/* Test the writing Z in fragment shader.
* The red quad should be entirely in front of the blue quad even
* though the overlap and intersect in Z.
*/
#include <stdio.h>
#include "graw_util.h"
static int width = 300;
static int height = 300;
static struct graw_info info;
struct vertex {
float position[4];
float color[4];
};
#define z0 0.2
#define z01 0.5
#define z1 0.4
static struct vertex vertices[] =
{
/* left quad: clock-wise, front-facing, red */
{
{-0.8, -0.9, z0, 1.0 },
{ 1, 0, 0, 1 }
},
{
{ -0.2, -0.9, z0, 1.0 },
{ 1, 0, 0, 1 }
},
{
{ 0.2, 0.9, z01, 1.0 },
{ 1, 0, 0, 1 }
},
{
{-0.9, 0.9, z01, 1.0 },
{ 1, 0, 0, 1 }
},
/* right quad : counter-clock-wise, back-facing, green */
{
{ 0.2, -0.9, z1, 1.0 },
{ 0, 0, 1, -1 }
},
{
{ -0.2, 0.8, z1, 1.0 },
{ 0, 0, 1, -1 }
},
{
{ 0.9, 0.8, z1, 1.0 },
{ 0, 0, 1, -1 }
},
{
{ 0.8, -0.9, z1, 1.0 },
{ 0, 0, 1, -1 }
},
};
#define NUM_VERTS (sizeof(vertices) / sizeof(vertices[0]))
static void
set_vertices(void)
{
struct pipe_vertex_element ve[2];
struct pipe_vertex_buffer vbuf;
void *handle;
memset(ve, 0, sizeof ve);
ve[0].src_offset = Offset(struct vertex, position);
ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
ve[1].src_offset = Offset(struct vertex, color);
ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
handle = info.ctx->create_vertex_elements_state(info.ctx, 2, ve);
info.ctx->bind_vertex_elements_state(info.ctx, handle);
vbuf.stride = sizeof(struct vertex);
vbuf.buffer_offset = 0;
vbuf.buffer = pipe_buffer_create_with_data(info.ctx,
PIPE_BIND_VERTEX_BUFFER,
PIPE_USAGE_STATIC,
sizeof(vertices),
vertices);
info.ctx->set_vertex_buffers(info.ctx, 1, &vbuf);
}
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], GENERIC[0]\n"
" 0: MOV OUT[0], IN[0]\n"
" 1: MOV OUT[1], IN[1]\n"
" 2: END\n";
handle = graw_parse_vertex_shader(info.ctx, text);
info.ctx->bind_vs_state(info.ctx, handle);
}
static void
set_fragment_shader(void)
{
void *handle;
const char *text =
"FRAG\n"
"DCL IN[0], GENERIC, CONSTANT\n"
"DCL OUT[0], COLOR\n"
"DCL OUT[1], POSITION\n"
"DCL TEMP[0]\n"
"IMM FLT32 { 1.0, 0.0, 0.0, 0.0 }\n"
"IMM FLT32 { 0.0, 1.0, 0.0, 0.0 }\n"
"IMM FLT32 { 0.5, 0.4, 0.0, 0.0 }\n"
" 0: MOV OUT[0], IN[0]\n" /* front-facing: red */
" 1: IF IN[0].xxxx :3\n"
" 2: MOV OUT[1].z, IMM[2].yyyy\n" /* red: Z = 0.4 */
" 3: ELSE :5\n"
" 4: MOV OUT[1].z, IMM[2].xxxx\n" /* blue: Z = 0.5 */
" 5: ENDIF\n"
" 6: END\n";
handle = graw_parse_fragment_shader(info.ctx, text);
info.ctx->bind_fs_state(info.ctx, handle);
}
static void
draw(void)
{
union pipe_color_union clear_color;
clear_color.f[0] = 0.25;
clear_color.f[1] = 0.25;
clear_color.f[2] = 0.25;
clear_color.f[3] = 1.00;
info.ctx->clear(info.ctx,
PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL,
&clear_color, 1.0, 0);
util_draw_arrays(info.ctx, PIPE_PRIM_QUADS, 0, NUM_VERTS);
info.ctx->flush(info.ctx, NULL);
#if 0
/* At the moment, libgraw leaks out/makes available some of the
* symbols from gallium/auxiliary, including these debug helpers.
* Will eventually want to bless some of these paths, and lock the
* others down so they aren't accessible from test programs.
*
* This currently just happens to work on debug builds - a release
* build will probably fail to link here:
*/
debug_dump_surface_bmp(info.ctx, "result.bmp", surf);
#endif
graw_util_flush_front(&info);
}
#if 0
static void
resize(int w, int h)
{
width = w;
height = h;
graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0);
}
#endif
static void
init(void)
{
if (!graw_util_create_window(&info, width, height, 1, TRUE))
exit(1);
graw_util_default_state(&info, TRUE);
graw_util_viewport(&info, 0, 0, width, height, -1.0, 1.0);
set_vertices();
set_vertex_shader();
set_fragment_shader();
}
int
main(int argc, char *argv[])
{
init();
printf("The red quad should be entirely in front of the blue quad.\n");
graw_set_display_func(draw);
/*graw_set_reshape_func(resize);*/
graw_main_loop();
return 0;
}