Added demo (more fun, noise galore)

This commit is contained in:
stegu 2011-04-04 20:31:20 +02:00
parent 6d50d560d7
commit f2555277eb
12 changed files with 9810 additions and 0 deletions

18
demo/Linux/Makefile Normal file
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SHADERS=noisedemo.vert noisedemo.frag
COMDIR=../common
VPATH=$(COMDIR)
EXECNAME=noisedemo
all: $(EXECNAME) links_done
$(EXECNAME): noisedemo.c
gcc -I. -I/usr/X11/include $^ -lglfw -o $@
links_done: $(SHADERS)
ln -s $? . ; touch links_done
clean:
- rm $(EXECNAME) $(SHADERS) links_done
run:
./$(EXECNAME)

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demo/MacOSX/Makefile Normal file
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EXECNAME=noisedemo
COMDIR=../common
OBJS=noisedemo.o
SHADERS=noisedemo.vert noisedemo.frag
VPATH=$(COMDIR)
CFLAGS=-I. -I/usr/X11/include
LDFLAGS=-framework Cocoa -framework OpenGL -lglfw
.PHONY: all clean run
all: $(EXECNAME).app links_done
links_done: $(SHADERS)
ln -s $? . ; touch links_done
$(EXECNAME).app: $(EXECNAME)
./bundle.sh $@ $^ ; chmod a-x $^
$(EXECNAME): $(OBJS)
clean:
- rm -r $(EXECNAME).app
- rm $(EXECNAME) links_done $(OBJS) $(SHADERS)
run:
open -W ./$(EXECNAME).app

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demo/MacOSX/bundle.sh Normal file
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#!/bin/sh
# Creates application bundles for use on Mac OS X.
if [ -z "$1" ]; then
echo "usage: `basename $0` BUNDLE-NAME exec-name"
exit 1
fi
bundle_name="$1"
exec_file="$2"
exec_name=`basename $bundle_name .app`
if [ ! -f $exec_file ]; then
echo "Can't find $exec_file"
exit 1
fi
if [ ! -d "${bundle_name}/Contents/MacOS" ]; then
mkdir -p "${bundle_name}/Contents/MacOS"
fi
cp $exec_file "${bundle_name}/Contents/MacOS/"
touch "${bundle_name}"
if [ ! -d "${bundle_name}/Contents/Resources" ]; then
mkdir -p "${bundle_name}/Contents/Resources"
fi
if [ ! -f "${bundle_name}/Contents/PkgInfo" ]; then
echo -n "APPL????" > "${bundle_name}/Contents/PkgInfo"
fi
if [ ! -f "${bundle_name}/Contents/Info.plist" ]; then
cat > "${bundle_name}/Contents/Info.plist" <<EOF
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleName</key> <string>${exec_name}</string>
<key>CFBundleExecutable</key> <string>${exec_name}</string>
<key>CFBundleIdentifier</key> <string>com.ashimaarts.${exec_name}</string>
<key>CFBundleVersion</key> <string>0.1</string>
<key>CFBundlePackageType</key> <string>APPL</string>
<key>CFBundleDevelopmentRegion</key> <string>English</string>
<key>CFBundleSignature</key> <string>????</string>
<key>CFBundleInfoDictionaryVersion</key> <string>6.0</string>
</dict>
</plist>
EOF
fi

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WINMAKE = mingw32-make
.PHONY: default clean Linux MacOSX Win32 clean-Win32
default:
@echo "Usage:"
@echo "make [ Linux | MacOSX | Win32 | clean | clean-Win32]"
clean:
cd common ; make clean
cd Linux ; make clean
cd MacOSX ; make clean
Linux:
cd common ; make
cd $@ ; make ; make run
MacOSX:
cd common ; make
cd $@ ; make ; make run
Win32:
cd common && $(WINMAKE)
cd $@ && $(WINMAKE) && $(WINMAKE) run
clean-Win32:
cd common && $(WINMAKE) clean
cd Win32 && $(WINMAKE) clean

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demo/Win32/GL/glext.h Normal file

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demo/Win32/GL/glfw.h Normal file
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//========================================================================
// GLFW - An OpenGL framework
// File: glfw.h
// API version: 2.6
// WWW: http://glfw.sourceforge.net
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Camilla Berglund
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#ifndef __glfw_h_
#define __glfw_h_
#ifdef __cplusplus
extern "C" {
#endif
//========================================================================
// Global definitions
//========================================================================
// We need a NULL pointer from time to time
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif // NULL
// ------------------- BEGIN SYSTEM/COMPILER SPECIFIC --------------------
// Please report any probles that you find with your compiler, which may
// be solved in this section! There are several compilers that I have not
// been able to test this file with yet.
// First: If we are we on Windows, we want a single define for it (_WIN32)
// (Note: For Cygwin the compiler flag -mwin32 should be used, but to
// make sure that things run smoothly for Cygwin users, we add __CYGWIN__
// to the list of "valid Win32 identifiers", which removes the need for
// -mwin32)
#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__CYGWIN__))
#define _WIN32
#endif // _WIN32
// In order for extension support to be portable, we need to define an
// OpenGL function call method. We use the keyword APIENTRY, which is
// defined for Win32. (Note: Windows also needs this for <GL/gl.h>)
#ifndef APIENTRY
#ifdef _WIN32
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#define GL_APIENTRY_DEFINED
#endif // APIENTRY
// The following three defines are here solely to make some Windows-based
// <GL/gl.h> files happy. Theoretically we could include <windows.h>, but
// it has the major drawback of severely polluting our namespace.
