Added demo (more fun, noise galore)
This commit is contained in:
parent
6d50d560d7
commit
f2555277eb
18
demo/Linux/Makefile
Normal file
18
demo/Linux/Makefile
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@ -0,0 +1,18 @@
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SHADERS=noisedemo.vert noisedemo.frag
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COMDIR=../common
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VPATH=$(COMDIR)
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EXECNAME=noisedemo
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all: $(EXECNAME) links_done
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$(EXECNAME): noisedemo.c
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gcc -I. -I/usr/X11/include $^ -lglfw -o $@
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links_done: $(SHADERS)
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ln -s $? . ; touch links_done
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clean:
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- rm $(EXECNAME) $(SHADERS) links_done
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run:
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./$(EXECNAME)
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28
demo/MacOSX/Makefile
Normal file
28
demo/MacOSX/Makefile
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@ -0,0 +1,28 @@
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EXECNAME=noisedemo
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COMDIR=../common
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OBJS=noisedemo.o
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SHADERS=noisedemo.vert noisedemo.frag
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VPATH=$(COMDIR)
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CFLAGS=-I. -I/usr/X11/include
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LDFLAGS=-framework Cocoa -framework OpenGL -lglfw
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.PHONY: all clean run
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all: $(EXECNAME).app links_done
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links_done: $(SHADERS)
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ln -s $? . ; touch links_done
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$(EXECNAME).app: $(EXECNAME)
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./bundle.sh $@ $^ ; chmod a-x $^
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$(EXECNAME): $(OBJS)
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clean:
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- rm -r $(EXECNAME).app
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- rm $(EXECNAME) links_done $(OBJS) $(SHADERS)
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run:
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open -W ./$(EXECNAME).app
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53
demo/MacOSX/bundle.sh
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53
demo/MacOSX/bundle.sh
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#!/bin/sh
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# Creates application bundles for use on Mac OS X.
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if [ -z "$1" ]; then
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echo "usage: `basename $0` BUNDLE-NAME exec-name"
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exit 1
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fi
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bundle_name="$1"
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exec_file="$2"
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exec_name=`basename $bundle_name .app`
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if [ ! -f $exec_file ]; then
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echo "Can't find $exec_file"
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exit 1
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fi
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if [ ! -d "${bundle_name}/Contents/MacOS" ]; then
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mkdir -p "${bundle_name}/Contents/MacOS"
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fi
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cp $exec_file "${bundle_name}/Contents/MacOS/"
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touch "${bundle_name}"
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if [ ! -d "${bundle_name}/Contents/Resources" ]; then
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mkdir -p "${bundle_name}/Contents/Resources"
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fi
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if [ ! -f "${bundle_name}/Contents/PkgInfo" ]; then
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echo -n "APPL????" > "${bundle_name}/Contents/PkgInfo"
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fi
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if [ ! -f "${bundle_name}/Contents/Info.plist" ]; then
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cat > "${bundle_name}/Contents/Info.plist" <<EOF
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleName</key> <string>${exec_name}</string>
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<key>CFBundleExecutable</key> <string>${exec_name}</string>
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<key>CFBundleIdentifier</key> <string>com.ashimaarts.${exec_name}</string>
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<key>CFBundleVersion</key> <string>0.1</string>
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<key>CFBundlePackageType</key> <string>APPL</string>
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<key>CFBundleDevelopmentRegion</key> <string>English</string>
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<key>CFBundleSignature</key> <string>????</string>
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<key>CFBundleInfoDictionaryVersion</key> <string>6.0</string>
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</dict>
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</plist>
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EOF
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fi
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28
demo/Makefile
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28
demo/Makefile
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WINMAKE = mingw32-make
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.PHONY: default clean Linux MacOSX Win32 clean-Win32
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default:
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@echo "Usage:"
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@echo "make [ Linux | MacOSX | Win32 | clean | clean-Win32]"
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clean:
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cd common ; make clean
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cd Linux ; make clean
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cd MacOSX ; make clean
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Linux:
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cd common ; make
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cd $@ ; make ; make run
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MacOSX:
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cd common ; make
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cd $@ ; make ; make run
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Win32:
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cd common && $(WINMAKE)
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cd $@ && $(WINMAKE) && $(WINMAKE) run
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clean-Win32:
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cd common && $(WINMAKE) clean
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cd Win32 && $(WINMAKE) clean
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8643
demo/Win32/GL/glext.h
Normal file
8643
demo/Win32/GL/glext.h
Normal file
File diff suppressed because it is too large
Load Diff
486
demo/Win32/GL/glfw.h
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486
demo/Win32/GL/glfw.h
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//========================================================================
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// GLFW - An OpenGL framework
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// File: glfw.h
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// API version: 2.6
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// WWW: http://glfw.sourceforge.net
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Camilla Berglund
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#ifndef __glfw_h_
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#define __glfw_h_
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#ifdef __cplusplus
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extern "C" {
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#endif
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//========================================================================
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// Global definitions
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//========================================================================
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// We need a NULL pointer from time to time
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#ifndef NULL
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#ifdef __cplusplus
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#define NULL 0
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#else
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#define NULL ((void *)0)
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#endif
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#endif // NULL
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// ------------------- BEGIN SYSTEM/COMPILER SPECIFIC --------------------
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// Please report any probles that you find with your compiler, which may
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// be solved in this section! There are several compilers that I have not
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// been able to test this file with yet.
