--- /dev/null
+
+/*
+ * 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;
+}