// Under Windows, we need WINGDIAPI defined
#if !defined(WINGDIAPI) && defined(_WIN32)
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)
// Microsoft Visual C++, Borland C++ Builder and Pelles C
#define WINGDIAPI __declspec(dllimport)
#elif defined(__LCC__)
// LCC-Win32
#define WINGDIAPI __stdcall
#else
// Others (e.g. MinGW, Cygwin)
#define WINGDIAPI extern
#endif
#define GL_WINGDIAPI_DEFINED
#endif // WINGDIAPI
// Some <GL/glu.h> files also need CALLBACK defined
#if !defined(CALLBACK) && defined(_WIN32)
#if defined(_MSC_VER)
// Microsoft Visual C++
#if (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
#define CALLBACK __stdcall
#else
#define CALLBACK
#endif
#else
// Other Windows compilers
#define CALLBACK __stdcall
#endif
#define GLU_CALLBACK_DEFINED
#endif // CALLBACK
// Microsoft Visual C++, Borland C++ and Pelles C <GL/glu.h> needs wchar_t
#if defined(_WIN32) && (defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)) && !defined(_WCHAR_T_DEFINED)
typedef unsigned short wchar_t;
#define _WCHAR_T_DEFINED
#endif // _WCHAR_T_DEFINED
// ---------------- GLFW related system specific defines -----------------
#if defined(_WIN32) && defined(GLFW_BUILD_DLL)
// We are building a Win32 DLL
#define GLFWAPI __declspec(dllexport)
#define GLFWAPIENTRY __stdcall
#define GLFWCALL __stdcall
#elif defined(_WIN32) && defined(GLFW_DLL)
// We are calling a Win32 DLL
#if defined(__LCC__)
#define GLFWAPI extern
#else
#define GLFWAPI __declspec(dllimport)
#endif
#define GLFWAPIENTRY __stdcall
#define GLFWCALL __stdcall
#else
// We are either building/calling a static lib or we are non-win32
#define GLFWAPIENTRY
#define GLFWAPI
#define GLFWCALL
#endif
// -------------------- END SYSTEM/COMPILER SPECIFIC ---------------------
// Include standard OpenGL headers: GLFW uses GL_FALSE/GL_TRUE, and it is
// convenient for the user to only have to include <GL/glfw.h>. This also
// solves the problem with Windows <GL/gl.h> and <GL/glu.h> needing some
// special defines which normally requires the user to include <windows.h>
// (which is not a nice solution for portable programs).
#if defined(__APPLE_CC__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//========================================================================
// GLFW version
//========================================================================
#define GLFW_VERSION_MAJOR 2
#define GLFW_VERSION_MINOR 6
#define GLFW_VERSION_REVISION 0
//========================================================================
// Input handling definitions
//========================================================================
// Key and button state/action definitions
#define GLFW_RELEASE 0
#define GLFW_PRESS 1
// Keyboard key definitions: 8-bit ISO-8859-1 (Latin 1) encoding is used
// for printable keys (such as A-Z, 0-9 etc), and values above 256
// represent special (non-printable) keys (e.g. F1, Page Up etc).
#define GLFW_KEY_UNKNOWN -1
#define GLFW_KEY_SPACE 32
#define GLFW_KEY_SPECIAL 256
#define GLFW_KEY_ESC (GLFW_KEY_SPECIAL+1)
#define GLFW_KEY_F1 (GLFW_KEY_SPECIAL+2)
#define GLFW_KEY_F2 (GLFW_KEY_SPECIAL+3)
#define GLFW_KEY_F3 (GLFW_KEY_SPECIAL+4)
#define GLFW_KEY_F4 (GLFW_KEY_SPECIAL+5)
#define GLFW_KEY_F5 (GLFW_KEY_SPECIAL+6)
#define GLFW_KEY_F6 (GLFW_KEY_SPECIAL+7)
#define GLFW_KEY_F7 (GLFW_KEY_SPECIAL+8)
#define GLFW_KEY_F8 (GLFW_KEY_SPECIAL+9)
#define GLFW_KEY_F9 (GLFW_KEY_SPECIAL+10)
#define GLFW_KEY_F10 (GLFW_KEY_SPECIAL+11)
#define GLFW_KEY_F11 (GLFW_KEY_SPECIAL+12)
#define GLFW_KEY_F12 (GLFW_KEY_SPECIAL+13)
#define GLFW_KEY_F13 (GLFW_KEY_SPECIAL+14)
#define GLFW_KEY_F14 (GLFW_KEY_SPECIAL+15)
#define GLFW_KEY_F15 (GLFW_KEY_SPECIAL+16)
#define GLFW_KEY_F16 (GLFW_KEY_SPECIAL+17)
#define GLFW_KEY_F17 (GLFW_KEY_SPECIAL+18)
#define GLFW_KEY_F18 (GLFW_KEY_SPECIAL+19)
#define GLFW_KEY_F19 (GLFW_KEY_SPECIAL+20)
#define GLFW_KEY_F20 (GLFW_KEY_SPECIAL+21)
#define GLFW_KEY_F21 (GLFW_KEY_SPECIAL+22)
#define GLFW_KEY_F22 (GLFW_KEY_SPECIAL+23)
