471 lines
13 KiB
C
471 lines
13 KiB
C
/*
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* GL_ATI_fragment_shader test
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* Roland Scheidegger
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*
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* Command line options:
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* -info print GL implementation information
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "readtex.h"
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#define TEXTURE_1_FILE "../images/girl.rgb"
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#define TEXTURE_2_FILE "../images/reflect.rgb"
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#define TEX0 1
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#define TEX7 8
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#define ANIMATE 10
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#define SHADER 20
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#define QUIT 100
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static GLboolean Animate = GL_TRUE;
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static GLint NumUnits = 6;
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static GLboolean TexEnabled[8];
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static GLuint boringshaderID = 0;
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static GLuint boring2passID = 0;
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static GLboolean Shader = GL_FALSE;
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static GLfloat Drift = 0.0;
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static GLfloat drift_increment = 0.005;
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static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
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static GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0};
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static void Idle( void )
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{
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if (Animate) {
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GLint i;
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Drift += drift_increment;
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if (Drift >= 1.0)
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Drift = 0.0;
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for (i = 0; i < NumUnits; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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if (i == 0) {
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glTranslatef(Drift, 0.0, 0.0);
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glScalef(2, 2, 1);
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}
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else if (i == 1) {
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glTranslatef(0.0, Drift, 0.0);
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}
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else {
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glTranslatef(0.5, 0.5, 0.0);
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glRotatef(180.0 * Drift, 0, 0, 1);
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glScalef(1.0/i, 1.0/i, 1.0/i);
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glTranslatef(-0.5, -0.5, 0.0);
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}
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}
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glMatrixMode(GL_MODELVIEW);
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glutPostRedisplay();
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}
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}
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static void DrawObject(void)
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{
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GLint i;
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GLint j;
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static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 };
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static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 };
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if (!TexEnabled[0] && !TexEnabled[1])
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glColor3f(0.1, 0.1, 0.1); /* add onto this */
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else
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glColor3f(1, 1, 1); /* modulate this */
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glBegin(GL_QUADS);
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/* Toggle between the vector and scalar entry points. This is done purely
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* to hit multiple paths in the driver.
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*/
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if ( Drift > 0.49 ) {
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for (j = 0; j < 4; j++ ) {
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for (i = 0; i < NumUnits; i++)
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i,
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tex_coords[j], tex_coords[j+1]);
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glVertex2f( vtx_coords[j], vtx_coords[j+1] );
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}
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}
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else {
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for (j = 0; j < 4; j++ ) {
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for (i = 0; i < NumUnits; i++)
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glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]);
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glVertex2fv( & vtx_coords[j] );
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}
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}
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glEnd();
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}
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static void Display( void )
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{
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static GLint T0 = 0;
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static GLint Frames = 0;
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GLint t;
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1.0, 0.0, 0.0);
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glRotatef(Yrot, 0.0, 1.0, 0.0);
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glRotatef(Zrot, 0.0, 0.0, 1.0);
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glScalef(5.0, 5.0, 5.0);
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DrawObject();
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glPopMatrix();
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glutSwapBuffers();
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Frames++;
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t = glutGet(GLUT_ELAPSED_TIME);
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if (t - T0 >= 2500) {
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GLfloat seconds = (t - T0) / 1000.0;
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GLfloat fps = Frames / seconds;
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drift_increment = 2.2 * seconds / Frames;
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printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
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T0 = t;
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Frames = 0;
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}
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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( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
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/*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -70.0 );
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}
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static void ModeMenu(int entry)
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{
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if (entry >= TEX0 && entry <= TEX7) {
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/* toggle */
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GLint i = entry - TEX0;
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TexEnabled[i] = !TexEnabled[i];
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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if (TexEnabled[i])
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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printf("Enabled: ");
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for (i = 0; i < NumUnits; i++)
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printf("%d ", (int) TexEnabled[i]);
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printf("\n");
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}
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else if (entry==ANIMATE) {
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Animate = !Animate;
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}
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else if (entry==SHADER) {
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Shader = !Shader;
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if (Shader) {
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fprintf(stderr, "using 2-pass shader\n");
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glBindFragmentShaderATI(boring2passID);
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}
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else {
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fprintf(stderr, "using 1-pass shader\n");
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glBindFragmentShaderATI(boringshaderID);
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}
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}
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else if (entry==QUIT) {
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exit(0);
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}
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glutPostRedisplay();
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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 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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float 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( int argc, char *argv[] )
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{
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GLuint texObj[8];
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GLint size, i;
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const char *exten = (const char *) glGetString(GL_EXTENSIONS);
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if (!strstr(exten, "GL_ATI_fragment_shader")) {
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printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n");
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exit(1);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
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printf("%d x %d max texture size\n", size, size);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (i = 0; i < NumUnits; i++) {
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if (i < 6)
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TexEnabled[i] = GL_TRUE;
