From b048c2458b53eb012d15e21dde9e8ec0b1406d0b Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Sat, 17 Mar 2012 21:18:18 +0100 Subject: move src/test/native -> src/test-native - allowing better exclusion for archive scripts --- src/test/native/mesa-demos-patched/es2redsquare.c | 611 ---------------------- 1 file changed, 611 deletions(-) delete mode 100644 src/test/native/mesa-demos-patched/es2redsquare.c (limited to 'src/test/native/mesa-demos-patched/es2redsquare.c') 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 - * 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 - * Jul 13, 2010 - */ - -#define GL_GLEXT_PROTOTYPES -#define EGL_EGLEXT_PROTOTYPES - -#define _GNU_SOURCE - -#include -#include -#include -#include -#include -#include -#include -#include -#include -#include -#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