#define GLFW_KEY_F23 (GLFW_KEY_SPECIAL+24)
#define GLFW_KEY_F24 (GLFW_KEY_SPECIAL+25)
#define GLFW_KEY_F25 (GLFW_KEY_SPECIAL+26)
#define GLFW_KEY_UP (GLFW_KEY_SPECIAL+27)
#define GLFW_KEY_DOWN (GLFW_KEY_SPECIAL+28)
#define GLFW_KEY_LEFT (GLFW_KEY_SPECIAL+29)
#define GLFW_KEY_RIGHT (GLFW_KEY_SPECIAL+30)
#define GLFW_KEY_LSHIFT (GLFW_KEY_SPECIAL+31)
#define GLFW_KEY_RSHIFT (GLFW_KEY_SPECIAL+32)
#define GLFW_KEY_LCTRL (GLFW_KEY_SPECIAL+33)
#define GLFW_KEY_RCTRL (GLFW_KEY_SPECIAL+34)
#define GLFW_KEY_LALT (GLFW_KEY_SPECIAL+35)
#define GLFW_KEY_RALT (GLFW_KEY_SPECIAL+36)
#define GLFW_KEY_TAB (GLFW_KEY_SPECIAL+37)
#define GLFW_KEY_ENTER (GLFW_KEY_SPECIAL+38)
#define GLFW_KEY_BACKSPACE (GLFW_KEY_SPECIAL+39)
#define GLFW_KEY_INSERT (GLFW_KEY_SPECIAL+40)
#define GLFW_KEY_DEL (GLFW_KEY_SPECIAL+41)
#define GLFW_KEY_PAGEUP (GLFW_KEY_SPECIAL+42)
#define GLFW_KEY_PAGEDOWN (GLFW_KEY_SPECIAL+43)
#define GLFW_KEY_HOME (GLFW_KEY_SPECIAL+44)
#define GLFW_KEY_END (GLFW_KEY_SPECIAL+45)
#define GLFW_KEY_KP_0 (GLFW_KEY_SPECIAL+46)
#define GLFW_KEY_KP_1 (GLFW_KEY_SPECIAL+47)
#define GLFW_KEY_KP_2 (GLFW_KEY_SPECIAL+48)
#define GLFW_KEY_KP_3 (GLFW_KEY_SPECIAL+49)
#define GLFW_KEY_KP_4 (GLFW_KEY_SPECIAL+50)
#define GLFW_KEY_KP_5 (GLFW_KEY_SPECIAL+51)
#define GLFW_KEY_KP_6 (GLFW_KEY_SPECIAL+52)
#define GLFW_KEY_KP_7 (GLFW_KEY_SPECIAL+53)
#define GLFW_KEY_KP_8 (GLFW_KEY_SPECIAL+54)
#define GLFW_KEY_KP_9 (GLFW_KEY_SPECIAL+55)
#define GLFW_KEY_KP_DIVIDE (GLFW_KEY_SPECIAL+56)
#define GLFW_KEY_KP_MULTIPLY (GLFW_KEY_SPECIAL+57)
#define GLFW_KEY_KP_SUBTRACT (GLFW_KEY_SPECIAL+58)
#define GLFW_KEY_KP_ADD (GLFW_KEY_SPECIAL+59)
#define GLFW_KEY_KP_DECIMAL (GLFW_KEY_SPECIAL+60)
#define GLFW_KEY_KP_EQUAL (GLFW_KEY_SPECIAL+61)
#define GLFW_KEY_KP_ENTER (GLFW_KEY_SPECIAL+62)
#define GLFW_KEY_LAST GLFW_KEY_KP_ENTER
// Mouse button definitions
#define GLFW_MOUSE_BUTTON_1 0
#define GLFW_MOUSE_BUTTON_2 1
#define GLFW_MOUSE_BUTTON_3 2
#define GLFW_MOUSE_BUTTON_4 3
#define GLFW_MOUSE_BUTTON_5 4
#define GLFW_MOUSE_BUTTON_6 5
#define GLFW_MOUSE_BUTTON_7 6
#define GLFW_MOUSE_BUTTON_8 7
#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
// Mouse button aliases
#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
// Joystick identifiers
#define GLFW_JOYSTICK_1 0
#define GLFW_JOYSTICK_2 1
#define GLFW_JOYSTICK_3 2
#define GLFW_JOYSTICK_4 3
#define GLFW_JOYSTICK_5 4
#define GLFW_JOYSTICK_6 5
#define GLFW_JOYSTICK_7 6
#define GLFW_JOYSTICK_8 7
#define GLFW_JOYSTICK_9 8
#define GLFW_JOYSTICK_10 9
#define GLFW_JOYSTICK_11 10
#define GLFW_JOYSTICK_12 11
#define GLFW_JOYSTICK_13 12
#define GLFW_JOYSTICK_14 13
#define GLFW_JOYSTICK_15 14
#define GLFW_JOYSTICK_16 15
#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
//========================================================================
// Other definitions
//========================================================================
// glfwOpenWindow modes
#define GLFW_WINDOW 0x00010001
#define GLFW_FULLSCREEN 0x00010002
// glfwGetWindowParam tokens
#define GLFW_OPENED 0x00020001
#define GLFW_ACTIVE 0x00020002
#define GLFW_ICONIFIED 0x00020003
#define GLFW_ACCELERATED 0x00020004
#define GLFW_RED_BITS 0x00020005
#define GLFW_GREEN_BITS 0x00020006
#define GLFW_BLUE_BITS 0x00020007
#define GLFW_ALPHA_BITS 0x00020008
#define GLFW_DEPTH_BITS 0x00020009
#define GLFW_STENCIL_BITS 0x0002000A
// The following constants are used for both glfwGetWindowParam
// and glfwOpenWindowHint
#define GLFW_REFRESH_RATE 0x0002000B
#define GLFW_ACCUM_RED_BITS 0x0002000C
#define GLFW_ACCUM_GREEN_BITS 0x0002000D
#define GLFW_ACCUM_BLUE_BITS 0x0002000E
#define GLFW_ACCUM_ALPHA_BITS 0x0002000F
#define GLFW_AUX_BUFFERS 0x00020010
#define GLFW_STEREO 0x00020011
#define GLFW_WINDOW_NO_RESIZE 0x00020012
#define GLFW_FSAA_SAMPLES 0x00020013
// glfwEnable/glfwDisable tokens
#define GLFW_MOUSE_CURSOR 0x00030001
#define GLFW_STICKY_KEYS 0x00030002
#define GLFW_STICKY_MOUSE_BUTTONS 0x00030003
