Module: Demos Branch: master Commit: f2757ef39757bdc1abc181270e86f8f0b4e5dac0 URL: http://cgit.freedesktop.org/mesa/demos/commit/?id=f2757ef39757bdc1abc181270e86f8f0b4e5dac0
Author: Brian Paul <[email protected]> Date: Sat Sep 15 08:42:05 2012 -0600 arbfslight: re-indent the code --- src/demos/arbfslight.c | 386 +++++++++++++++++++++++------------------------ 1 files changed, 189 insertions(+), 197 deletions(-) diff --git a/src/demos/arbfslight.c b/src/demos/arbfslight.c index 8522c05..c3a0c84 100644 --- a/src/demos/arbfslight.c +++ b/src/demos/arbfslight.c @@ -19,6 +19,7 @@ static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f }; static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f }; static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f }; + static GLfloat delta = 1.0f; static GLhandleARB fragShader; @@ -38,145 +39,147 @@ static GLint frames = 0; static GLfloat xRot = 0.0f, yRot = 0.0f; -static void normalize (GLfloat *dst, const GLfloat *src) +static void +normalize(GLfloat * dst, const GLfloat * src) { - GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); + GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]); dst[0] = src[0] / len; dst[1] = src[1] / len; dst[2] = src[2] / len; } -static void Redisplay (void) +static void +Redisplay(void) { - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - if (pixelLight) - { + if (pixelLight) { GLfloat vec[3]; - glUseProgramObjectARB (program); - normalize (vec, lightPos); - glUniform3fvARB (uLightPos, 1, vec); - glDisable(GL_LIGHTING); - } - else - { - glUseProgramObjectARB (0); - glLightfv (GL_LIGHT0, GL_POSITION, lightPos); - glEnable(GL_LIGHTING); - } - - glPushMatrix (); - glRotatef (xRot, 1.0f, 0.0f, 0.0f); - glRotatef (yRot, 0.0f, 1.0f, 0.0f); - glutSolidSphere (2.0, 10, 5); - glPopMatrix (); - - glutSwapBuffers(); - frames++; - - if (anim) - { - GLint t = glutGet (GLUT_ELAPSED_TIME); - if (t - t0 >= 5000) - { - GLfloat seconds = (GLfloat) (t - t0) / 1000.0f; - GLfloat fps = frames / seconds; - printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps); - fflush(stdout); - t0 = t; - frames = 0; - } - } + glUseProgramObjectARB(program); + normalize(vec, lightPos); + glUniform3fvARB(uLightPos, 1, vec); + glDisable(GL_LIGHTING); + } + else { + glUseProgramObjectARB(0); + glLightfv(GL_LIGHT0, GL_POSITION, lightPos); + glEnable(GL_LIGHTING); + } + + glPushMatrix(); + glRotatef(xRot, 1.0f, 0.0f, 0.0f); + glRotatef(yRot, 0.0f, 1.0f, 0.0f); + glutSolidSphere(2.0, 10, 5); + glPopMatrix(); + + glutSwapBuffers(); + frames++; + + if (anim) { + GLint t = glutGet(GLUT_ELAPSED_TIME); + if (t - t0 >= 5000) { + GLfloat seconds = (GLfloat) (t - t0) / 1000.0f; + GLfloat fps = frames / seconds; + printf("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, + fps); + fflush(stdout); + t0 = t; + frames = 0; + } + } } -static void Idle (void) +static void +Idle(void) { - lightPos[0] += delta; - if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) - delta = -delta; - glutPostRedisplay (); + lightPos[0] += delta; + if (lightPos[0] > 25.0f || lightPos[0] < -25.0f) + delta = -delta; + glutPostRedisplay(); } -static void Reshape (int width, int height) +static void +Reshape(int width, int height) { - glViewport (0, 0, width, height); - glMatrixMode (GL_PROJECTION); - glLoadIdentity (); - glFrustum (-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); - glTranslatef (0.0f, 0.0f, -15.0f); + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0f, 0.0f, -15.0f); } -static void Key (unsigned char key, int x, int y) +static void +Key(unsigned char key, int x, int y) { - (void) x; - (void) y; - - switch (key) - { - case ' ': - case 'a': - anim = !anim; - if (anim) - glutIdleFunc (Idle); - else - glutIdleFunc (NULL); - break; - case 'x': - lightPos[0] -= 1.0f; - break; - case 'X': - lightPos[0] += 1.0f; - break; - case 'w': - wire = !wire; - if (wire) - glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); - else - glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); - break; - case 'p': - pixelLight = !pixelLight; - if (pixelLight) - printf ("Per-pixel lighting\n"); - else - printf ("Conventional lighting\n"); - break; - case 27: - exit(0); - break; - } - glutPostRedisplay (); + (void) x; + (void) y; + + switch (key) { + case ' ': + case 'a': + anim = !anim; + if (anim) + glutIdleFunc(Idle); + else + glutIdleFunc(NULL); + break; + case 'x': + lightPos[0] -= 1.0f; + break; + case 'X': + lightPos[0] += 1.0f; + break; + case 'w': + wire = !wire; + if (wire) + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + break; + case 'p': + pixelLight = !pixelLight; + if (pixelLight) + printf("Per-pixel lighting\n"); + else + printf("Conventional lighting\n"); + break; + case 27: + exit(0); + break; + } + glutPostRedisplay(); } -static void SpecialKey (int key, int x, int y) +static void +SpecialKey(int key, int x, int y) { - const GLfloat step = 3.0f; - - (void) x; - (void) y; - - switch (key) - { - case GLUT_KEY_UP: - xRot -= step; - break; - case GLUT_KEY_DOWN: - xRot += step; - break; - case GLUT_KEY_LEFT: - yRot -= step; - break; - case GLUT_KEY_RIGHT: - yRot += step; - break; - } - glutPostRedisplay (); + const GLfloat step = 3.0f; + + (void) x; + (void) y; + + switch (key) { + case GLUT_KEY_UP: + xRot -= step; + break; + case GLUT_KEY_DOWN: + xRot += step; + break; + case GLUT_KEY_LEFT: + yRot -= step; + break; + case GLUT_KEY_RIGHT: + yRot += step; + break; + } + glutPostRedisplay(); } -static void Init (void) +static void +Init(void) { static const char *fragShaderText = "uniform vec3 lightPos;\n" @@ -189,7 +192,7 @@ static void Init (void) " // Compute diffuse and specular contributions\n" #if 1 " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" -#elif 1 /* test IF/ELSE/ENDIF */ +#elif 1 /* test IF/ELSE/ENDIF */ " if (normal.y > 0.0) { \n" " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" " } \n" @@ -198,99 +201,88 @@ static void Init (void) " gl_FragColor = vec4(1, 0, 0, 0); \n" " } \n" " else { \n" - " gl_FragColor = vec4(1, 1, 0, 0); \n" - " } \n" - " } \n" -#elif 1 /* test LOOP */ + " gl_FragColor = vec4(1, 1, 0, 0); \n" " } \n" " } \n" +#elif 1 /* test LOOP */ " while (1) { \n" " if (normal.y >= 0.0) { \n" " gl_FragColor = vec4(1, 0, 0, 0); \n" " break; \n" " } else { \n" " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n" - " break; \n" - " } \n" - " } \n" + " break; \n" " } \n" " } \n" #endif - "}\n" - ; + "}\n"; static const char *vertShaderText = "varying vec3 normal;\n" "void main () {\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" - " normal = gl_NormalMatrix * gl_Normal;\n" - "}\n" - ; - - 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); - } - - 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); - - glClearColor (0.3f, 0.3f, 0.3f, 0.0f); - glEnable (GL_DEPTH_TEST); - glEnable (GL_LIGHT0); - glEnable (GL_LIGHTING); - glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); - glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular); - glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f); - - printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER)); - printf ("Press p to toggle between per-pixel and per-vertex lighting\n"); + " normal = gl_NormalMatrix * gl_Normal;\n" "}\n"; + + 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); + } + + 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); + + glClearColor(0.3f, 0.3f, 0.3f, 0.0f); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHT0); + glEnable(GL_LIGHTING); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f); + + printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER)); + printf("Press p to toggle between per-pixel and per-vertex lighting\n"); } -int main (int argc, char *argv[]) +int +main(int argc, char *argv[]) { - glutInitWindowSize (200, 200); - glutInit (&argc, argv); - glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); - glutCreateWindow (argv[0]); - glewInit(); - glutReshapeFunc (Reshape); - glutKeyboardFunc (Key); - glutSpecialFunc (SpecialKey); - glutDisplayFunc (Redisplay); - if (anim) - glutIdleFunc (Idle); - Init (); - glutMainLoop (); - return 0; + glutInitWindowSize(200, 200); + glutInit(&argc, argv); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + glutCreateWindow(argv[0]); + glewInit(); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + if (anim) + glutIdleFunc(Idle); + Init(); + glutMainLoop(); + return 0; } - _______________________________________________ mesa-commit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/mesa-commit
