/* * 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; }