diff options
Diffstat (limited to 'progs/tests/afsmultiarb.c')
-rw-r--r-- | progs/tests/afsmultiarb.c | 470 |
1 files changed, 0 insertions, 470 deletions
diff --git a/progs/tests/afsmultiarb.c b/progs/tests/afsmultiarb.c deleted file mode 100644 index ca25a4d75bf..00000000000 --- a/progs/tests/afsmultiarb.c +++ /dev/null @@ -1,470 +0,0 @@ -/* - * GL_ATI_fragment_shader test - * Roland Scheidegger - * - * Command line options: - * -info print GL implementation information - */ - - -#include <math.h> -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <GL/glew.h> -#include <GL/glut.h> - -#include "readtex.h" - -#define TEXTURE_1_FILE "../images/girl.rgb" -#define TEXTURE_2_FILE "../images/reflect.rgb" - -#define TEX0 1 -#define TEX7 8 -#define ANIMATE 10 -#define SHADER 20 -#define QUIT 100 - -static GLboolean Animate = GL_TRUE; -static GLint NumUnits = 6; -static GLboolean TexEnabled[8]; -static GLuint boringshaderID = 0; -static GLuint boring2passID = 0; -static GLboolean Shader = GL_FALSE; - -static GLfloat Drift = 0.0; -static GLfloat drift_increment = 0.005; -static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0; -static GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0}; - -static void Idle( void ) -{ - if (Animate) { - GLint i; - - Drift += drift_increment; - if (Drift >= 1.0) - Drift = 0.0; - - for (i = 0; i < NumUnits; i++) { - glActiveTextureARB(GL_TEXTURE0_ARB + i); - glMatrixMode(GL_TEXTURE); - glLoadIdentity(); - if (i == 0) { - glTranslatef(Drift, 0.0, 0.0); - glScalef(2, 2, 1); - } - else if (i == 1) { - glTranslatef(0.0, Drift, 0.0); - } - else { - glTranslatef(0.5, 0.5, 0.0); - glRotatef(180.0 * Drift, 0, 0, 1); - glScalef(1.0/i, 1.0/i, 1.0/i); - glTranslatef(-0.5, -0.5, 0.0); - } - } - glMatrixMode(GL_MODELVIEW); - - glutPostRedisplay(); - } -} - - -static void DrawObject(void) -{ - GLint i; - GLint j; - static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 }; - static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 }; - - if (!TexEnabled[0] && !TexEnabled[1]) - glColor3f(0.1, 0.1, 0.1); /* add onto this */ - else - glColor3f(1, 1, 1); /* modulate this */ - - glBegin(GL_QUADS); - - /* Toggle between the vector and scalar entry points. This is done purely - * to hit multiple paths in the driver. - */ - if ( Drift > 0.49 ) { - for (j = 0; j < 4; j++ ) { - for (i = 0; i < NumUnits; i++) - glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, - tex_coords[j], tex_coords[j+1]); - glVertex2f( vtx_coords[j], vtx_coords[j+1] ); - } - } - else { - for (j = 0; j < 4; j++ ) { - for (i = 0; i < NumUnits; i++) - glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]); - glVertex2fv( & vtx_coords[j] ); - } - } - - glEnd(); -} - - - -static void Display( void ) -{ - static GLint T0 = 0; - static GLint Frames = 0; - GLint t; - - glClear( GL_COLOR_BUFFER_BIT ); - - glPushMatrix(); - glRotatef(Xrot, 1.0, 0.0, 0.0); - glRotatef(Yrot, 0.0, 1.0, 0.0); - glRotatef(Zrot, 0.0, 0.0, 1.0); - glScalef(5.0, 5.0, 5.0); - DrawObject(); - glPopMatrix(); - - glutSwapBuffers(); - - Frames++; - - t = glutGet(GLUT_ELAPSED_TIME); - if (t - T0 >= 2500) { - GLfloat seconds = (t - T0) / 1000.0; - GLfloat fps = Frames / seconds; - drift_increment = 2.2 * seconds / Frames; - printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); - T0 = t; - Frames = 0; - } -} - - -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, 10.0, 100.0 ); - /*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/ - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - glTranslatef( 0.0, 0.0, -70.0 ); -} - - -static void ModeMenu(int entry) -{ - if (entry >= TEX0 && entry <= TEX7) { - /* toggle */ - GLint i = entry - TEX0; - TexEnabled[i] = !TexEnabled[i]; - glActiveTextureARB(GL_TEXTURE0_ARB + i); - if (TexEnabled[i]) - glEnable(GL_TEXTURE_2D); - else - glDisable(GL_TEXTURE_2D); - printf("Enabled: "); - for (i = 0; i < NumUnits; i++) - printf("%d ", (int) TexEnabled[i]); - printf("\n"); - } - else if (entry==ANIMATE) { - Animate = !Animate; - } - else if (entry==SHADER) { - Shader = !Shader; - if (Shader) { - fprintf(stderr, "using 2-pass shader\n"); - glBindFragmentShaderATI(boring2passID); - } - else { - fprintf(stderr, "using 1-pass shader\n"); - glBindFragmentShaderATI(boringshaderID); - } - } - else if (entry==QUIT) { - exit(0); - } - - glutPostRedisplay(); -} - - -static void Key( unsigned char key, int x, int y ) -{ - (void) x; - (void) y; - switch (key) { - case 27: - exit(0); - break; - } - glutPostRedisplay(); -} - - -static void SpecialKey( int key, int x, int y ) -{ - float step = 3.0; - (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(); -} - - -static void Init( int argc, char *argv[] ) -{ - GLuint texObj[8]; - GLint size, i; - - const char *exten = (const char *) glGetString(GL_EXTENSIONS); - if (!strstr(exten, "GL_ATI_fragment_shader")) { - printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n"); - exit(1); - } - - - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size); - printf("%d x %d max texture size\n", size, size); - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - for (i = 0; i < NumUnits; i++) { - if (i < 6) - TexEnabled[i] = GL_TRUE; - else - TexEnabled[i] = GL_FALSE; - } - - /* allocate two texture objects */ - glGenTextures(NumUnits, texObj); - - /* setup the texture objects */ - for (i = 0; i < NumUnits; i++) { - - glActiveTextureARB(GL_TEXTURE0_ARB + i); - glBindTexture(GL_TEXTURE_2D, texObj[i]); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - - if (i == 0) { - if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) { - printf("Error: couldn't load texture image\n"); - exit(1); - } - } - else if (i == 1) { - if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) { - printf("Error: couldn't load texture image\n"); - exit(1); - } - } - else { - /* checker */ - GLubyte image[8][8][3]; - GLint i, j; - for (i = 0; i < 8; i++) { - for (j = 0; j < 8; j++) { - if ((i + j) & 1) { - image[i][j][0] = 50; - image[i][j][1] = 50; - image[i][j][2] = 50; - } - else { - image[i][j][0] = 25; - image[i][j][1] = 25; - image[i][j][2] = 25; - } - } - } - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, - GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image); - } - - /* Bind texObj[i] to ith texture unit */ -/* if (i < 2) - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - else - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/ - - if (TexEnabled[i]) - glEnable(GL_TEXTURE_2D); - } - - boringshaderID = glGenFragmentShadersATI(1); - boring2passID = glGenFragmentShadersATI(1); - if (boring2passID == 0) - { - fprintf(stderr, "couldn't get frag shader id\n"); - exit(1); - } - glBindFragmentShaderATI(boringshaderID); -/* maybe not the most creative shader but at least I know how it should look like! */ - glBeginFragmentShaderATI(); - glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI); - glColorFragmentOp2ATI(GL_MUL_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_PRIMARY_COLOR, GL_NONE, GL_NONE); - glAlphaFragmentOp1ATI(GL_MOV_ATI, - GL_REG_0_ATI, GL_NONE, - GL_PRIMARY_COLOR, GL_NONE, GL_NONE); - glColorFragmentOp3ATI(GL_MAD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_1_ATI, GL_NONE, GL_NONE, - GL_REG_2_ATI, GL_NONE, GL_NONE); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_3_ATI, GL_NONE, GL_NONE); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_4_ATI, GL_NONE, GL_NONE); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_5_ATI, GL_NONE, GL_NONE); - glEndFragmentShaderATI(); - -/* mathematically equivalent to first shader but using 2 passes together with - some tex coord rerouting */ - glBindFragmentShaderATI(boring2passID); - glBeginFragmentShaderATI(); - glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_2_ATI, GL_NONE, GL_NONE, - GL_REG_3_ATI, GL_NONE, GL_NONE); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_4_ATI, GL_NONE, GL_NONE); - glColorFragmentOp2ATI(GL_ADD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_5_ATI, GL_NONE, GL_NONE); - /* not really a dependant read */ - glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI); - glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI); - glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); - glColorFragmentOp2ATI(GL_MUL_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_PRIMARY_COLOR, GL_NONE, GL_NONE); - glAlphaFragmentOp1ATI(GL_MOV_ATI, - GL_REG_0_ATI, GL_NONE, - GL_PRIMARY_COLOR, GL_NONE, GL_NONE); - glColorFragmentOp3ATI(GL_MAD_ATI, - GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_1_ATI, GL_NONE, GL_NONE, - GL_REG_5_ATI, GL_NONE, GL_NONE); - /* in principle we're finished here, but to test a bit more - we do some fun with dot ops, replication et al. */ - glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant); - glColorFragmentOp2ATI(GL_DOT4_ATI, - GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI, - GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI, - GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI); - /* those args must get ignored, except dstReg */ - glAlphaFragmentOp2ATI(GL_DOT4_ATI, - GL_REG_4_ATI, GL_NONE, - GL_ZERO, GL_NONE, GL_NONE, - GL_ZERO, GL_NONE, GL_NONE); - /* -> reg3 g = reg4 alpha = -0.5 */ - glAlphaFragmentOp2ATI(GL_ADD_ATI, - GL_REG_5_ATI, GL_NONE, - GL_REG_3_ATI, GL_GREEN, GL_NONE, - GL_REG_4_ATI, GL_NONE, GL_NONE); - /* -> reg5 a = -1 */ - glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, - GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI, - GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI, - GL_ONE, GL_NONE, GL_BIAS_BIT_ATI, - GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI); - /* -> reg 4 b = -0.5 */ - glColorFragmentOp2ATI(GL_MUL_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE, - GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI, - GL_REG_0_ATI, GL_NONE, GL_NONE); - glEndFragmentShaderATI(); - - glBindFragmentShaderATI(boringshaderID); - glEnable(GL_FRAGMENT_SHADER_ATI); - - glShadeModel(GL_FLAT); - glClearColor(0.3, 0.3, 0.4, 1.0); - - if (argc > 1 && strcmp(argv[1], "-info")==0) { - printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); - printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); - printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); - printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); - } - printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n"); -} - - -int main( int argc, char *argv[] ) -{ -/* GLint i;*/ - - glutInit( &argc, argv ); - glutInitWindowSize( 300, 300 ); - glutInitWindowPosition( 0, 0 ); - glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); - glutCreateWindow(argv[0] ); - glewInit(); - - Init( argc, argv ); - - glutReshapeFunc( Reshape ); - glutKeyboardFunc( Key ); - glutSpecialFunc( SpecialKey ); - glutDisplayFunc( Display ); - glutIdleFunc( Idle ); - - 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; -} |