st/xorg: Work around cursor reference counting bugs in older X servers.
[mesa.git] / progs / tests / vpwarpmesh.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) glVertexAttrib3fvNV(3, c)
36 #define VERTEX2F(x, y) glVertexAttrib2fNV(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 glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 30, x, y, z, 1);
77 glDisable(GL_VERTEX_PROGRAM_NV);
78 glBegin(GL_POINTS);
79 glColor3f(1,1,1);
80 glVertex3f(x, y, z);
81 glEnd();
82 }
83
84 glEnable(GL_VERTEX_PROGRAM_NV);
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 /*
161 * c[0..3] = modelview matrix
162 * c[4..7] = inverse modelview matrix
163 * c[30] = gravity source location
164 * c[31] = gravity source strength
165 * c[32] = light pos
166 * c[35] = diffuse color
167 */
168 static const char prog[] =
169 "!!VP1.0\n"
170
171 "# Compute distance from vertex to gravity source\n"
172 "ADD R1, c[30], -v[OPOS]; # vector from vertex to gravity\n"
173 "DP3 R2, R1, R1; # dot product\n"
174 "RSQ R2, R2.x; # square root = distance\n"
175 "MUL R2, R2, c[31].xxxx; # scale by the gravity factor\n"
176
177 "# Displace vertex by gravity factor along R1 vector\n"
178 "MAD R3, R1, R2, v[OPOS];\n"
179
180 "# Continue with typical modelview/projection\n"
181 "DP4 o[HPOS].x, c[0], R3 ; # object x MVP -> clip\n"
182 "DP4 o[HPOS].y, c[1], R3 ;\n"
183 "DP4 o[HPOS].z, c[2], R3 ;\n"
184 "DP4 o[HPOS].w, c[3], R3 ;\n"
185
186 "MOV o[COL0], v[COL0];\n # copy input color to output color\n"
187
188 "END";
189
190 if (!glutExtensionSupported("GL_NV_vertex_program")) {
191 printf("Sorry, this program requires GL_NV_vertex_program\n");
192 exit(1);
193 }
194
195 glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1,
196 strlen(prog), (const GLubyte *) prog);
197 assert(glIsProgramNV(1));
198 glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1);
199
200 /* Load the program registers */
201 glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
202 glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_INVERSE_TRANSPOSE_NV);
203
204 /* Light position */
205 glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 32, 2, 2, 4, 1);
206 /* Diffuse material color */
207 glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 35, 0.25, 0, 0.25, 1);
208
209 /* Gravity strength */
210 glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 31, .5, 0, 0, 0);
211
212 glEnable(GL_DEPTH_TEST);
213 glClearColor(0.3, 0.3, 0.3, 1);
214 glShadeModel(GL_FLAT);
215 glPointSize(3);
216 printf("glGetError = %d\n", (int) glGetError());
217 }
218
219
220 int main( int argc, char *argv[] )
221 {
222 glutInit( &argc, argv );
223 glutInitWindowPosition( 0, 0 );
224 glutInitWindowSize( 250, 250 );
225 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
226 glutCreateWindow(argv[0]);
227 glewInit();
228 glutReshapeFunc( Reshape );
229 glutKeyboardFunc( Key );
230 glutSpecialFunc( SpecialKey );
231 glutDisplayFunc( Display );
232 if (Anim)
233 glutIdleFunc(Idle);
234 Init();
235 glutMainLoop();
236 return 0;
237 }