Demos (master): arbfslight: re-indent the code
Brian Paul
brianp at kemper.freedesktop.org
Sat Sep 15 14:45:33 UTC 2012
Module: Demos
Branch: master
Commit: f2757ef39757bdc1abc181270e86f8f0b4e5dac0
URL: http://cgit.freedesktop.org/mesa/demos/commit/?id=f2757ef39757bdc1abc181270e86f8f0b4e5dac0
Author: Brian Paul <brianp at vmware.com>
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;
}
-
More information about the mesa-commit
mailing list