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-rw-r--r--progs/glsl/samplers.c375
1 files changed, 0 insertions, 375 deletions
diff --git a/progs/glsl/samplers.c b/progs/glsl/samplers.c
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--- a/progs/glsl/samplers.c
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-/**
- * 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;
-}