]> git.tdb.fi Git - libs/gl.git/commitdiff
Remove obsolete demo programs
authorMikko Rasa <tdb@tdb.fi>
Mon, 25 May 2020 19:11:58 +0000 (22:11 +0300)
committerMikko Rasa <tdb@tdb.fi>
Mon, 25 May 2020 19:11:58 +0000 (22:11 +0300)
Build
demos/cubemap.cpp [deleted file]
demos/shaders.cpp [deleted file]

diff --git a/Build b/Build
index 1a4a262f3a1b6387683a4636af1beb222cae62ee..6805a3343fcbd15801a97536a0dce58c54bb4ddf 100644 (file)
--- a/Build
+++ b/Build
@@ -60,18 +60,6 @@ package "mspgl"
                use "mspgl";
        };
 
-       program "shaders"
-       {
-               source "demos/shaders.cpp";
-               use "mspgl";
-       };
-
-       program "cubemap"
-       {
-               source "demos/cubemap.cpp";
-               use "mspgl";
-       };
-
        program "desertpillars"
        {
                source "demos/desertpillars.cpp";
diff --git a/demos/cubemap.cpp b/demos/cubemap.cpp
deleted file mode 100644 (file)
index 2a0bc02..0000000
+++ /dev/null
@@ -1,140 +0,0 @@
-#include <cstdlib>
-#include <msp/gl/box.h>
-#include <msp/gl/cylinder.h>
-#include <msp/gl/framebuffer.h>
-#include <msp/gl/light.h>
-#include <msp/gl/lighting.h>
-#include <msp/gl/material.h>
-#include <msp/gl/mesh.h>
-#include <msp/gl/meshbuilder.h>
-#include <msp/gl/program.h>
-#include <msp/gl/programdata.h>
-#include <msp/gl/renderer.h>
-#include <msp/gl/tests.h>
-#include <msp/gl/texturecube.h>
-#include <msp/graphics/simplewindow.h>
-
-using namespace Msp;
-
-void create_face_texture(GL::TextureCube &texture, GL::TextureCubeFace face)
-{
-       unsigned char *pixels = new unsigned char[128*128*3];
-       for(int y=0; y<128; ++y)
-               for(int x=0; x<128; ++x)
-               {
-                       unsigned i = (x+y*128)*3;
-                       GL::Vector3 v = texture.get_texel_direction(face, x, y);
-                       if(v.y>0)
-                       {
-                               pixels[i] = 96-48*v.y;
-                               pixels[i+1] = 168-84*v.y;
-                               pixels[i+2] = 255;
-                       }
-                       else
-                       {
-                               pixels[i] = rand()%32;
-                               pixels[i+1] = 128-rand()%32;
-                               pixels[i+2] = rand()%32;
-                       }
-               }
-       texture.image(face, 0, GL::RGB, GL::UNSIGNED_BYTE, pixels);
-       delete[] pixels;
-}
-
-int main()
-{
-       Graphics::SimpleGLWindow window(600, 400);
-
-       GL::TextureCube texture;
-       texture.storage(GL::RGB, 128);
-       texture.set_min_filter(GL::LINEAR);
-       texture.set_wrap(GL::CLAMP_TO_EDGE);
-       for(unsigned i=0; i<6; ++i)
-               create_face_texture(texture, texture.enumerate_faces(i));
-
-       GL::Mesh skybox((GL::VERTEX3, GL::TEXCOORD3));
-       GL::BoxBuilder(10, 10, 10).build(skybox);
-       for(unsigned i=0; i<skybox.get_n_vertices(); ++i)
-       {
-               float *v = skybox.modify_vertex(i);
-               for(unsigned j=0; j<3; ++j)
-                       v[3+j] = v[j];
-       }
-
-       GL::Mesh box((GL::VERTEX3, GL::NORMAL3));
-       GL::BoxBuilder(2, 2, 2).build(box);
-
-       GL::Mesh cylinder((GL::VERTEX3, GL::NORMAL3));
-       GL::CylinderBuilder(1, 2, 32).build(cylinder);
-
-       GL::Lighting lighting;
-       lighting.set_ambient(GL::Color(0.3));
-       GL::Light light0;
-       light0.set_diffuse(GL::Color(0.6));
-       light0.set_position(GL::Vector4(-1, 1, 1, 0));
-       lighting.attach(0, light0);
-       GL::Light light1;
-       light1.set_diffuse(GL::Color(0.2));
-       light1.set_position(GL::Vector4(1, 1, 0, 0));
-       lighting.attach(1, light1);
-