#define GLFW_SYSTEM_KEYS 0x00030004
#define GLFW_KEY_REPEAT 0x00030005
#define GLFW_AUTO_POLL_EVENTS 0x00030006
// glfwWaitThread wait modes
#define GLFW_WAIT 0x00040001
#define GLFW_NOWAIT 0x00040002
// glfwGetJoystickParam tokens
#define GLFW_PRESENT 0x00050001
#define GLFW_AXES 0x00050002
#define GLFW_BUTTONS 0x00050003
// glfwReadImage/glfwLoadTexture2D flags
#define GLFW_NO_RESCALE_BIT 0x00000001 // Only for glfwReadImage
#define GLFW_ORIGIN_UL_BIT 0x00000002
#define GLFW_BUILD_MIPMAPS_BIT 0x00000004 // Only for glfwLoadTexture2D
#define GLFW_ALPHA_MAP_BIT 0x00000008
// Time spans longer than this (seconds) are considered to be infinity
#define GLFW_INFINITY 100000.0
//========================================================================
// Typedefs
//========================================================================
// The video mode structure used by glfwGetVideoModes()
typedef struct {
int Width, Height;
int RedBits, BlueBits, GreenBits;
} GLFWvidmode;
// Image/texture information
typedef struct {
int Width, Height;
int Format;
int BytesPerPixel;
unsigned char *Data;
} GLFWimage;
// Thread ID
typedef int GLFWthread;
// Mutex object
typedef void * GLFWmutex;
// Condition variable object
typedef void * GLFWcond;
// Function pointer types
typedef void (GLFWCALL * GLFWwindowsizefun)(int,int);
typedef int (GLFWCALL * GLFWwindowclosefun)(void);
typedef void (GLFWCALL * GLFWwindowrefreshfun)(void);
typedef void (GLFWCALL * GLFWmousebuttonfun)(int,int);
typedef void (GLFWCALL * GLFWmouseposfun)(int,int);
typedef void (GLFWCALL * GLFWmousewheelfun)(int);
typedef void (GLFWCALL * GLFWkeyfun)(int,int);
typedef void (GLFWCALL * GLFWcharfun)(int,int);
typedef void (GLFWCALL * GLFWthreadfun)(void *);
//========================================================================
// Prototypes
//========================================================================
/*! @file glfw.h
*/
// GLFW initialization, termination and version querying
/*! @fn glfwInit
*/
GLFWAPI int GLFWAPIENTRY glfwInit( void );
GLFWAPI void GLFWAPIENTRY glfwTerminate( void );
GLFWAPI void GLFWAPIENTRY glfwGetVersion( int *major, int *minor, int *rev );
// Window handling
GLFWAPI int GLFWAPIENTRY glfwOpenWindow( int width, int height, int redbits, int greenbits, int bluebits, int alphabits, int depthbits, int stencilbits, int mode );
GLFWAPI void GLFWAPIENTRY glfwOpenWindowHint( int target, int hint );
GLFWAPI void GLFWAPIENTRY glfwCloseWindow( void );
GLFWAPI void GLFWAPIENTRY glfwSetWindowTitle( const char *title );
GLFWAPI void GLFWAPIENTRY glfwGetWindowSize( int *width, int *height );
GLFWAPI void GLFWAPIENTRY glfwSetWindowSize( int width, int height );
GLFWAPI void GLFWAPIENTRY glfwSetWindowPos( int x, int y );
GLFWAPI void GLFWAPIENTRY glfwIconifyWindow( void );
GLFWAPI void GLFWAPIENTRY glfwRestoreWindow( void );
GLFWAPI void GLFWAPIENTRY glfwSwapBuffers( void );
GLFWAPI void GLFWAPIENTRY glfwSwapInterval( int interval );
GLFWAPI int GLFWAPIENTRY glfwGetWindowParam( int param );
GLFWAPI void GLFWAPIENTRY glfwSetWindowSizeCallback( GLFWwindowsizefun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetWindowCloseCallback( GLFWwindowclosefun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetWindowRefreshCallback( GLFWwindowrefreshfun cbfun );
// Video mode functions
GLFWAPI int GLFWAPIENTRY glfwGetVideoModes( GLFWvidmode *list, int maxcount );
GLFWAPI void GLFWAPIENTRY glfwGetDesktopMode( GLFWvidmode *mode );
// Input handling
GLFWAPI void GLFWAPIENTRY glfwPollEvents( void );
GLFWAPI void GLFWAPIENTRY glfwWaitEvents( void );
GLFWAPI int GLFWAPIENTRY glfwGetKey( int key );
GLFWAPI int GLFWAPIENTRY glfwGetMouseButton( int button );
GLFWAPI void GLFWAPIENTRY glfwGetMousePos( int *xpos, int *ypos );
GLFWAPI void GLFWAPIENTRY glfwSetMousePos( int xpos, int ypos );
GLFWAPI int GLFWAPIENTRY glfwGetMouseWheel( void );
GLFWAPI void GLFWAPIENTRY glfwSetMouseWheel( int pos );
