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authorSven Gothel <[email protected]>2012-03-04 19:20:52 +0100
committerSven Gothel <[email protected]>2012-03-04 19:20:52 +0100
commitaeca49c50789b42d991386ace3edd0c10d23acc2 (patch)
tree68fc72db9620b09efc472feff23168c9a19c4e64 /src/test/native/mesa-demos-patched/es2redsquare.c
parentdf6b48aef57db18c671ecda4bb962de84bb8e565 (diff)
Add es2readsquare, reassembling JOGL's RedSquareES2 demo
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, 611 insertions, 0 deletions
diff --git a/src/test/native/mesa-demos-patched/es2redsquare.c b/src/test/native/mesa-demos-patched/es2redsquare.c
new file mode 100644
index 000000000..886bdd3d2
--- /dev/null
+++ b/src/test/native/mesa-demos-patched/es2redsquare.c
@@ -0,0 +1,611 @@
+/*
+ * 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;
+}