-       GL::Material material;
-       material.set_diffuse(GL::Color(0.4));
-       material.set_ambient(GL::Color(0.4));
-       material.set_specular(GL::Color(1.0));
-       material.set_shininess(100);
-
-       GL::ProgramBuilder::StandardFeatures features;
-       features.lighting = true;
-       features.specular = true;
-       features.material = true;
-       features.reflection = true;
-       GL::Program shprog(features);
-       GL::ProgramData shdata;
-       shdata.uniform("environment", 0);
-       shdata.uniform("reflectivity", 0.5f);
-       float env_mat[9] = { 1, 0, 0, 0, 1, 0, 0, 0, 1 };
-       shdata.uniform_matrix3("env_eye_matrix", env_mat);
-
-       GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.15, 0.1, 0.1, 10);
-
-       window.show();
-       float angle = 0;
-       while(1)
-       {
-               window.tick();
-               GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-               {
-                       GL::Renderer renderer(0);
-                       renderer.set_texture(&texture);
-                       skybox.draw(renderer);
-               }
-               {
-                       GL::Bind bind_light(lighting);
-                       GL::Bind bind_depth(GL::DepthTest::lequal());
-                       GL::Renderer renderer(0);
-                       renderer.set_material(&material);
-                       renderer.set_shader_program(&shprog, &shdata);
-                       renderer.set_texture(&texture);
-                       renderer.transform(GL::Matrix::translation(0, 0, -7));
-                       {
-                               GL::Renderer::Push _push(renderer);
-                               renderer.transform(GL::Matrix::translation(-2, 0, 0));
-                               renderer.transform(GL::Matrix::rotation(angle/2.3, 0, 1, 0));
-                               renderer.transform(GL::Matrix::rotation(angle, 1, 0.25, 0));
-                               box.draw(renderer);
-                       }
-                       {
-                               GL::Renderer::Push _push(renderer);
-                               renderer.transform(GL::Matrix::translation(2, 0, 0));
-                               renderer.transform(GL::Matrix::rotation(-angle/2.3, 0, 1, 0));
-                               renderer.transform(GL::Matrix::rotation(angle, 1, 0.25, 0));
-                               cylinder.draw(renderer);
-                       }
-               }
-               window.swap_buffers();
-               angle += 0.0001;
-       }
-
-       return 0;
-}
diff --git a/demos/shaders.cpp b/demos/shaders.cpp
deleted file mode 100644 (file)
index 44d0b44..0000000
+++ /dev/null
@@ -1,127 +0,0 @@
-#include <vector>
-#include <cmath>
-#include <msp/graphics/simplewindow.h>
-#include <msp/gl/capsule.h>
-#include <msp/gl/framebuffer.h>
-#include <msp/gl/light.h>
-#include <msp/gl/lighting.h>
-#include <msp/gl/material.h>
-#include <msp/gl/matrix.h>
-#include <msp/gl/mesh.h>
-#include <msp/gl/meshbuilder.h>
-#include <msp/gl/program.h>
-#include <msp/gl/programdata.h>
-#include <msp/gl/renderer.h>
-#include <msp/gl/tests.h>
-#include <msp/gl/texture2d.h>
-#include <msp/gl/texturing.h>
-#include <msp/time/timestamp.h>
-#include <msp/time/timedelta.h>
-#include <msp/time/utils.h>
-
-using namespace std;
-using namespace Msp;
-
-int main()
-{
-       Graphics::SimpleGLWindow wnd(800, 800);
-
-       GL::Texture2D tex1;
-       GL::Texture2D tex2;
-
-       char *data = new char[256*256*3];
-       for(unsigned y=0; y<256; ++y)
-               for(unsigned x=0; x<256; ++x)
-               {
-                       unsigned i = x+y*256;
-                       data[i] = ((x/16+y/16)&1 ? 255 : 128);