GLFWAPI void GLFWAPIENTRY glfwSetKeyCallback( GLFWkeyfun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetCharCallback( GLFWcharfun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetMousePosCallback( GLFWmouseposfun cbfun );
GLFWAPI void GLFWAPIENTRY glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun );
// Joystick input
GLFWAPI int GLFWAPIENTRY glfwGetJoystickParam( int joy, int param );
GLFWAPI int GLFWAPIENTRY glfwGetJoystickPos( int joy, float *pos, int numaxes );
GLFWAPI int GLFWAPIENTRY glfwGetJoystickButtons( int joy, unsigned char *buttons, int numbuttons );
// Time
GLFWAPI double GLFWAPIENTRY glfwGetTime( void );
GLFWAPI void GLFWAPIENTRY glfwSetTime( double time );
GLFWAPI void GLFWAPIENTRY glfwSleep( double time );
// Extension support
GLFWAPI int GLFWAPIENTRY glfwExtensionSupported( const char *extension );
GLFWAPI void* GLFWAPIENTRY glfwGetProcAddress( const char *procname );
GLFWAPI void GLFWAPIENTRY glfwGetGLVersion( int *major, int *minor, int *rev );
// Threading support
GLFWAPI GLFWthread GLFWAPIENTRY glfwCreateThread( GLFWthreadfun fun, void *arg );
GLFWAPI void GLFWAPIENTRY glfwDestroyThread( GLFWthread ID );
GLFWAPI int GLFWAPIENTRY glfwWaitThread( GLFWthread ID, int waitmode );
GLFWAPI GLFWthread GLFWAPIENTRY glfwGetThreadID( void );
GLFWAPI GLFWmutex GLFWAPIENTRY glfwCreateMutex( void );
GLFWAPI void GLFWAPIENTRY glfwDestroyMutex( GLFWmutex mutex );
GLFWAPI void GLFWAPIENTRY glfwLockMutex( GLFWmutex mutex );
GLFWAPI void GLFWAPIENTRY glfwUnlockMutex( GLFWmutex mutex );
GLFWAPI GLFWcond GLFWAPIENTRY glfwCreateCond( void );
GLFWAPI void GLFWAPIENTRY glfwDestroyCond( GLFWcond cond );
GLFWAPI void GLFWAPIENTRY glfwWaitCond( GLFWcond cond, GLFWmutex mutex, double timeout );
GLFWAPI void GLFWAPIENTRY glfwSignalCond( GLFWcond cond );
GLFWAPI void GLFWAPIENTRY glfwBroadcastCond( GLFWcond cond );
GLFWAPI int GLFWAPIENTRY glfwGetNumberOfProcessors( void );
// Enable/disable functions
GLFWAPI void GLFWAPIENTRY glfwEnable( int token );
GLFWAPI void GLFWAPIENTRY glfwDisable( int token );
// Image/texture I/O support
GLFWAPI int GLFWAPIENTRY glfwReadImage( const char *name, GLFWimage *img, int flags );
GLFWAPI int GLFWAPIENTRY glfwReadMemoryImage( const void *data, long size, GLFWimage *img, int flags );
GLFWAPI void GLFWAPIENTRY glfwFreeImage( GLFWimage *img );
GLFWAPI int GLFWAPIENTRY glfwLoadTexture2D( const char *name, int flags );
GLFWAPI int GLFWAPIENTRY glfwLoadMemoryTexture2D( const void *data, long size, int flags );
GLFWAPI int GLFWAPIENTRY glfwLoadTextureImage2D( GLFWimage *img, int flags );
#ifdef __cplusplus
}
#endif
#endif // __glfw_h_

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# Makefile for bare-bones Mingw32 from a Windows command shell (no bash, no Cygwin)
MINGW32 = C:/Dev-Cpp
#MINGW32 = C:/mingw
CC = gcc.exe
SRC = noisedemo.c
SHADERS = noisedemo.vert noisedemo.frag
OBJ = noisedemo.o
LINKOBJ = noisedemo.o
LIBS = -L$(MINGW32)/lib -mwindows -lglfw -lopengl32 -lglu32 -mconsole -g3
INCS = -I. -I$(MINGW32)/include
CFLAGS = $(INCS) -Wall -O3 -ffast-math -g3
EXECNAME = noisedemo.exe
all: $(EXECNAME)
clean:
del $(OBJ) $(EXECNAME) $(SHADERS) $(OUTPUTFILE) $(SRC)
noisedemo.vert:
copy ..\common\noisedemo.vert .
noisedemo.frag:
copy ..\common\noisedemo.frag .
$(SRC):
copy ..\common\$(SRC) .
$(OBJ): $(SRC)
$(CC) -c $(SRC) -o $(OBJ) $(CFLAGS)
$(EXECNAME): $(OBJ) $(SHADERS)
$(CC) $(OBJ) -o $(EXECNAME) $(LIBS)
run: $(EXECNAME)
./$(EXECNAME)

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demo/Win32/libglfw.a Normal file

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SRCDIR=../../src
MAIN=noisedemoMain.frag
SHADERS=noisedemo.frag
all: $(SHADERS)
clean:
- rm $(SHADERS)
noisedemo.frag: $(SRCDIR)/noise3D.glsl $(MAIN)
cpp -P -I$(SRCDIR) -DSHADER=\"noise3D.glsl\" \
-DVERSION='#version 120' noisedemoMain.frag $@

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demo/common/noisedemo.c Normal file
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/*
* Demo for GLSL procedural noise.
