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authorSven Gothel <[email protected]>2012-03-17 21:18:18 +0100
committerSven Gothel <[email protected]>2012-03-17 21:18:18 +0100
commitb048c2458b53eb012d15e21dde9e8ec0b1406d0b (patch)
tree52998b76cde5cab0479f5a002157af9fbfcc6a5e /src/test/native/mesa-demos-patched/es2redsquare.c
parenta40e22a58e0c71a95f11b7c7e83247fbd4a4d94f (diff)
move src/test/native -> src/test-native - allowing better exclusion for archive scripts
Diffstat (limited to 'src/test/native/mesa-demos-patched/es2redsquare.c')
-rw-r--r--src/test/native/mesa-demos-patched/es2redsquare.c611
1 files changed, 0 insertions, 611 deletions
diff --git a/src/test/native/mesa-demos-patched/es2redsquare.c b/src/test/native/mesa-demos-patched/es2redsquare.c
deleted file mode 100644
index 886bdd3d2..000000000
--- a/src/test/native/mesa-demos-patched/es2redsquare.c
+++ /dev/null
@@ -1,611 +0,0 @@
-/*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/*
- * Ported to GLES2.
- * Kristian Høgsberg <[email protected]>
- * May 3, 2010
- *
- * Improve GLES2 port:
- * * Refactor gear drawing.
- * * Use correct normals for surfaces.
- * * Improve shader.
- * * Use perspective projection transformation.
- * * Add FPS count.
- * * Add comments.
- * Alexandros Frantzis <[email protected]>
- * Jul 13, 2010
- */
-
-#define GL_GLEXT_PROTOTYPES
-#define EGL_EGLEXT_PROTOTYPES
-
-#define _GNU_SOURCE
-
-#include <math.h>
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-#include <sys/time.h>
-#include <unistd.h>
-#include <assert.h>
-#include <GLES2/gl2.h>
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include "eglut.h"
-
-static int demo_start_duration = 5000; // ms
-
-#define OBJECT_VERTEX_STRIDE 3
-#define OBJECT_COLOR_STRIDE 4
-
-typedef GLfloat ObjectVertex[OBJECT_VERTEX_STRIDE];
-typedef GLfloat ObjectColor[OBJECT_COLOR_STRIDE];
-
-/**
- * Struct representing an object.
- */
-struct object {
- ObjectVertex *vertices;
- int nvertices;
- ObjectColor *colors;
- int ncolors;
-
- GLuint vbo;
- GLuint cbo;
-};
-
-static struct object *obj;
-/** The location of the shader uniforms */
-static GLuint ModelViewProjectionMatrix_location;
-/** The projection matrix */
-static GLfloat ProjectionMatrix[16];
-
-GLuint vertextCode=0, fragmentCode=0;
-GLuint program = 0;
-
-/**
- * Fills an object vertex.
- *
- * @param v the vertex to fill
- * @param x the x coordinate
- * @param y the y coordinate
- * @param z the z coortinate
- *
- * @return the operation error code
- */
-static ObjectVertex *
-vert(ObjectVertex *v, GLfloat x, GLfloat y, GLfloat z)
-{
- v[0][0] = x;
- v[0][1] = y;
- v[0][2] = z;
-
- return v + 1;
-}
-
-static ObjectColor *
-color(ObjectColor *v, GLfloat r, GLfloat g, GLfloat b, GLfloat a)
-{
- v[0][0] = r;
- v[0][1] = g;
- v[0][2] = b;
- v[0][3] = a;
-
- return v + 1;
-}
-
-static struct object *
-create_object()
-{
- ObjectVertex *v;
- ObjectColor *c;
- struct object *object;
-
- /* Allocate memory for the object */
- object = malloc(sizeof *object);
- if (object == NULL)
- return NULL;
-
- /* Allocate memory for the vertices */
- object->vertices = calloc(4, sizeof(*object->vertices));
- v = object->vertices;
- v = vert(v, -2, 2, 0);
- v = vert(v, 2, 2, 0);
- v = vert(v, -2, -2, 0);
- v = vert(v, 2, -2, 0);
- object->nvertices = (v - object->vertices);
- assert(4 == object->nvertices);
-
- object->colors = calloc(4, sizeof(*object->colors));
- c = object->colors;
- c = color(c, 1.0, 0.0, 0.0, 1.0);
- c = color(c, 0.0, 0.0, 1.0, 1.0);
- c = color(c, 1.0, 0.0, 0.0, 1.0);