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// First: If we are we on Windows, we want a single define for it (_WIN32)
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// (Note: For Cygwin the compiler flag -mwin32 should be used, but to
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// make sure that things run smoothly for Cygwin users, we add __CYGWIN__
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// to the list of "valid Win32 identifiers", which removes the need for
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// -mwin32)
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#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__CYGWIN__))
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#define _WIN32
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#endif // _WIN32
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// In order for extension support to be portable, we need to define an
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// OpenGL function call method. We use the keyword APIENTRY, which is
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// defined for Win32. (Note: Windows also needs this for <GL/gl.h>)
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#ifndef APIENTRY
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#ifdef _WIN32
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#define APIENTRY __stdcall
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#else
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#define APIENTRY
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#endif
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#define GL_APIENTRY_DEFINED
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#endif // APIENTRY
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// The following three defines are here solely to make some Windows-based
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// <GL/gl.h> files happy. Theoretically we could include <windows.h>, but
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// it has the major drawback of severely polluting our namespace.
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// Under Windows, we need WINGDIAPI defined
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#if !defined(WINGDIAPI) && defined(_WIN32)
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#if defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)
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// Microsoft Visual C++, Borland C++ Builder and Pelles C
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#define WINGDIAPI __declspec(dllimport)
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#elif defined(__LCC__)
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// LCC-Win32
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#define WINGDIAPI __stdcall
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#else
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// Others (e.g. MinGW, Cygwin)
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#define WINGDIAPI extern
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#endif
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#define GL_WINGDIAPI_DEFINED
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#endif // WINGDIAPI
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// Some <GL/glu.h> files also need CALLBACK defined
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#if !defined(CALLBACK) && defined(_WIN32)
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#if defined(_MSC_VER)
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// Microsoft Visual C++
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#if (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS)
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#define CALLBACK __stdcall
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#else
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#define CALLBACK
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#endif
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#else
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// Other Windows compilers
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#define CALLBACK __stdcall
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#endif
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#define GLU_CALLBACK_DEFINED
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#endif // CALLBACK
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// Microsoft Visual C++, Borland C++ and Pelles C <GL/glu.h> needs wchar_t
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#if defined(_WIN32) && (defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__)) && !defined(_WCHAR_T_DEFINED)
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typedef unsigned short wchar_t;
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#define _WCHAR_T_DEFINED
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#endif // _WCHAR_T_DEFINED
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// ---------------- GLFW related system specific defines -----------------
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#if defined(_WIN32) && defined(GLFW_BUILD_DLL)
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// We are building a Win32 DLL
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#define GLFWAPI __declspec(dllexport)
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#define GLFWAPIENTRY __stdcall
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#define GLFWCALL __stdcall
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#elif defined(_WIN32) && defined(GLFW_DLL)
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// We are calling a Win32 DLL
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#if defined(__LCC__)
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#define GLFWAPI extern
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#else
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#define GLFWAPI __declspec(dllimport)
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#endif
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#define GLFWAPIENTRY __stdcall
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#define GLFWCALL __stdcall
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#else
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// We are either building/calling a static lib or we are non-win32
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#define GLFWAPIENTRY
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#define GLFWAPI
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#define GLFWCALL
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#endif
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// -------------------- END SYSTEM/COMPILER SPECIFIC ---------------------
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// Include standard OpenGL headers: GLFW uses GL_FALSE/GL_TRUE, and it is
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// convenient for the user to only have to include <GL/glfw.h>. This also
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// solves the problem with Windows <GL/gl.h> and <GL/glu.h> needing some
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// special defines which normally requires the user to include <windows.h>
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// (which is not a nice solution for portable programs).
