Example #1
0
static void set_vertex_shader( void )
{
   void *handle;
   const char *text =
      "VERT\n"
      "DCL IN[0]\n"
      "DCL IN[1]\n"
      "DCL OUT[0], POSITION\n"
      "DCL OUT[1], COLOR\n"
      "  0: MOV OUT[1], IN[1]\n"
      "  1: MOV OUT[0], IN[0]\n"
      "  2: END\n";

   handle = graw_parse_vertex_shader(ctx, text);
   ctx->bind_vs_state(ctx, handle);
}
Example #2
0
static void set_vertex_shader( void )
{
    void *handle;
    const char *text =
        "VERT\n"
        "DCL IN[0]\n"
        "DCL IN[1]\n"
        "DCL IN[2]\n"
        "DCL IN[3]\n"
        "DCL OUT[0], POSITION\n"
        "DCL OUT[1], COLOR[0]\n"
        "DCL OUT[2], GENERIC[0]\n"
        "DCL OUT[3], GENERIC[1]\n"
        "  MOV OUT[0], IN[0]\n"
        "  MOV OUT[1], IN[1]\n"
        "  MOV OUT[2], IN[2]\n"
        "  MOV OUT[3], IN[3]\n"
        "  END\n";

    handle = graw_parse_vertex_shader(ctx, text);
    ctx->bind_vs_state(ctx, handle);
}
Example #3
0
static void set_vertex_shader( void )
{
   FILE *f;
   char buf[50000];
   void *handle;
   int sz;

   if ((f = fopen(filename, "r")) == NULL) {
      fprintf(stderr, "Couldn't open %s\n", filename);
      exit(1);
   }

   sz = fread(buf, 1, sizeof(buf), f);
   if (!feof(f)) {
      printf("file too long\n");
      exit(1);
   }
   printf("%.*s\n", sz, buf);
   buf[sz] = 0;

   handle = graw_parse_vertex_shader(ctx, buf);
   ctx->bind_vs_state(ctx, handle);
   fclose(f);
}
Example #4
0
            });
    pipe->set_scissor_state(pipe, &(struct pipe_scissor_state){
            .minx = 0,
            .miny = 0,
            .maxx = 65535,
            .maxy = 65535
            });
    pipe->set_viewport_state(pipe, &(struct pipe_viewport_state){
            .scale = {width/2.0f, height/2.0f, 0.5f, 1.0f},
            .translate = {width/2.0f, height/2.0f, 0.5f, 1.0f}
            });
    pipe->set_fragment_sampler_views(pipe, 1, &sampler_view);
    pipe->set_vertex_buffers(pipe, 0, 1, &vertex_buffer_desc);
    pipe->set_index_buffer(pipe, NULL);
    
    void *vtx_shader = graw_parse_vertex_shader(pipe, particle_system_vert);
    void *frag_shader = graw_parse_fragment_shader(pipe, particle_system_frag);
    pipe->bind_vs_state(pipe, vtx_shader);
    pipe->bind_fs_state(pipe, frag_shader);
    
    /* Fill in particle data array */
    struct pipe_transfer *vtx_transfer = 0;
    float *vtx_logical = pipe_buffer_map(pipe, vtx_resource, PIPE_TRANSFER_WRITE | PIPE_TRANSFER_UNSYNCHRONIZED, &vtx_transfer);
    srand(0);
    for(int i = 0; i < NUM_PARTICLES; i++)
    {
       float *particleData = &vtx_logical[i * PARTICLE_SIZE];
   
