More GLSL code.
- general constructors allowed;
- implement noise functions (from Stefan Gustavson - thanks!)
- cosmetic stuff.
diff --git a/progs/demos/Makefile b/progs/demos/Makefile
index 39674b0..dda2170 100644
--- a/progs/demos/Makefile
+++ b/progs/demos/Makefile
@@ -30,6 +30,7 @@
 	geartrain \
 	glinfo \
 	gloss \
+	glslnoise.c \
 	gltestperf \
 	glutfx \
 	isosurf \
diff --git a/progs/demos/arbfslight.c b/progs/demos/arbfslight.c
index e5cfadc..2e91139 100644
--- a/progs/demos/arbfslight.c
+++ b/progs/demos/arbfslight.c
@@ -3,16 +3,28 @@
  * simple per-pixel lighting.

  *

  * Michal Krol

- * 14 February 2006
+ * 17 February 2006
  *

  * Based on the original demo by:
  * Brian Paul
  * 17 April 2003
- */
+ */

+

+#ifdef WIN32

+#include <windows.h>

+#endif
 
 #include <stdio.h>
-#include <stdlib.h>
+#include <stdlib.h>

+#include <GL/gl.h>
 #include <GL/glut.h>

+#include <GL/glext.h>

+

+#ifdef WIN32

+#define GETPROCADDRESS wglGetProcAddress

+#else

+#define GETPROCADDRESS glutGetProcAddress

+#endif

 
 static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
 static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
@@ -178,23 +190,15 @@
 

 		/* XXX source from uniform diffuse */

 		"	vec4 diffuse;\n"

-		"	diffuse.xy = vec2 (0.5);\n"

-		"	diffuse.zw = vec2 (1.0);\n"

+		"	diffuse = vec4 (0.5, 0.5, 1.0, 1.0);\n"

 

 		/* XXX source from uniform specular */

 		"	vec4 specular;\n"

-		"	specular.xyz = vec3 (0.8);\n"

-		"	specular.w = 1.0;\n"

+		"	specular = vec4 (0.8, 0.8, 0.8, 1.0);\n"

 

-		"	// Compute normalized light direction\n"

-		"	vec4 lightDir;\n"

-		"	lightDir = lightPos / length (lightPos);\n"

-		"	// Compute normalized normal\n"

-		"	vec4 normal;\n"

-		"	normal = gl_TexCoord[0] / length (gl_TexCoord[0]);\n"

 		"	// Compute dot product of light direction and normal vector\n"

 		"	float dotProd;\n"

-		"	dotProd = clamp (dot (lightDir.xyz, normal.xyz), 0.0, 1.0);\n"

+		"	dotProd = clamp (dot (normalize (lightPos).xyz, normalize (gl_TexCoord[0]).xyz), 0.0, 1.0);\n"

 		"	// Compute diffuse and specular contributions\n"

 		"	gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"

 		"}\n"
@@ -202,8 +206,7 @@
 	static const char *vertShaderText =
 		"void main () {\n"

 		"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"

-		"	gl_TexCoord[0].xyz = gl_NormalMatrix * gl_Normal;\n"

-		"	gl_TexCoord[0].w = 1.0;\n"

+		"	gl_TexCoord[0] = vec4 (gl_NormalMatrix * gl_Normal, 1.0);\n"

 

 		/* XXX source from uniform lightPos */

 		"	gl_TexCoord[1] = gl_MultiTexCoord0;\n"

@@ -231,13 +234,13 @@
 		exit(1);

 	}
 
-	glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) glutGetProcAddress ("glCreateShaderObjectARB");

-	glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) glutGetProcAddress ("glShaderSourceARB");

-	glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) glutGetProcAddress ("glCompileShaderARB");

-	glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glCreateProgramObjectARB");

-	glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glutGetProcAddress ("glAttachObjectARB");

-	glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) glutGetProcAddress ("glLinkProgramARB");

-	glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glutGetProcAddress ("glUseProgramObjectARB");

+	glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GETPROCADDRESS ("glCreateShaderObjectARB");

+	glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GETPROCADDRESS ("glShaderSourceARB");

+	glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GETPROCADDRESS ("glCompileShaderARB");

