diff options
author | Sven Gothel <[email protected]> | 2012-03-04 19:20:52 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-03-04 19:20:52 +0100 |
commit | aeca49c50789b42d991386ace3edd0c10d23acc2 (patch) | |
tree | 68fc72db9620b09efc472feff23168c9a19c4e64 /src/test/native/mesa-demos-patched/es2redsquare.c | |
parent | df6b48aef57db18c671ecda4bb962de84bb8e565 (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.c | 611 |
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; +} |