- c = color(c, 1.0, 0.0, 0.0, 1.0);
- object->ncolors = (c - object->colors);
- assert(4 == object->ncolors);
-
- /* Store the vertices in a vertex buffer object (VBO) */
- glGenBuffers(1, &object->vbo);
- glBindBuffer(GL_ARRAY_BUFFER, object->vbo);
- glBufferData(GL_ARRAY_BUFFER, object->nvertices * sizeof(ObjectVertex),
- object->vertices, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glGenBuffers(1, &object->cbo);
- glBindBuffer(GL_ARRAY_BUFFER, object->cbo);
- glBufferData(GL_ARRAY_BUFFER, object->ncolors * sizeof(ObjectColor),
- object->colors, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- return object;
-}
-
-static void destroy_object(struct object *object)
-{
- glDeleteBuffers(1, &object->cbo);
- glDeleteBuffers(1, &object->vbo);
- free(object->colors);
- free(object->vertices);
- free(object);
-}
-
-/**
- * Multiplies two 4x4 matrices.
- *
- * The result is stored in matrix m.
- *
- * @param m the first matrix to multiply
- * @param n the second matrix to multiply
- */
-static void
-multiply(GLfloat *m, const GLfloat *n)
-{
- GLfloat tmp[16];
- const GLfloat *row, *column;
- div_t d;
- int i, j;
-
- for (i = 0; i < 16; i++) {
- tmp[i] = 0;
- d = div(i, 4);
- row = n + d.quot * 4;
- column = m + d.rem;
- for (j = 0; j < 4; j++)
- tmp[i] += row[j] * column[j * 4];
- }
- memcpy(m, &tmp, sizeof tmp);
-}
-
-/**
- * Rotates a 4x4 matrix.
- *
- * @param[in,out] m the matrix to rotate
- * @param angle the angle to rotate
- * @param x the x component of the direction to rotate to
- * @param y the y component of the direction to rotate to
- * @param z the z component of the direction to rotate to
- */
-static void
-rotate(GLfloat *m, GLfloat _angle, GLfloat x, GLfloat y, GLfloat z)
-{
- double s, c;
-
- sincos(_angle, &s, &c);
- GLfloat r[16] = {
- x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
- x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
- x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
- 0, 0, 0, 1
- };
-
- multiply(m, r);
-}
-
-
-/**
- * Translates a 4x4 matrix.
- *
- * @param[in,out] m the matrix to translate
- * @param x the x component of the direction to translate to
- * @param y the y component of the direction to translate to
- * @param z the z component of the direction to translate to
- */
-static void
-translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
-{
- GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
-
- multiply(m, t);
-}
-
-/**
- * Creates an identity 4x4 matrix.
- *
- * @param m the matrix make an identity matrix
- */
-static void
-identity(GLfloat *m)
-{
- GLfloat t[16] = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0,
- };
-
- memcpy(m, t, sizeof(t));
-}
-
-/**
- * Transposes a 4x4 matrix.
- *
- * @param m the matrix to transpose
- */
-static void
-transpose(GLfloat *m)
-{
- GLfloat t[16] = {
- m[0], m[4], m[8], m[12],
- m[1], m[5], m[9], m[13],
- m[2], m[6], m[10], m[14],
- m[3], m[7], m[11], m[15]};
-
- memcpy(m, t, sizeof(t));
-}
-
-/**
- * Inverts a 4x4 matrix.
- *
- * This function can currently handle only pure translation-rotation matrices.
- * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
- * for an explanation.
- */
-static void
-invert(GLfloat *m)
-{
- GLfloat t[16];
- identity(t);
-
- // Extract and invert the translation part 't'. The inverse of a
- // translation matrix can be calculated by negating the translation
- // coordinates.
- t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
-
- // Invert the rotation part 'r'. The inverse of a rotation matrix is
- // equal to its transpose.