*
* The shaders are loaded from external files, named in
* the macro definitions VERTSHADERFILE and FRAGSHADERFILE.
* The main program draws a sphere covering most of the
* viewport, activates the demo shader and runs indefinitely,
* reporting the fragment shading performance in Msamples/s
* while it executes.
*
* This program uses GLFW for convenience, to handle the OS-specific
* window management stuff. Some Windows-specific stuff for extension
* loading is still here, but that code is short-circuited on other
* platforms - this file compiles unedited on Windows, Linux and MacOS X,
* provided you have the relevant libraries and header files installed
* and set up your compilation to include the GLFW and OpenGL libraries.
*
* Author: Stefan Gustavson (stegu@itn.liu.se) 2004, 2005, 2010, 2011
* This code is in the public domain.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glfw.h>
#ifdef __WIN32__
// The system level include file for GL extensions might not be up to date.
#include "GL/glext.h"
#else
#include <GL/glext.h>
#endif
#ifdef __APPLE__
// MacOS application bundles have the executable inside a directory structure
#define VERTSHADERFILE "../../../noisedemo.vert"
#define FRAGSHADERFILE "../../../noisedemo.frag"
#else
// Windows, Linux and other Unix systems expose executables as naked files
#define VERTSHADERFILE "noisedemo.vert"
#define FRAGSHADERFILE "noisedemo.frag"
#endif
#ifdef __WIN32__
/* Global function pointers for everything we need beyond OpenGL 1.1 */
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
#endif
/*
* printError() - Signal an error.
* Simple printf() to console for portability.
*/
void printError(const char *errtype, const char *errmsg) {
fprintf(stderr, "%s: %s\n", errtype, errmsg);
}
/*
* Override the Win32 filelength() function with
* a version that takes a Unix-style file handle as
* input instead of a file ID number, and which works
* on platforms other than Windows.
*/
long filelength(FILE *file) {
long numbytes;
long savedpos = ftell(file);
fseek(file, 0, SEEK_END);
numbytes = ftell(file);
fseek(file, savedpos, SEEK_SET);
return numbytes;
}
/*
* loadExtensions() - Load OpenGL extensions for anything above OpenGL
* version 1.1. (This is a requirement only on Windows, so on other
* platforms, this function just checks for the required extensions.)
*/
void loadExtensions() {
//These extension strings indicate that the OpenGL Shading Language
// and GLSL shader objects are supported.
if(!glfwExtensionSupported("GL_ARB_shading_language_100"))
{
printError("GL init error", "GL_ARB_shading_language_100 extension was not found");
return;
}
if(!glfwExtensionSupported("GL_ARB_shader_objects"))
{
printError("GL init error", "GL_ARB_shader_objects extension was not found");
return;
}
else
{
#ifdef __WIN32__
glCreateProgram = (PFNGLCREATEPROGRAMPROC)glfwGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)glfwGetProcAddress("glDeleteProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)glfwGetProcAddress("glUseProgram");
glCreateShader = (PFNGLCREATESHADERPROC)glfwGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC)glfwGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)glfwGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)glfwGetProcAddress("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)glfwGetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)glfwGetProcAddress("glGetShaderInfoLog");
glAttachShader = (PFNGLATTACHSHADERPROC)glfwGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)glfwGetProcAddress("glLinkProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)glfwGetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)glfwGetProcAddress("glGetProgramInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glfwGetProcAddress("glGetUniformLocation");
glUniform1fv = (PFNGLUNIFORM1FVPROC)glfwGetProcAddress("glUniform1fv");
if( !glCreateProgram || !glDeleteProgram || !glUseProgram ||
!glCreateShader || !glDeleteShader || !glShaderSource || !glCompileShader ||
!glGetShaderiv || !glGetShaderInfoLog || !glAttachShader || !glLinkProgram ||
!glGetProgramiv || !glGetProgramInfoLog || !glGetUniformLocation ||
!glUniform1fv )
{
printError("GL init error", "One or more required OpenGL functions were not found");
return;
}
#endif
}
}
/*
* readShaderFile(filename) - read a shader source string from a file
*/
unsigned char* readShaderFile(const char *filename) {
FILE *file = fopen(filename, "r");
if(file == NULL)
{
printError("ERROR", "Cannot open shader file!");
return 0;
}
int bytesinfile = filelength(file);
unsigned char *buffer = (unsigned char*)malloc(bytesinfile+1);
int bytesread = fread( buffer, 1, bytesinfile, file);
buffer[bytesread] = 0; // Terminate the string with 0
fclose(file);
return buffer;
}
/*
* createShaders() - create, load, compile and link the GLSL shader objects.