       // Lifetime of particle
       (*particleData++) = ( (float)(rand() % 10000) / 10000.0f );
Example #5
0
            });
    pipe->set_scissor_states(pipe, 0, 1, &(struct pipe_scissor_state){
            .minx = 0,
            .miny = 0,
            .maxx = 65535,
            .maxy = 65535
            });
    pipe->set_viewport_states(pipe, 0, 1, &(struct pipe_viewport_state){
            .scale = {width/2.0f, height/2.0f, 0.5f, 1.0f},
            .translate = {width/2.0f, height/2.0f, 0.5f, 1.0f}
            });

    pipe->set_vertex_buffers(pipe, 0, 1, &vertex_buf_desc);
    pipe->set_index_buffer(pipe, &index_buf_desc);    

    void *vtx_shader = graw_parse_vertex_shader(pipe, stencil_test_vert);
    void *frag_shader = graw_parse_fragment_shader(pipe, stencil_test_frag);
    pipe->bind_vs_state(pipe, vtx_shader);
    pipe->bind_fs_state(pipe, frag_shader);
   
    /* create depth stencil alpha states for the different test phases.
     * except the stencil_ref, which is set separately 
     */
    void *dsa_test0 = pipe->create_depth_stencil_alpha_state(pipe, &(struct pipe_depth_stencil_alpha_state){
            .depth = {
                .enabled = 1,
                .writemask = 1,
                .func = PIPE_FUNC_LESS /* GL default */
            },
            .stencil[0] = { /* single-sided stencil */
                .enabled = 1,
Example #6
0
           .maxy = 65535
    });
    pipe->set_viewport_states(pipe, 0, 1, &(struct pipe_viewport_state) {
        .scale = {width/2.0f, height/2.0f, 0.5f, 1.0f},
         .translate = {width/2.0f, height/2.0f, 0.5f, 1.0f}
    });

    pipe->set_vertex_buffers(pipe, 0, 1, &vertex_buf_desc);
    pipe->set_index_buffer(pipe, NULL);/*&(struct pipe_index_buffer){
            .index_size = 0,
            .offset = 0,
            .buffer = 0,
            .user_buffer = 0
            });*/ /* non-indexed rendering */

    void *vtx_shader = graw_parse_vertex_shader(pipe, alpha_blend_vert);
    void *frag_shader = graw_parse_fragment_shader(pipe, alpha_blend_frag);
    pipe->bind_vs_state(pipe, vtx_shader);
    pipe->bind_fs_state(pipe, frag_shader);

    for(int frame=0; frame<1000; ++frame)
    {
        if(frame%50 == 0)
            printf("*** FRAME %i ****\n", frame);

        /*   Compute transform matrices in the same way as cube egl demo */
        ESMatrix projection;
        float aspect = (float)(height) / (float)(width);
        esMatrixLoadIdentity(&projection);
        esFrustum(&projection, -1.8f, +1.8f, -1.8f * aspect, +1.8f * aspect, 5.0f, 10.0f);
Example #7
0
            .zsbuf = zsbuf
            });
    pipe->set_scissor_states(pipe, 0, 1, &(struct pipe_scissor_state){
            .minx = 0,
            .miny = 0,
            .maxx = 65535,
            .maxy = 65535
            });
    pipe->set_viewport_states(pipe, 0, 1, &(struct pipe_viewport_state){
            .scale = {width/2.0f, height/2.0f, 0.5f, 1.0f},
            .translate = {width/2.0f, height/2.0f, 0.5f, 1.0f}
            });
    pipe->set_vertex_buffers(pipe, 0, 1, &vertex_buffer_desc);
    pipe->set_index_buffer(pipe, NULL);
   
    void *vtx_shader = graw_parse_vertex_shader(pipe, cube_vert);
    void *frag_shader = graw_parse_fragment_shader(pipe, cube_frag);
    pipe->bind_vs_state(pipe, vtx_shader);
    pipe->bind_fs_state(pipe, frag_shader);

    for(int frame=0; frame<1000; ++frame)
    {
        float vs_const[12*4];
        if(frame%50 == 0)
            printf("*** FRAME %i ****\n", frame);
        /*   Compute transform matrices in the same way as cube egl demo */ 
        ESMatrix modelview, projection, modelviewprojection;
        ESMatrix inverse, normal; 
        esMatrixLoadIdentity(&modelview);
        esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
        esRotate(&modelview, 45.0f, 1.0f, 0.0f, 0.0f);