- m[12] = m[13] = m[14] = 0;
- transpose(m);
-
- // inv(m) = inv(r) * inv(t)
- multiply(m, t);
-}
-
-/**
- * Calculate a perspective projection transformation.
- *
- * @param m the matrix to save the transformation in
- * @param fovy the field of view in the y direction
- * @param aspect the view aspect ratio
- * @param zNear the near clipping plane
- * @param zFar the far clipping plane
- */
-void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
-{
- GLfloat tmp[16];
- identity(tmp);
-
- double sine, cosine, cotangent, deltaZ;
- GLfloat radians = fovy / 2 * M_PI / 180;
-
- deltaZ = zFar - zNear;
- sincos(radians, &sine, &cosine);
-
- if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
- return;
-
- cotangent = cosine / sine;
-
- tmp[0] = cotangent / aspect;
- tmp[5] = cotangent;
- tmp[10] = -(zFar + zNear) / deltaZ;
- tmp[11] = -1;
- tmp[14] = -2 * zNear * zFar / deltaZ;
- tmp[15] = 0;
-
- memcpy(m, tmp, sizeof(tmp));
-}
-
-/**
- * Draws
- *
- * @param transform the current transformation matrix
- * @param x the x position to draw the gear at
- * @param y the y position to draw the gear at
- * @param _angle the rotation angle
- */
-static void
-draw_object(GLfloat *transform)
-{
- GLfloat model_view[16];
- GLfloat model_view_projection[16];
- int tms = eglutGet(EGLUT_ELAPSED_TIME);
- GLfloat angle = ( tms * 360.0 ) / 4000.0;
- GLfloat grad = 2 * M_PI * angle / 360.0;
-
- // fprintf(stderr, "td %d, angle %f\n", tms, angle);
-
- /* Translate and rotate the gear */
- memcpy(model_view, transform, sizeof (model_view));
- translate(model_view, 0, 0, -10);
- rotate(model_view, grad, 0.0, 0.0, 1.0);
- rotate(model_view, grad, 0.0, 1.0, 0.0);
-
- /* Create and set the ModelViewProjectionMatrix */
- memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection));
- multiply(model_view_projection, model_view);
-
- glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE,
- model_view_projection);
-
- /* Set the vertex buffer object to use */
- glBindBuffer(GL_ARRAY_BUFFER, obj->vbo);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
- 3 * sizeof(GLfloat), NULL);
- glEnableVertexAttribArray(0);
-
- glBindBuffer(GL_ARRAY_BUFFER, obj->cbo);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE,
- 4 * sizeof(GLfloat), NULL);
- glEnableVertexAttribArray(1);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- /* Disable the attributes */
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-}
-
-/**
- * Draws the object.
- */
-static void
-object_draw(void)
-{
- const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
- const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
- const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
- GLfloat transform[16];
- identity(transform);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(program);
-
- /* Draw the object */
- draw_object(transform);
-
- glUseProgram(0);
-}
-
-/**
- * Handles a new window size or exposure.
- *
- * @param width the window width
- * @param height the window height
- */
-static void
-object_reshape(int width, int height)
-{
- /* Update the projection matrix */
- perspective(ProjectionMatrix, 45.0, (float)width / (float)height, 1.0, 100.0);
-
- /* Set the viewport */
- glViewport(0, 0, (GLint) width, (GLint) height);
-
- glClearColor(0.0, 0.0, 0.0, 1.0);
-}
-
-/**
- * Handles special eglut events.
- *
- * @param special the event to handle.