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#if defined(__APPLE_CC__)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#else
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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//========================================================================
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// GLFW version
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//========================================================================
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#define GLFW_VERSION_MAJOR 2
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#define GLFW_VERSION_MINOR 6
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#define GLFW_VERSION_REVISION 0
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//========================================================================
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// Input handling definitions
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//========================================================================
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// Key and button state/action definitions
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#define GLFW_RELEASE 0
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#define GLFW_PRESS 1
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// Keyboard key definitions: 8-bit ISO-8859-1 (Latin 1) encoding is used
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// for printable keys (such as A-Z, 0-9 etc), and values above 256
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// represent special (non-printable) keys (e.g. F1, Page Up etc).
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#define GLFW_KEY_UNKNOWN -1
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#define GLFW_KEY_SPACE 32
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#define GLFW_KEY_SPECIAL 256
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#define GLFW_KEY_ESC (GLFW_KEY_SPECIAL+1)
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#define GLFW_KEY_F1 (GLFW_KEY_SPECIAL+2)
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#define GLFW_KEY_F2 (GLFW_KEY_SPECIAL+3)
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#define GLFW_KEY_F3 (GLFW_KEY_SPECIAL+4)
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#define GLFW_KEY_F4 (GLFW_KEY_SPECIAL+5)
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#define GLFW_KEY_F5 (GLFW_KEY_SPECIAL+6)
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#define GLFW_KEY_F6 (GLFW_KEY_SPECIAL+7)
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#define GLFW_KEY_F7 (GLFW_KEY_SPECIAL+8)
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#define GLFW_KEY_F8 (GLFW_KEY_SPECIAL+9)
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#define GLFW_KEY_F9 (GLFW_KEY_SPECIAL+10)
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#define GLFW_KEY_F10 (GLFW_KEY_SPECIAL+11)
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#define GLFW_KEY_F11 (GLFW_KEY_SPECIAL+12)
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#define GLFW_KEY_F12 (GLFW_KEY_SPECIAL+13)
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#define GLFW_KEY_F13 (GLFW_KEY_SPECIAL+14)
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#define GLFW_KEY_F14 (GLFW_KEY_SPECIAL+15)
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#define GLFW_KEY_F15 (GLFW_KEY_SPECIAL+16)
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#define GLFW_KEY_F16 (GLFW_KEY_SPECIAL+17)
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#define GLFW_KEY_F17 (GLFW_KEY_SPECIAL+18)
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#define GLFW_KEY_F18 (GLFW_KEY_SPECIAL+19)
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#define GLFW_KEY_F19 (GLFW_KEY_SPECIAL+20)
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#define GLFW_KEY_F20 (GLFW_KEY_SPECIAL+21)
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#define GLFW_KEY_F21 (GLFW_KEY_SPECIAL+22)
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#define GLFW_KEY_F22 (GLFW_KEY_SPECIAL+23)
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#define GLFW_KEY_F23 (GLFW_KEY_SPECIAL+24)
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#define GLFW_KEY_F24 (GLFW_KEY_SPECIAL+25)
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#define GLFW_KEY_F25 (GLFW_KEY_SPECIAL+26)
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#define GLFW_KEY_UP (GLFW_KEY_SPECIAL+27)
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#define GLFW_KEY_DOWN (GLFW_KEY_SPECIAL+28)
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#define GLFW_KEY_LEFT (GLFW_KEY_SPECIAL+29)
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#define GLFW_KEY_RIGHT (GLFW_KEY_SPECIAL+30)
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#define GLFW_KEY_LSHIFT (GLFW_KEY_SPECIAL+31)
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#define GLFW_KEY_RSHIFT (GLFW_KEY_SPECIAL+32)
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#define GLFW_KEY_LCTRL (GLFW_KEY_SPECIAL+33)
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#define GLFW_KEY_RCTRL (GLFW_KEY_SPECIAL+34)
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#define GLFW_KEY_LALT (GLFW_KEY_SPECIAL+35)
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#define GLFW_KEY_RALT (GLFW_KEY_SPECIAL+36)
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#define GLFW_KEY_TAB (GLFW_KEY_SPECIAL+37)
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#define GLFW_KEY_ENTER (GLFW_KEY_SPECIAL+38)
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#define GLFW_KEY_BACKSPACE (GLFW_KEY_SPECIAL+39)
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#define GLFW_KEY_INSERT (GLFW_KEY_SPECIAL+40)
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#define GLFW_KEY_DEL (GLFW_KEY_SPECIAL+41)
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#define GLFW_KEY_PAGEUP (GLFW_KEY_SPECIAL+42)
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#define GLFW_KEY_PAGEDOWN (GLFW_KEY_SPECIAL+43)
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#define GLFW_KEY_HOME (GLFW_KEY_SPECIAL+44)