*/
void createShader(GLuint *programObject, char *vertexshaderfile, char *fragmentshaderfile) {
GLuint vertexShader;
GLuint fragmentShader;
const char *vertexShaderStrings[1];
const char *fragmentShaderStrings[1];
GLint vertexCompiled;
GLint fragmentCompiled;
GLint shadersLinked;
char str[4096]; // For error messages from the GLSL compiler and linker
// Create the vertex shader.
vertexShader = glCreateShader(GL_VERTEX_SHADER);
unsigned char *vertexShaderAssembly = readShaderFile( vertexshaderfile );
vertexShaderStrings[0] = (char*)vertexShaderAssembly;
glShaderSource( vertexShader, 1, vertexShaderStrings, NULL );
glCompileShader( vertexShader);
free((void *)vertexShaderAssembly);
glGetShaderiv( vertexShader, GL_COMPILE_STATUS,
&vertexCompiled );
if(vertexCompiled == GL_FALSE)
{
glGetShaderInfoLog(vertexShader, sizeof(str), NULL, str);
printError("Vertex shader compile error", str);
}
// Create the fragment shader.
fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
unsigned char *fragmentShaderAssembly = readShaderFile( fragmentshaderfile );
fragmentShaderStrings[0] = (char*)fragmentShaderAssembly;
glShaderSource( fragmentShader, 1, fragmentShaderStrings, NULL );
glCompileShader( fragmentShader );
free((void *)fragmentShaderAssembly);
glGetProgramiv( fragmentShader, GL_COMPILE_STATUS,
&fragmentCompiled );
if(fragmentCompiled == GL_FALSE)
{
glGetShaderInfoLog( fragmentShader, sizeof(str), NULL, str );
printError("Fragment shader compile error", str);
}
// Create a program object and attach the two compiled shaders.
*programObject = glCreateProgram();
glAttachShader( *programObject, vertexShader );
glAttachShader( *programObject, fragmentShader );
// Link the program object and print out the info log.
glLinkProgram( *programObject );
glGetProgramiv( *programObject, GL_LINK_STATUS, &shadersLinked );
if( shadersLinked == GL_FALSE )
{
glGetProgramInfoLog( *programObject, sizeof(str), NULL, str );
printError("Program object linking error", str);
}
}
/*
* computeFPS() - Calculate, display and return samples per second.
* Stats are recomputed only once per second.
*/
double computeFPS() {
static double t0 = 0.0;
static int frames = 0;
static double fps = 0.0;
static char titlestring[200];
double t;
int width, height;
// Get current time
t = glfwGetTime(); // Gets number of seconds since glfwInit()
// If one second has passed, or if this is the very first frame
if( (t-t0) > 1.0 || frames == 0 )
{
fps = (double)frames / (t-t0);
sprintf(titlestring, "GLSL noise demo (%.1f FPS)", fps);
glfwSetWindowTitle(titlestring);
printf("Speed: %.1f FPS\n", fps);
t0 = t;
frames = 0;
}
frames ++;
return fps;
}
/*
* drawTexturedSphere(r, segs) - Draw a sphere centered on the local
* origin, with radius r and approximated by segs polygon segments,
* having texture coordinates with a latitude-longitude mapping.
* Yes, this is ugly old school immediate mode, but this is being
* baked to a display list anyway, and that ends up being sent
* to the GPU as a VBO. Desides, I had this code written already.
*/
void drawTexturedSphere(float r, int segs) {
int i, j;
float x, y, z, z1, z2, R, R1, R2;
// Top cap
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0,0,1);
glTexCoord2f(0.5f,1.0f); // This is an ugly (u,v)-mapping singularity
glVertex3f(0,0,r);
z = cos(M_PI/segs);
R = sin(M_PI/segs);
for(i = 0; i <= 2*segs; i++) {
x = R*cos(i*2.0*M_PI/(2*segs));
y = R*sin(i*2.0*M_PI/(2*segs));
glNormal3f(x, y, z);
glTexCoord2f((float)i/(2*segs), 1.0f-1.0f/segs);
glVertex3f(r*x, r*y, r*z);
}
glEnd();
// Height segments
for(j = 1; j < segs-1; j++) {
z1 = cos(j*M_PI/segs);
R1 = sin(j*M_PI/segs);
z2 = cos((j+1)*M_PI/segs);
R2 = sin((j+1)*M_PI/segs);
glBegin(GL_TRIANGLE_STRIP);
for(i = 0; i <= 2*segs; i++) {
x = R1*cos(i*2.0*M_PI/(2*segs));
y = R1*sin(i*2.0*M_PI/(2*segs));
glNormal3f(x, y, z1);
glTexCoord2f((float)i/(2*segs), 1.0f-(float)j/segs);
glVertex3f(r*x, r*y, r*z1);
x = R2*cos(i*2.0*M_PI/(2*segs));
y = R2*sin(i*2.0*M_PI/(2*segs));
glNormal3f(x, y, z2);
glTexCoord2f((float)i/(2*segs), 1.0f-(float)(j+1)/segs);
glVertex3f(r*x, r*y, r*z2);
}
glEnd();
}
// Bottom cap
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0,0,-1);
glTexCoord2f(0.5f, 1.0f); // This is an ugly (u,v)-mapping singularity
glVertex3f(0,0,-r);
z = -cos(M_PI/segs);
R = sin(M_PI/segs);
for(i = 2*segs; i >= 0; i--) {
x = R*cos(i*2.0*M_PI/(2*segs));
y = R*sin(i*2.0*M_PI/(2*segs));
glNormal3f(x, y, z);
glTexCoord2f(1.0f-(float)i/(2*segs), 1.0f/segs);
glVertex3f(r*x, r*y, r*z);
}
glEnd();
}
/*
* initDisplayList(GLuint *listID, GLdouble scale) - create a display list
* to render the demo geometry more efficently than by glVertex() calls.
* (This is currently just as fast as a VBO, and I'm a bit lazy.)
