new demo to test ATI_fragment_shader, not very creative but easy to know if the outpu...
authorRoland Scheidegger <rscheidegger@gmx.ch>
Sat, 10 Sep 2005 01:02:25 +0000 (01:02 +0000)
committerRoland Scheidegger <rscheidegger@gmx.ch>
Sat, 10 Sep 2005 01:02:25 +0000 (01:02 +0000)
progs/tests/Makefile
progs/tests/afsmultiarb.c [new file with mode: 0644]

index 768820c..fc8476a 100644 (file)
@@ -98,6 +98,11 @@ getprocaddress: getprocaddress.c getproclist.h
 getproclist.h: $(TOP)/src/mesa/glapi/gl_API.xml getprocaddress.c getprocaddress.py
        python getprocaddress.py > getproclist.h
 
+afsmultiarb: afsmultiarb.o readtex.o
+       $(CC) afsmultiarb.o readtex.o $(LIBS) -o $@
+
+afsmultiarb.o: afsmultiarb.c readtex.h
+       $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
 
 texrect: texrect.o readtex.o
        $(CC) texrect.o readtex.o $(LIBS) -o $@
diff --git a/progs/tests/afsmultiarb.c b/progs/tests/afsmultiarb.c
new file mode 100644 (file)
index 0000000..bd7ed7b
--- /dev/null
@@ -0,0 +1,473 @@
+
+/*
+ * GL_ARB_multitexture demo
+ *
+ * Command line options:
+ *    -info      print GL implementation information
+ *
+ *
+ * Brian Paul  November 1998  This program is in the public domain.
+ * Modified on 12 Feb 2002 for > 2 texture units.
+ */
+
+
+#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;
+}