-               }
-       tex1.storage(GL::LUMINANCE, 256, 256);
-       tex1.set_min_filter(GL::LINEAR);
-       tex1.image(0, GL::LUMINANCE, GL::UNSIGNED_BYTE, data);
-
-       for(unsigned y=0; y<256; ++y)
-               for(unsigned x=0; x<256; ++x)
-               {
-                       float yf = (y%16)/40.0-0.2;
-                       float xf = (x%16)/40.0-0.2;
-                       unsigned i = (x+y*256)*3;
-                       float l = sqrt(xf*xf+yf*yf+1);
-                       data[i] = static_cast<unsigned>((1+xf/l)*127);
-                       data[i+1] = static_cast<unsigned>((1+yf/l)*127);
-                       data[i+2] = static_cast<unsigned>((1+1/l)*127);
-               }
-       tex2.storage(GL::RGB, 256, 256);
-       tex2.set_min_filter(GL::LINEAR);
-       tex2.image(0, GL::RGB, GL::UNSIGNED_BYTE, data);
-       delete[] data;
-
-       GL::Mesh mesh((GL::VERTEX3, GL::NORMAL3, GL::TEXCOORD2, GL::COLOR4_UBYTE, GL::TANGENT3, GL::BINORMAL3));
-       GL::MeshBuilder bld(mesh);
-       bld.color(0.5f, 1.0f, 0.0f);
-       GL::CapsuleBuilder(1, 0.72498, 32, 17).texture_fit(GL::GeometryBuilder::WRAP).tbn().build(bld);
-       GL::Material mat;
-       mat.set_diffuse(GL::Color(0.5, 1.0, 0.0));
-       mat.set_specular(GL::Color(0.45, 0.5, 0.4));
-       mat.set_shininess(50);
-       vector<GL::Program *> programs;
-       for(unsigned i=0; i<12; ++i)
-       {
-               GL::ProgramBuilder::StandardFeatures feat;
-               feat.material = i/4>0;
-               feat.texture = i/4>1;
-               feat.lighting = i%4>0;
-               feat.normal_map = i%4>1;
-               feat.specular = i%4>2;
-               programs.push_back(new GL::Program(feat));
-       }
-
-       GL::ProgramData progdata;
-       progdata.uniform("texture", 0);
-       progdata.uniform("normalmap", 1);
-
-       GL::Lighting lighting;
-       GL::Light light;
-       light.set_position(GL::Vector4(0, -0.781, 0.625, 0));
-       lighting.attach(0, light);
-
-       GL::Texturing texturing;
-       texturing.attach(0, tex1);
-       texturing.attach(1, tex2);
-
-       GL::MatrixStack::projection() = GL::Matrix::frustum(-0.1, 0.1, -0.1, 0.1, 0.2, 20);
-       GL::MatrixStack::modelview() = GL::Matrix::translation(0, 0, -10);
-       GL::MatrixStack::modelview() *= GL::Matrix::rotation_deg(85, -1, 0, 0);
-
-       wnd.show();
-       float angle = 0.0;
-       Time::TimeStamp last;
-       while(1)
-       {
-               wnd.get_display().tick();
-               GL::Framebuffer::system().clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
-               {
-                       GL::Bind bind_depth(GL::DepthTest::lequal());
-                       GL::Renderer renderer(0);
-                       renderer.set_lighting(&lighting);
-                       renderer.set_material(&mat);
-                       renderer.set_texturing(&texturing);
-                       renderer.add_shader_data(progdata);
-                       for(unsigned i=0; i<12; ++i)
-                       {
-                               GL::Renderer::Push push(renderer);
-                               renderer.set_shader_program(programs[i]);
-                               renderer.transform(GL::Matrix::translation(-3.3+(i%4)*2.2, 0, -3.5+(i/4)*3.0));
-                               renderer.transform(GL::Matrix::rotation(angle, 0, 0, 1));
-                               mesh.draw(renderer);
-                       }
-               }
-               wnd.swap_buffers();
-               Time::TimeStamp t = Time::now();
-               if(last)
-                       angle += 0.5*((t-last)/Time::sec);
-               last = t;
-       }
-
-       return 0;
-}