*/
void initDisplayList(GLuint *listID)
{
*listID = glGenLists(1);
glNewList(*listID, GL_COMPILE);
glColor3f(1.0f, 1.0f, 1.0f); // White base color
drawTexturedSphere(1.0, 20);
glEndList();
}
/*
* setupCamera() - set up the OpenGL projection and (model)view matrices
*/
void setupCamera() {
int width, height;
// Get window size. It may start out different from the requested
// size, and will change if the user resizes the window.
glfwGetWindowSize( &width, &height );
if(height<=0) height=1; // Safeguard against iconified/closed window
// Set viewport. This is the pixel rectangle we want to draw into.
glViewport( 0, 0, width, height ); // The entire window
// Select and setup the projection matrix.
glMatrixMode(GL_PROJECTION); // "We want to edit the projection matrix"
glLoadIdentity(); // Reset the matrix to identity
// 45 degrees FOV, same aspect ratio as viewport, depth range 1 to 100
gluPerspective( 45.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
// Select and setup the modelview matrix.
glMatrixMode( GL_MODELVIEW ); // "We want to edit the modelview matrix"
glLoadIdentity(); // Reset the matrix to identity
// Look from 0,-3,0 towards 0,0,0 with Z as "up" in the image
gluLookAt( 0.0f, -3.0f, 0.0f, // Eye position
0.0f, 0.0f, 0.0f, // View point
0.0f, 0.0f, 1.0f ); // Up vector
}
/*
* renderScene() - draw the scene with the shader active
*/
void renderScene( GLuint listID, GLuint programObject )
{
GLint location_time = -1;
float time = 0.0f;
// Use vertex and fragment shaders.
glUseProgram( programObject );
// Update the uniform time variable.
location_time = glGetUniformLocation( programObject, "time" );
// glUniform1f() is bugged in Linux Nvidia driver 260.19.06,
// so we use glUniform1fv() instead to work around the bug.
if ( location_time != -1 ) {
time = (float)glfwGetTime();
glUniform1fv( location_time, 1, &time );
}
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
// Render with the shaders active.
glCallList( listID );
// Deactivate the shaders.
glUseProgram(0);
}
/*
* main(argc, argv) - the standard C entry point for the program
*/
int main(int argc, char *argv[]) {
GLuint displayList;
GLuint programObject;
double performance = 0.0;
GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE
// Initialise GLFW
glfwInit();
// Open an OpenGL window
if( !glfwOpenWindow(512, 512, 8,8,8,8, 32,0, GLFW_WINDOW) )
{
glfwTerminate(); // glfwOpenWindow failed, quit the program.
return 1;
}
// Load the extensions for GLSL - note that this has to be done
// *after* the window has been opened, or we won't have a GL context
// to query for those extensions and connect to instances of them.
loadExtensions();
// Enable Z buffering (not needed for the sphere, but play nice)
glEnable(GL_DEPTH_TEST); // Use the Z buffer
glfwSwapInterval(0); // Do not wait for screen refresh between frames
// Compile a display list for the demo geometry, to render it efficiently
initDisplayList(&displayList);
// Create the shader we are going to use
createShader(&programObject, VERTSHADERFILE, FRAGSHADERFILE);
// Main loop
while(running)
{
// Calculate and update the frames per second (FPS) display
performance = computeFPS();
// Clear the frame buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up the camera projection.
setupCamera();
// Draw the scene.
renderScene(displayList, programObject);
// Swap buffers, i.e. display the image and prepare for next frame.
glfwSwapBuffers();
// Exit if the ESC key is pressed or the window is closed.
if(glfwGetKey(GLFW_KEY_ESC) || !glfwGetWindowParam(GLFW_OPENED)) {
running = GL_FALSE;
}
}
// Close the OpenGL window and terminate GLFW.
glfwTerminate();
return 0;
}

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#version 120
uniform float time;
varying vec3 v_texCoord3D;
void main( void )
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v_texCoord3D = gl_Vertex.xyz;
}

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VERSION
#include SHADER
uniform float time; // Used for texture animation
varying vec3 v_texCoord3D;
//
// main()
//
void main( void )
{
#if (1)
// Perturb the texcoords with three components of noise
vec3 uvw = v_texCoord3D + 0.1*vec3(snoise(v_texCoord3D + vec3(0.0, 0.0, time)),
snoise(v_texCoord3D + vec3(43.0, 17.0, time)),
snoise(v_texCoord3D + vec3(-17.0, -43.0, time)));
// Six components of noise in a fractal sum
float n = snoise(uvw - vec3(0.0, 0.0, time));
n += 0.5 * snoise(uvw * 2.0 - vec3(0.0, 0.0, time*1.4));
n += 0.25 * snoise(uvw * 4.0 - vec3(0.0, 0.0, time*2.0));
n += 0.125 * snoise(uvw * 8.0 - vec3(0.0, 0.0, time*2.8));
n += 0.0625 * snoise(uvw * 16.0 - vec3(0.0, 0.0, time*4.0));
n += 0.03125 * snoise(uvw * 32.0 - vec3(0.0, 0.0, time*5.6));
n = n * 0.7;
// A "hot" colormap - cheesy but effective
gl_FragColor = vec4(vec3(1.0, 0.5, 0.0) + vec3(n, n, n), 1.0);
#else
// A very plain monochrome noise
float n = snoise(v_texCoord3D * 8.0);
gl_FragColor = vec4(0.5 + 0.5 * vec3(n, n, n), 1.0);
#endif
}