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#define GLFW_KEY_END (GLFW_KEY_SPECIAL+45)
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#define GLFW_KEY_KP_0 (GLFW_KEY_SPECIAL+46)
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#define GLFW_KEY_KP_1 (GLFW_KEY_SPECIAL+47)
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#define GLFW_KEY_KP_2 (GLFW_KEY_SPECIAL+48)
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#define GLFW_KEY_KP_3 (GLFW_KEY_SPECIAL+49)
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#define GLFW_KEY_KP_4 (GLFW_KEY_SPECIAL+50)
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#define GLFW_KEY_KP_5 (GLFW_KEY_SPECIAL+51)
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#define GLFW_KEY_KP_6 (GLFW_KEY_SPECIAL+52)
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#define GLFW_KEY_KP_7 (GLFW_KEY_SPECIAL+53)
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#define GLFW_KEY_KP_8 (GLFW_KEY_SPECIAL+54)
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#define GLFW_KEY_KP_9 (GLFW_KEY_SPECIAL+55)
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#define GLFW_KEY_KP_DIVIDE (GLFW_KEY_SPECIAL+56)
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#define GLFW_KEY_KP_MULTIPLY (GLFW_KEY_SPECIAL+57)
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#define GLFW_KEY_KP_SUBTRACT (GLFW_KEY_SPECIAL+58)
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#define GLFW_KEY_KP_ADD (GLFW_KEY_SPECIAL+59)
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#define GLFW_KEY_KP_DECIMAL (GLFW_KEY_SPECIAL+60)
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#define GLFW_KEY_KP_EQUAL (GLFW_KEY_SPECIAL+61)
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#define GLFW_KEY_KP_ENTER (GLFW_KEY_SPECIAL+62)
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#define GLFW_KEY_LAST GLFW_KEY_KP_ENTER
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// Mouse button definitions
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#define GLFW_MOUSE_BUTTON_1 0
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#define GLFW_MOUSE_BUTTON_2 1
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#define GLFW_MOUSE_BUTTON_3 2
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#define GLFW_MOUSE_BUTTON_4 3
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#define GLFW_MOUSE_BUTTON_5 4
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#define GLFW_MOUSE_BUTTON_6 5
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#define GLFW_MOUSE_BUTTON_7 6
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#define GLFW_MOUSE_BUTTON_8 7
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#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
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// Mouse button aliases
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#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
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#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
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#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
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// Joystick identifiers
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#define GLFW_JOYSTICK_1 0
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#define GLFW_JOYSTICK_2 1
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#define GLFW_JOYSTICK_3 2
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#define GLFW_JOYSTICK_4 3
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#define GLFW_JOYSTICK_5 4
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#define GLFW_JOYSTICK_6 5
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||||
#define GLFW_JOYSTICK_7 6
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#define GLFW_JOYSTICK_8 7
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#define GLFW_JOYSTICK_9 8
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#define GLFW_JOYSTICK_10 9
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#define GLFW_JOYSTICK_11 10
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#define GLFW_JOYSTICK_12 11
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#define GLFW_JOYSTICK_13 12
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#define GLFW_JOYSTICK_14 13
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#define GLFW_JOYSTICK_15 14
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#define GLFW_JOYSTICK_16 15
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#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16
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//========================================================================
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||||
// Other definitions
|
||||
//========================================================================
|
||||
|
||||
// glfwOpenWindow modes
|
||||
#define GLFW_WINDOW 0x00010001
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||||
#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_
|
35
demo/Win32/Makefile
Normal file
35
demo/Win32/Makefile
Normal file
@ -0,0 +1,35 @@
|
||||
# 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)
|
BIN
demo/Win32/libglfw.a
Normal file
BIN
demo/Win32/libglfw.a
Normal file
Binary file not shown.
12
demo/common/Makefile
Normal file
12
demo/common/Makefile
Normal file
@ -0,0 +1,12 @@
|
||||
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 $@
|
463
demo/common/noisedemo.c
Normal file
463
demo/common/noisedemo.c
Normal file
@ -0,0 +1,463 @@
|
||||
/*
|
||||
* 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;
|
||||
}
|
10
demo/common/noisedemo.vert
Normal file
10
demo/common/noisedemo.vert
Normal file
@ -0,0 +1,10 @@
|
||||
#version 120
|
||||
|
||||
uniform float time;
|
||||
varying vec3 v_texCoord3D;
|
||||
|
||||
void main( void )
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
v_texCoord3D = gl_Vertex.xyz;
|
||||
}
|
34
demo/common/noisedemoMain.frag
Normal file
34
demo/common/noisedemoMain.frag
Normal file
@ -0,0 +1,34 @@
|
||||
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
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user