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authorMichal Krol <mjkrol@gmail.org>2006-04-25 10:11:59 +0000
committerMichal Krol <mjkrol@gmail.org>2006-04-25 10:11:59 +0000
commit6acf1e93a291511cfb20b0e2aeda6e71ceb62a62 (patch)
tree9c959b0fc2c5e6f49f5625813294d2048d48959c /progs/demos
parentcb0ae25a4efd85128f47aa30b772abb7245d53f6 (diff)
downloadexternal_mesa3d-6acf1e93a291511cfb20b0e2aeda6e71ceb62a62.zip
external_mesa3d-6acf1e93a291511cfb20b0e2aeda6e71ceb62a62.tar.gz
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Remove carriage returns.
Diffstat (limited to 'progs/demos')
-rw-r--r--progs/demos/arbfslight.c212
1 files changed, 106 insertions, 106 deletions
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
index 1164f2d..30332a3 100644
--- a/progs/demos/arbfslight.c
+++ b/progs/demos/arbfslight.c
@@ -1,30 +1,30 @@
/*
* Use GL_ARB_fragment_shader and GL_ARB_vertex_shader to implement
- * simple per-pixel lighting.
- *
- * Michal Krol
+ * simple per-pixel lighting.
+ *
+ * Michal Krol
* 20 February 2006
- *
+ *
* Based on the original demo by:
* Brian Paul
* 17 April 2003
- */
-
-#ifdef WIN32
-#include <windows.h>
+ */
+
+#ifdef WIN32
+#include <windows.h>
#endif
#include <stdio.h>
-#include <stdlib.h>
+#include <stdlib.h>
#include <GL/gl.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-
-#ifdef WIN32
-#define GETPROCADDRESS wglGetProcAddress
-#else
-#define GETPROCADDRESS glutGetProcAddress
-#endif
+#include <GL/glut.h>
+#include <GL/glext.h>
+
+#ifdef WIN32
+#define GETPROCADDRESS wglGetProcAddress
+#else
+#define GETPROCADDRESS glutGetProcAddress
+#endif
static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
@@ -32,12 +32,12 @@ static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
static GLfloat delta = 1.0f;
static GLhandleARB fragShader;
-static GLhandleARB vertShader;
-static GLhandleARB program;
-
-static GLint uLightPos;
-static GLint uDiffuse;
-static GLint uSpecular;
+static GLhandleARB vertShader;
+static GLhandleARB program;
+
+static GLint uLightPos;
+static GLint uDiffuse;
+static GLint uSpecular;
static GLboolean anim = GL_TRUE;
static GLboolean wire = GL_FALSE;
@@ -46,30 +46,30 @@ static GLboolean pixelLight = GL_TRUE;
static GLint t0 = 0;
static GLint frames = 0;
-static GLfloat xRot = 0.0f, yRot = 0.0f;
-
-static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
-static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
-static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
-static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
-static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
-static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
-static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
-static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
+static GLfloat xRot = 0.0f, yRot = 0.0f;
+
+static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
+static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
+static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
+static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
+static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
+static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
+static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
+static PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
static PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
static void Redisplay (void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- if (pixelLight)
- {
- glUseProgramObjectARB (program);
+ if (pixelLight)
+ {
+ glUseProgramObjectARB (program);
glUniform4fvARB (uLightPos, 1, lightPos);
glDisable(GL_LIGHTING);
}
- else
- {
+ else
+ {
glUseProgramObjectARB (0);
glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHTING);
@@ -78,16 +78,16 @@ static void Redisplay (void)
glPushMatrix ();
glRotatef (xRot, 1.0f, 0.0f, 0.0f);
glRotatef (yRot, 0.0f, 1.0f, 0.0f);
- glutSolidSphere (2.0, 10, 5);
+ glutSolidSphere (2.0, 10, 5);
glPopMatrix ();
glutSwapBuffers();
frames++;
- if (anim)
+ if (anim)
{
GLint t = glutGet (GLUT_ELAPSED_TIME);
- if (t - t0 >= 5000)
+ if (t - t0 >= 5000)
{
GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
GLfloat fps = frames / seconds;
@@ -120,9 +120,9 @@ static void Reshape (int width, int height)
static void Key (unsigned char key, int x, int y)
{
(void) x;
- (void) y;
+ (void) y;
- switch (key)
+ switch (key)
{
case ' ':
case 'a':
@@ -161,12 +161,12 @@ static void Key (unsigned char key, int x, int y)
static void SpecialKey (int key, int x, int y)
{
- const GLfloat step = 3.0f;
+ const GLfloat step = 3.0f;
(void) x;
- (void) y;
+ (void) y;
- switch (key)
+ switch (key)
{
case GLUT_KEY_UP:
xRot -= step;
@@ -186,80 +186,80 @@ static void SpecialKey (int key, int x, int y)
