xenocara/dist/Mesa/progs/glsl/samplers.c

376 lines
8.7 KiB
C

/**
* Exercise all available GLSL texture samplers.
*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* We generate a fragment shader which uses the maximum number of supported
* texture samplers.
* For each sampler we create a separate texture. Each texture has a
* single strip of color at a different intensity. The fragment shader
* samples all the textures at the same coordinate and sums the values.
* The result should be a quad with rows of colors of increasing intensity
* from bottom to top.
*
* Brian Paul
* 1 Jan 2009
*/
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include "GL/glut.h"
#include "shaderutil.h"
#define MAX_SAMPLERS 128
static const char *Demo = "samplers";
static GLuint Program;
static GLint NumSamplers;
static GLuint Textures[MAX_SAMPLERS];
static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_FALSE;
static void
DrawPolygon(GLfloat size)
{
glPushMatrix();
glNormal3f(0, 0, 1);
glBegin(GL_POLYGON);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glVertex2f(-size, -size);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glVertex2f( size, -size);
glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
glVertex2f( size, size);
glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
glVertex2f(-size, size);
glEnd();
glPopMatrix();
}
static void
draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, -EyeDist);
glRotatef(Zrot, 0, 0, 1);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Xrot, 1, 0, 0);
DrawPolygon(3.0);
glPopMatrix();
glutSwapBuffers();
}
static void
idle(void)
{
GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
Yrot = t;
glutPostRedisplay();
}
static void
key(unsigned char k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case ' ':
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
break;
case 'z':
EyeDist -= 0.5;
if (EyeDist < 3.0)
EyeDist = 3.0;
break;
case 'Z':
EyeDist += 0.5;
if (EyeDist > 90.0)
EyeDist = 90;
break;
case 27:
exit(0);
}
glutPostRedisplay();
}
static void
specialkey(int key, int x, int y)
{
GLfloat step = 2.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot -= step;
break;
case GLUT_KEY_RIGHT:
Yrot += step;
break;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
Reshape(int width, int height)
{
GLfloat ar = (float) width / (float) height;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void
InitTextures(void)
{
const GLint size = MAX_SAMPLERS;
GLubyte *texImage;
GLenum filter = GL_NEAREST;
GLint stripeSize;
GLint s;
texImage = (GLubyte *) malloc(size * size * 4);
glGenTextures(NumSamplers, Textures);
/* size of texels stripe */
stripeSize = size / NumSamplers;
/* create a texture for each sampler */
for (s = 0; s < NumSamplers; s++) {
GLint x, y, ypos;
GLubyte intensity = 31 + s * (256-32) / (NumSamplers - 1);
printf("Texture %d: color = %d, %d, %d\n", s,
(int) intensity, 0, (int) intensity );
/* initialize the texture to black */
memset(texImage, 0, size * size * 4);
/* set a stripe of texels to the intensity value */
ypos = s * stripeSize;
for (y = 0; y < stripeSize; y++) {
for (x = 0; x < size; x++) {
GLint k = 4 * ((ypos + y) * size + x);
if (x < size / 2) {
texImage[k + 0] = intensity;
texImage[k + 1] = intensity;
texImage[k + 2] = 0;
texImage[k + 3] = 255;
}
else {
texImage[k + 0] = 255 - intensity;
texImage[k + 1] = 0;
texImage[k + 2] = 0;
texImage[k + 3] = 255;
}
}
}
glActiveTexture(GL_TEXTURE0 + s);
glBindTexture(GL_TEXTURE_2D, Textures[s]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, size, size,
GL_RGBA, GL_UNSIGNED_BYTE, texImage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
}
free(texImage);
}
/**
* Generate a fragment shader that uses the given number of samplers.
*/
static char *
GenFragmentShader(GLint numSamplers)
{
const int maxLen = 10 * 1000;
char *prog = (char *) malloc(maxLen);
char *p = prog;
int s;
p += sprintf(p, "// Generated fragment shader:\n");
#ifndef SAMPLERS_ARRAY
for (s = 0; s < numSamplers; s++) {
p += sprintf(p, "uniform sampler2D tex%d;\n", s);
}
#else
p += sprintf(p, "uniform sampler2D tex[%d];\n", numSamplers);
#endif
p += sprintf(p, "void main()\n");
p += sprintf(p, "{\n");
p += sprintf(p, " vec4 color = vec4(0.0);\n");
for (s = 0; s < numSamplers; s++) {
#ifndef SAMPLERS_ARRAY
p += sprintf(p, " color += texture2D(tex%d, gl_TexCoord[0].xy);\n", s);
#else
p += sprintf(p, " color += texture2D(tex[%d], gl_TexCoord[0].xy);\n", s);
#endif
}
p += sprintf(p, " gl_FragColor = color;\n");
p += sprintf(p, "}\n");
assert(p - prog < maxLen);
return prog;
}
/** Create & bind shader program */
static GLuint
CreateProgram(void)
{
GLuint fragShader, vertShader, program;
const char *vertShaderText =
"void main() \n"
"{ \n"
" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
" gl_Position = ftransform(); \n"
"} \n";
char *fragShaderText = GenFragmentShader(NumSamplers);
printf("%s", fragShaderText);
vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
assert(vertShader);
program = LinkShaders(vertShader, fragShader);
glUseProgram(program);
free(fragShaderText);
return program;
}
static void
InitProgram(void)
{
GLint s;
Program = CreateProgram();
/* init sampler uniforms */
for (s = 0; s < NumSamplers; s++) {
char uname[10];
GLint loc;
#ifndef SAMPLERS_ARRAY
sprintf(uname, "tex%d", s);
#else
sprintf(uname, "tex[%d]", s);
#endif
loc = glGetUniformLocation(Program, uname);
assert(loc >= 0);
glUniform1i(loc, s);
}
}
static void
InitGL(void)
{
if (!ShadersSupported()) {
printf("GLSL not supported!\n");
exit(1);
}
printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
if (NumSamplers > MAX_SAMPLERS)
NumSamplers = MAX_SAMPLERS;
printf("Testing %d samplers\n", NumSamplers);
InitTextures();
InitProgram();
glClearColor(.6, .6, .9, 0);
glColor3f(1.0, 1.0, 1.0);
printf("Each color corresponds to a separate sampler/texture.\n");
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(Demo);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
glutDisplayFunc(draw);
if (Anim)
glutIdleFunc(idle);
InitGL();
glutMainLoop();
return 0;
}