+	glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glCreateProgramObjectARB");

+	glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GETPROCADDRESS ("glAttachObjectARB");

+	glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GETPROCADDRESS ("glLinkProgramARB");

+	glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) GETPROCADDRESS ("glUseProgramObjectARB");

 

 	fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);

 	glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);

diff --git a/progs/demos/glslnoise.c b/progs/demos/glslnoise.c
new file mode 100755
index 0000000..1041439
--- /dev/null
+++ b/progs/demos/glslnoise.c
@@ -0,0 +1,176 @@
+/*
+ * GLSL noise demo.
+ *

+ * Michal Krol

+ * 17 February 2006
+ *

+ * Based on the original demo by:
+ * Stefan Gustavson (stegu@itn.liu.se) 2004, 2005
+ */

+

+#ifdef WIN32

+#include <windows.h>

+#endif
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/gl.h>

+#include <GL/glut.h>

+#include <GL/glext.h>

+

+#ifdef WIN32

+#define GETPROCADDRESS wglGetProcAddress

+#else

+#define GETPROCADDRESS glutGetProcAddress

+#endif

+
+static GLhandleARB fragShader;
+static GLhandleARB vertShader;

+static GLhandleARB program;

+

+static GLfloat u_time = 0.0f;

+
+static PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;

+static PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;

+static PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;

+static PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;

+static PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;

+static PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;

+static PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
+
+static void Redisplay (void)
+{
+	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

+

+	/* XXX source from uniform time */

+	glTexCoord1f (u_time);
+
+	glPushMatrix ();
+	glutSolidSphere (2.0, 20, 10);

+	glPopMatrix ();
+
+	glutSwapBuffers();
+}
+
+static void Idle (void)
+{

+	u_time += 0.1f;
+	glutPostRedisplay ();
+}
+
+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);
+}
+
+static void Key (unsigned char key, int x, int y)
+{
+	(void) x;
+	(void) y;

+
+	switch (key)

+	{
+	case 27:
+		exit(0);
+		break;
+	}
+	glutPostRedisplay ();
+}
+
+static void Init (void)
+{
+	static const char *fragShaderText =
+		"void main () {\n"

+

+		/* XXX source from uniform time */

+		"	float time;\n"

+		"	time = gl_TexCoord[1].x;\n"

+

+		"	vec4 v;\n"

+		"	v = vec4 (4.0 * gl_TexCoord[0].xyz, 0.5 * time);\n"

+		"	gl_FragColor = gl_Color * vec4 ((0.5 + 0.5 * vec3 (noise1 (v))), 1.0);\n"

+		"}\n"
+	;
+	static const char *vertShaderText =
+		"void main () {\n"

+		"	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"

+		"	gl_TexCoord[0] = gl_Vertex;\n"

+		"	gl_FrontColor = gl_Color;\n"

+

+		/* XXX source from uniform time */

+		"	gl_TexCoord[1] = gl_MultiTexCoord0;\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);

+	}
+
+	glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) wglGetProcAddress ("glCreateShaderObjectARB");

+	glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) wglGetProcAddress ("glShaderSourceARB");

+	glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) wglGetProcAddress ("glCompileShaderARB");

+	glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glCreateProgramObjectARB");

+	glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) wglGetProcAddress ("glAttachObjectARB");

+	glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) wglGetProcAddress ("glLinkProgramARB");

+	glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) wglGetProcAddress ("glUseProgramObjectARB");

+

+	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);

+
+	glClearColor (0.0f, 0.1f, 0.3f, 1.0f);

+	glEnable (GL_CULL_FACE);
+	glEnable (GL_DEPTH_TEST);
+
+	printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
+}
+
+int main (int argc, char *argv[])
+{
+	glutInit (&argc, argv);
+	glutInitWindowPosition ( 0, 0);
+	glutInitWindowSize (200, 200);
+	glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+	glutCreateWindow (argv[0]);
+	glutReshapeFunc (Reshape);
+	glutKeyboardFunc (Key);
+	glutDisplayFunc (Redisplay);
+	glutIdleFunc (Idle);
+	Init ();
+	glutMainLoop ();
+	return 0;
+}
+