static void Init (void)
{
- static const char *fragShaderText =
- "uniform vec4 lightPos;\n"
- "uniform vec4 diffuse;\n"
+ static const char *fragShaderText =
+ "uniform vec4 lightPos;\n"
+ "uniform vec4 diffuse;\n"
"uniform vec4 specular;\n"
- "void main () {\n"
- " // Compute dot product of light direction and normal vector\n"
- " float dotProd;\n"
- " dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"
- " // Compute diffuse and specular contributions\n"
- " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+ "void main () {\n"
+ " // Compute dot product of light direction and normal vector\n"
+ " float dotProd;\n"
+ " dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"
+ " // Compute diffuse and specular contributions\n"
+ " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
"}\n"
;
static const char *vertShaderText =
- "void main () {\n"
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
- " gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"
+ "void main () {\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ " gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"
"}\n"
;
-
- if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
+
+ if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
{
printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shader_objects"))
- {
- printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
- {
- printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
- exit(1);
- }
- if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
- {
- printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
- exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_shader_objects"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
+ {
+ printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
+ exit(1);
}
- glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
- glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
- glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
- glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
- glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
- glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
- glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
- glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
- glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
-
- fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
- glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
+ glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");
+ glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");
+ glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");
+ glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");
+ glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");
+ glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");
+ glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");
+ glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GETPROCADDRESS ("glGetUniformLocationARB");
+ glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GETPROCADDRESS ("glUniform4fvARB");
+
+ fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
+ glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
glCompileShaderARB (fragShader);
-
- vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
- glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
- glCompileShaderARB (vertShader);
-
- program = glCreateProgramObjectARB ();
- glAttachObjectARB (program, fragShader);
- glAttachObjectARB (program, vertShader);
- glLinkProgramARB (program);
- glUseProgramObjectARB (program);
-
- uLightPos = glGetUniformLocationARB (program, "lightPos");
- uDiffuse = glGetUniformLocationARB (program, "diffuse");
- uSpecular = glGetUniformLocationARB (program, "specular");
-
- glUniform4fvARB (uDiffuse, 1, diffuse);
- glUniform4fvARB (uSpecular, 1, specular);
+
+ vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
+ glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
+ glCompileShaderARB (vertShader);
+
+ program = glCreateProgramObjectARB ();
+ glAttachObjectARB (program, fragShader);
+ glAttachObjectARB (program, vertShader);
+ glLinkProgramARB (program);
+ glUseProgramObjectARB (program);
+
+ uLightPos = glGetUniformLocationARB (program, "lightPos");
+ uDiffuse = glGetUniformLocationARB (program, "diffuse");
+ uSpecular = glGetUniformLocationARB (program, "specular");
+
+ glUniform4fvARB (uDiffuse, 1, diffuse);
+ glUniform4fvARB (uSpecular, 1, specular);
glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
glEnable (GL_DEPTH_TEST);
- glEnable (GL_LIGHT0);
+ glEnable (GL_LIGHT0);
glEnable (GL_LIGHTING);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
@@ -286,4 +286,4 @@ int main (int argc, char *argv[])
glutMainLoop ();
return 0;
}
-
+