- */
-static void
-object_special(int special)
-{
- switch (special) {
- case EGLUT_KEY_LEFT:
- break;
- case EGLUT_KEY_RIGHT:
- break;
- case EGLUT_KEY_UP:
- break;
- case EGLUT_KEY_DOWN:
- break;
- }
-}
-
-static void
-object_idle(void)
-{
- static int frames = 0;
- static double tRate0 = -1.0;
- int tms = eglutGet(EGLUT_ELAPSED_TIME);
- double t = tms / 1000.0;
-
- if(tms>demo_start_duration) {
- eglutStopMainLoop();
- return;
- }
-
- eglutPostRedisplay();
- frames++;
-
- if (tRate0 < 0.0)
- tRate0 = t;
- if (t - tRate0 >= 1.0) {
- GLfloat seconds = t - tRate0;
- GLfloat fps = frames / seconds;
- printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
- fps);
- tRate0 = t;
- frames = 0;
- }
-}
-
-static const char vertex_shader[] =
- " #ifdef GL_ES\n"
- " precision mediump float;\n"
- " precision mediump int;\n"
- "#endif\n"
- "\n"
- "uniform mat4 mgl_PMVMatrix;\n"
- "attribute vec3 mgl_Vertex;\n"
- "attribute vec4 mgl_Color;\n"
- "varying vec4 frontColor;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- " frontColor=mgl_Color;\n"
- " gl_Position = mgl_PMVMatrix * vec4(mgl_Vertex, 1.0);\n"
- "}\n" ;
-
-static const char fragment_shader[] =
- " #ifdef GL_ES\n"
- " precision mediump float;\n"
- " precision mediump int;\n"
- "#endif\n"
- "\n"
- "varying vec4 frontColor;\n"
- "\n"
- "void main (void)\n"
- "{\n"
- " gl_FragColor = frontColor;\n"
- "}\n" ;
-
-
-static void
-object_init(void)
-{
- const char *p;
- char msg[512];
-
- glEnable(GL_DEPTH_TEST);
-
- /* Compile the vertex shader */
- p = vertex_shader;
- vertextCode = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertextCode, 1, &p, NULL);
- glCompileShader(vertextCode);
- glGetShaderInfoLog(vertextCode, sizeof msg, NULL, msg);
- printf("vertex shader info: %s\n", msg);
-
- /* Compile the fragment shader */
- p = fragment_shader;
- fragmentCode = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentCode, 1, &p, NULL);
- glCompileShader(fragmentCode);
- glGetShaderInfoLog(fragmentCode, sizeof msg, NULL, msg);
- printf("fragment shader info: %s\n", msg);
-
- /* Create and link the shader program */
- program = glCreateProgram();
- glAttachShader(program, vertextCode);
- glAttachShader(program, fragmentCode);
- glBindAttribLocation(program, 0, "mgl_Vertex");
- glBindAttribLocation(program, 1, "mgl_Color");
-
- glLinkProgram(program);
- glGetProgramInfoLog(program, sizeof msg, NULL, msg);
- printf("info: %s\n", msg);
-
- /* Enable the shaders */
- glUseProgram(program);
-
- /* Get the locations of the uniforms so we can access them */
- ModelViewProjectionMatrix_location = glGetUniformLocation(program, "mgl_PMVMatrix");
-
- /* make the object */
- obj = create_object();
-
- glUseProgram(0);
- // eglutSwapInterval(1);
-}
-
-static void
-object_release(void)
-{
- destroy_object(obj);
- obj = NULL;
-
- glDetachShader(program, vertextCode);
- glDeleteShader(vertextCode);
- glDetachShader(program, fragmentCode);
- glDeleteShader(fragmentCode);
- glDeleteProgram(program);
-}
-
-int
-main(int argc, char *argv[])
-{
- int demo_loops = 1;
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-time") == 0) {
- demo_start_duration = atoi(argv[++i]);
- } else if (strcmp(argv[i], "-loops") == 0) {
- demo_loops = atoi(argv[++i]);
- }
- }
- fprintf(stderr, "duration: %d\n", demo_start_duration);
- fprintf(stderr, "loops: %d\n", demo_loops);
-
- for(i=0; i<demo_loops; i++) {
- fprintf(stderr, "Loop: %d/%d\n", i, demo_loops);
-
- /* Initialize the window */
- eglutInitWindowSize(512, 512);
- eglutInitAPIMask(EGLUT_OPENGL_ES2_BIT);
- eglutInit(argc, argv);
-
- int winid = eglutCreateWindow("es2object");
-
- /* Set up eglut callback functions */
- eglutIdleFunc(object_idle);
- eglutReshapeFunc(object_reshape);
- eglutDisplayFunc(object_draw);
- eglutSpecialFunc(object_special);
-
- /* Initialize the object */
- object_init();
-
- eglutMainLoop();
-
- object_release();
-
- eglutDestroyWindow(winid);
- eglutTerminate();
- }
-
- return 0;
-}