shader, const char *text)
+{
+   GLint stat;
+
+   glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
+
+   glCompileShader_func(shader);
+
+   glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
+   if (!stat) {
+      GLchar log[1000];
+      GLsizei len;
+      glGetShaderInfoLog_func(shader, 1000, &len, log);
+      fprintf(stderr, "brick: problem compiling shader: %s\n", log);
+      exit(1);
+   }
+   else {
+      printf("Shader compiled OK\n");
+   }
+}
+
+
+static void
+CheckLink(GLuint prog)
+{
+   GLint stat;
+   glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
+   if (!stat) {
+      GLchar log[1000];
+      GLsizei len;
+      glGetProgramInfoLog_func(prog, 1000, &len, log);
+      fprintf(stderr, "Linker error:\n%s\n", log);
+   }
+   else {
+      fprintf(stderr, "Link success!\n");
+   }
+}
+
+
+static void
+Init(void)
+{
+   const char *version;
+   GLint i;
+
+   version = (const char *) glGetString(GL_VERSION);
+   if (version[0] != '2' || version[1] != '.') {
+      printf("Warning: this program expects OpenGL 2.0\n");
+      /*exit(1);*/
+   }
+
+   GetExtensionFuncs();
+
+   vertShader = glCreateShader_func(GL_VERTEX_SHADER);
+   LoadAndCompileShader(vertShader, VertShaderText);
+
+   fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
+   LoadAndCompileShader(fragShader, FragShaderText);
+
+   program = glCreateProgram_func();
+   glAttachShader_func(program, fragShader);
+   glAttachShader_func(program, vertShader);
+   glLinkProgram_func(program);
+   CheckLink(program);
+   glUseProgram_func(program);
+
+   for (i = 0; Uniforms[i].name; i++) {
+      Uniforms[i].location
+         = glGetUniformLocation_func(program, Uniforms[i].name);
+      printf("Uniform %s location: %d\n", Uniforms[i].name,
+             Uniforms[i].location);
+      switch (Uniforms[i].size) {
+      case 1:
+         glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+         break;
+      case 2:
+         glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+         break;
+      case 3:
+         glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+         break;
+      case 4:
+         glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
+         break;
+      default:
+         abort();
+      }
+   }
+
+   assert(glGetError() == 0);
+
+   glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
+
+   printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
+
+   assert(glIsProgram_func(program));
+   assert(glIsShader_func(fragShader));
+   assert(glIsShader_func(vertShader));
+
+   glColor3f(1, 0, 0);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   glutInit(&argc, argv);
+   glutInitWindowPosition( 0, 0);
+   glutInitWindowSize(400, 400);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+   win = glutCreateWindow(argv[0]);
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutSpecialFunc(SpecialKey);
+   glutDisplayFunc(Redisplay);
+   Init();
+   glutMainLoop();
+   return 0;
+}
+