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else
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TexEnabled[i] = GL_FALSE;
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}
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/* allocate two texture objects */
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glGenTextures(NumUnits, texObj);
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/* setup the texture objects */
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for (i = 0; i < NumUnits; i++) {
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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glBindTexture(GL_TEXTURE_2D, texObj[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (i == 0) {
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if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
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printf("Error: couldn't load texture image\n");
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exit(1);
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}
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}
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else if (i == 1) {
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if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
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printf("Error: couldn't load texture image\n");
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exit(1);
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}
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}
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else {
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/* checker */
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GLubyte image[8][8][3];
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GLint i, j;
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 8; j++) {
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if ((i + j) & 1) {
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image[i][j][0] = 50;
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image[i][j][1] = 50;
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image[i][j][2] = 50;
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}
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else {
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image[i][j][0] = 25;
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image[i][j][1] = 25;
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image[i][j][2] = 25;
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}
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0,
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GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image);
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}
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/* Bind texObj[i] to ith texture unit */
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/* if (i < 2)
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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else
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/
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if (TexEnabled[i])
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glEnable(GL_TEXTURE_2D);
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}
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boringshaderID = glGenFragmentShadersATI(1);
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boring2passID = glGenFragmentShadersATI(1);
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if (boring2passID == 0)
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{
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fprintf(stderr, "couldn't get frag shader id\n");
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exit(1);
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}
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glBindFragmentShaderATI(boringshaderID);
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/* maybe not the most creative shader but at least I know how it should look like! */
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glBeginFragmentShaderATI();
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glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
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glColorFragmentOp2ATI(GL_MUL_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
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glAlphaFragmentOp1ATI(GL_MOV_ATI,
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GL_REG_0_ATI, GL_NONE,
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GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
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glColorFragmentOp3ATI(GL_MAD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_1_ATI, GL_NONE, GL_NONE,
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GL_REG_2_ATI, GL_NONE, GL_NONE);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_3_ATI, GL_NONE, GL_NONE);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_4_ATI, GL_NONE, GL_NONE);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_5_ATI, GL_NONE, GL_NONE);
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glEndFragmentShaderATI();
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/* mathematically equivalent to first shader but using 2 passes together with
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some tex coord rerouting */
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glBindFragmentShaderATI(boring2passID);
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glBeginFragmentShaderATI();
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glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_2_ATI, GL_NONE, GL_NONE,
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GL_REG_3_ATI, GL_NONE, GL_NONE);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_4_ATI, GL_NONE, GL_NONE);
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glColorFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_5_ATI, GL_NONE, GL_NONE);
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/* not really a dependant read */
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glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI);
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glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
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glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI);
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glColorFragmentOp2ATI(GL_MUL_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
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glAlphaFragmentOp1ATI(GL_MOV_ATI,
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GL_REG_0_ATI, GL_NONE,
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GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
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glColorFragmentOp3ATI(GL_MAD_ATI,
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GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_1_ATI, GL_NONE, GL_NONE,
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GL_REG_5_ATI, GL_NONE, GL_NONE);
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/* in principle we're finished here, but to test a bit more
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we do some fun with dot ops, replication et al. */
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glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant);
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glColorFragmentOp2ATI(GL_DOT4_ATI,
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GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI,
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GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI,
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GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI);
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/* those args must get ignored, except dstReg */
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glAlphaFragmentOp2ATI(GL_DOT4_ATI,
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GL_REG_4_ATI, GL_NONE,
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GL_ZERO, GL_NONE, GL_NONE,
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GL_ZERO, GL_NONE, GL_NONE);
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/* -> reg3 g = reg4 alpha = -0.5 */
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glAlphaFragmentOp2ATI(GL_ADD_ATI,
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GL_REG_5_ATI, GL_NONE,
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GL_REG_3_ATI, GL_GREEN, GL_NONE,
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GL_REG_4_ATI, GL_NONE, GL_NONE);
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/* -> reg5 a = -1 */
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glColorFragmentOp3ATI(GL_DOT2_ADD_ATI,
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GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI,
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GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI,
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GL_ONE, GL_NONE, GL_BIAS_BIT_ATI,
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GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI);
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/* -> reg 4 b = -0.5 */
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glColorFragmentOp2ATI(GL_MUL_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI,
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GL_REG_0_ATI, GL_NONE, GL_NONE);
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glEndFragmentShaderATI();
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glBindFragmentShaderATI(boringshaderID);
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glEnable(GL_FRAGMENT_SHADER_ATI);
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glShadeModel(GL_FLAT);
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glClearColor(0.3, 0.3, 0.4, 1.0);
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if (argc > 1 && strcmp(argv[1], "-info")==0) {
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
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}
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printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n");
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}
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int main( int argc, char *argv[] )
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{
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/* GLint i;*/
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glutInit( &argc, argv );
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glutInitWindowSize( 300, 300 );
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glutInitWindowPosition( 0, 0 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow(argv[0] );
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glewInit();
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Init( argc, argv );
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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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glutIdleFunc( Idle );
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|
glutCreateMenu(ModeMenu);
|
|
|
|
/* for (i = 0; i < NumUnits; i++) {
|
|
char s[100];
|
|
sprintf(s, "Toggle Texture %d", i);
|
|
glutAddMenuEntry(s, TEX0 + i);
|
|
}*/
|
|
glutAddMenuEntry("Toggle 1/2 Pass Shader", SHADER);
|
|
glutAddMenuEntry("Toggle Animation", ANIMATE);
|
|
glutAddMenuEntry("Quit", QUIT);
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|