A quick little test to show disapeearing specular color between vertex and fragment program execution
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@@ -9,8 +9,9 @@ LIBDIR = $(TOP)/lib
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LIBS = -L$(LIBDIR) $(APP_LIB_DEPS)
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SOURCES = antialias.c \
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arbfpspec.c \
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arbfptest1.c \
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arbfptexture.c \
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arbfptexture.c \
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arbvptest1.c \
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arbvptest3.c \
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arbvptorus.c \
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@@ -0,0 +1,194 @@
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/*
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* To demo that specular color gets lost someplace after vertex
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* program completion and fragment program startup
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*/
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/glut.h>
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static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
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static GLboolean Anim = GL_TRUE;
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static void Idle( void )
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{
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Xrot += .3;
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Yrot += .4;
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Zrot += .2;
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glutPostRedisplay();
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}
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static void Display( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glRotatef(Zrot, 0, 0, 1);
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glutSolidTorus(0.75, 2.0, 10, 20);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -12.0 );
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case ' ':
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Xrot = Yrot = Zrot = 0;
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break;
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case 'a':
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Anim = !Anim;
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if (Anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 'z':
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Zrot -= 5.0;
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break;
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case 'Z':
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Zrot += 5.0;
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break;
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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const GLfloat step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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Xrot -= step;
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break;
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case GLUT_KEY_DOWN:
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Xrot += step;
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break;
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case GLUT_KEY_LEFT:
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Yrot -= step;
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break;
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case GLUT_KEY_RIGHT:
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Yrot += step;
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break;
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}
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glutPostRedisplay();
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}
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static void Init( void )
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{
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GLint errno;
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GLuint prognum, fprognum;
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static const char prog[] =
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"!!ARBvp1.0\n"
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"DP4 result.position.x, state.matrix.mvp.row[0], vertex.position ;\n"
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"DP4 result.position.y, state.matrix.mvp.row[1], vertex.position ;\n"
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"DP4 result.position.z, state.matrix.mvp.row[2], vertex.position ;\n"
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"DP4 result.position.w, state.matrix.mvp.row[3], vertex.position ;\n"
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"MOV result.color.front.primary, {.5, .5, .5, 1};\n"
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"MOV result.color.front.secondary, {1, 1, 1, 1};\n"
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"END";
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static const char fprog[] =
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"!!ARBfp1.0\n"
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"MOV result.color, fragment.color.secondary;\n"
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"END";
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if (!glutExtensionSupported("GL_ARB_vertex_program")) {
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printf("Sorry, this program requires GL_ARB_vertex_program");
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exit(1);
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}
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if (!glutExtensionSupported("GL_ARB_fragment_program")) {
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printf("Sorry, this program requires GL_ARB_fragment_program");
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exit(1);
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}
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glGenProgramsARB(1, &prognum);
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glGenProgramsARB(1, &fprognum);
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glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prognum);
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glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen(prog), (const GLubyte *) prog);
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assert(glIsProgramARB(prognum));
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errno = glGetError();
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printf("glGetError = %d\n", errno);
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if (errno != GL_NO_ERROR)
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{
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GLint errorpos;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
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printf("errorpos: %d\n", errorpos);
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printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
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}
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fprognum);
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen(fprog), (const GLubyte *) fprog);
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errno = glGetError();
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printf("glGetError = %d\n", errno);
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if (errno != GL_NO_ERROR)
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{
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GLint errorpos;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorpos);
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printf("errorpos: %d\n", errorpos);
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printf("%s\n", glGetString(GL_PROGRAM_ERROR_STRING_ARB));
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}
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glEnable(GL_VERTEX_PROGRAM_ARB);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.3, 0.3, 0.3, 1);
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 250, 250 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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glutCreateWindow(argv[0]);
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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if (Anim)
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glutIdleFunc(Idle);
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Init();
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glutMainLoop();
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return 0;
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}
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