diff options
Diffstat (limited to 'progs/tests/afsmultiarb.c')
-rw-r--r-- | progs/tests/afsmultiarb.c | 469 |
1 files changed, 469 insertions, 0 deletions
diff --git a/progs/tests/afsmultiarb.c b/progs/tests/afsmultiarb.c new file mode 100644 index 00000000000..c026ecd4ce2 --- /dev/null +++ b/progs/tests/afsmultiarb.c @@ -0,0 +1,469 @@ +/* + * 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> +#define GL_GLEXT_PROTOTYPES +#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] ); + + 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; +} |