st/xorg: Include cursorstr.h
[mesa.git] / progs / glsl / samplers.c
1 /**
2 * Exercise all available GLSL texture samplers.
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
20 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 */
23
24 /**
25 * We generate a fragment shader which uses the maximum number of supported
26 * texture samplers.
27 * For each sampler we create a separate texture. Each texture has a
28 * single strip of color at a different intensity. The fragment shader
29 * samples all the textures at the same coordinate and sums the values.
30 * The result should be a quad with rows of colors of increasing intensity
31 * from bottom to top.
32 *
33 * Brian Paul
34 * 1 Jan 2009
35 */
36
37 #include <assert.h>
38 #include <math.h>
39 #include <stdio.h>
40 #include <stdlib.h>
41 #include <string.h>
42 #include <GL/glew.h>
43 #include "GL/glut.h"
44 #include "shaderutil.h"
45
46
47 #define MAX_SAMPLERS 128
48
49
50 static const char *Demo = "samplers";
51
52 static GLuint Program;
53 static GLint NumSamplers;
54 static GLuint Textures[MAX_SAMPLERS];
55 static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
56 static GLfloat EyeDist = 10;
57 static GLboolean Anim = GL_FALSE;
58
59
60 static void
61 DrawPolygon(GLfloat size)
62 {
63 glPushMatrix();
64 glNormal3f(0, 0, 1);
65 glBegin(GL_POLYGON);
66
67 glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
68 glVertex2f(-size, -size);
69
70 glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
71 glVertex2f( size, -size);
72
73 glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
74 glVertex2f( size, size);
75
76 glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
77 glVertex2f(-size, size);
78
79 glEnd();
80 glPopMatrix();
81 }
82
83
84 static void
85 draw(void)
86 {
87 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
88
89 glPushMatrix();
90 glTranslatef(0.0, 0.0, -EyeDist);
91 glRotatef(Zrot, 0, 0, 1);
92 glRotatef(Yrot, 0, 1, 0);
93 glRotatef(Xrot, 1, 0, 0);
94
95 DrawPolygon(3.0);
96
97 glPopMatrix();
98
99 glutSwapBuffers();
100 }
101
102
103 static void
104 idle(void)
105 {
106 GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
107 Yrot = t;
108 glutPostRedisplay();
109 }
110
111
112 static void
113 key(unsigned char k, int x, int y)
114 {
115 (void) x;
116 (void) y;
117 switch (k) {
118 case ' ':
119 case 'a':
120 Anim = !Anim;
121 if (Anim)
122 glutIdleFunc(idle);
123 else
124 glutIdleFunc(NULL);
125 break;
126 case 'z':
127 EyeDist -= 0.5;
128 if (EyeDist < 3.0)
129 EyeDist = 3.0;
130 break;
131 case 'Z':
132 EyeDist += 0.5;
133 if (EyeDist > 90.0)
134 EyeDist = 90;
135 break;
136 case 27:
137 exit(0);
138 }
139 glutPostRedisplay();
140 }
141
142
143 static void
144 specialkey(int key, int x, int y)
145 {
146 GLfloat step = 2.0;
147 (void) x;
148 (void) y;
149 switch (key) {
150 case GLUT_KEY_UP:
151 Xrot += step;
152 break;
153 case GLUT_KEY_DOWN:
154 Xrot -= step;
155 break;
156 case GLUT_KEY_LEFT:
157 Yrot -= step;
158 break;
159 case GLUT_KEY_RIGHT:
160 Yrot += step;
161 break;
162 }
163 glutPostRedisplay();
164 }
165
166
167 /* new window size or exposure */
168 static void
169 Reshape(int width, int height)
170 {
171 GLfloat ar = (float) width / (float) height;
172 glViewport(0, 0, (GLint)width, (GLint)height);
173 glMatrixMode(GL_PROJECTION);
174 glLoadIdentity();
175 glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
176 glMatrixMode(GL_MODELVIEW);
177 glLoadIdentity();
178 }
179
180
181 static void
182 InitTextures(void)
183 {
184 const GLint size = MAX_SAMPLERS;
185 GLubyte *texImage;
186 GLenum filter = GL_NEAREST;
187 GLint stripeSize;
188 GLint s;
189
190 texImage = (GLubyte *) malloc(size * size * 4);
191
192 glGenTextures(NumSamplers, Textures);
193
194 /* size of texels stripe */
195 stripeSize = size / NumSamplers;
196
197 /* create a texture for each sampler */
198 for (s = 0; s < NumSamplers; s++) {
199 GLint x, y, ypos;
200 GLubyte intensity = 31 + s * (256-32) / (NumSamplers - 1);
201
202 printf("Texture %d: color = %d, %d, %d\n", s,
203 (int) intensity, 0, (int) intensity );
204
205 /* initialize the texture to black */
206 memset(texImage, 0, size * size * 4);
207
208 /* set a stripe of texels to the intensity value */
209 ypos = s * stripeSize;
210 for (y = 0; y < stripeSize; y++) {
211 for (x = 0; x < size; x++) {
212 GLint k = 4 * ((ypos + y) * size + x);
213 if (x < size / 2) {
214 texImage[k + 0] = intensity;
215 texImage[k + 1] = intensity;
216 texImage[k + 2] = 0;
217 texImage[k + 3] = 255;
218 }
219 else {
220 texImage[k + 0] = 255 - intensity;
221 texImage[k + 1] = 0;
222 texImage[k + 2] = 0;
223 texImage[k + 3] = 255;
224 }
225 }
226 }
227
228 glActiveTexture(GL_TEXTURE0 + s);
229 glBindTexture(GL_TEXTURE_2D, Textures[s]);
230 gluBuild2DMipmaps(GL_TEXTURE_2D, 4, size, size,
231 GL_RGBA, GL_UNSIGNED_BYTE, texImage);
232
233 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
234 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
235 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
236 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
237 }
238
239 free(texImage);
240 }
241
242
243 /**
244 * Generate a fragment shader that uses the given number of samplers.
245 */
246 static char *
247 GenFragmentShader(GLint numSamplers)
248 {
249 const int maxLen = 10 * 1000;
250 char *prog = (char *) malloc(maxLen);
251 char *p = prog;
252 int s;
253
254 p += sprintf(p, "// Generated fragment shader:\n");
255 #ifndef SAMPLERS_ARRAY
256 for (s = 0; s < numSamplers; s++) {
257 p += sprintf(p, "uniform sampler2D tex%d;\n", s);
258 }
259 #else
260 p += sprintf(p, "uniform sampler2D tex[%d];\n", numSamplers);
261 #endif
262 p += sprintf(p, "void main()\n");
263 p += sprintf(p, "{\n");
264 p += sprintf(p, " vec4 color = vec4(0.0);\n");
265 for (s = 0; s < numSamplers; s++) {
266 #ifndef SAMPLERS_ARRAY
267 p += sprintf(p, " color += texture2D(tex%d, gl_TexCoord[0].xy);\n", s);
268 #else
269 p += sprintf(p, " color += texture2D(tex[%d], gl_TexCoord[0].xy);\n", s);
270 #endif
271 }
272 p += sprintf(p, " gl_FragColor = color;\n");
273 p += sprintf(p, "}\n");
274
275 assert(p - prog < maxLen);
276 return prog;
277 }
278
279
280 /** Create & bind shader program */
281 static GLuint
282 CreateProgram(void)
283 {
284 GLuint fragShader, vertShader, program;
285 const char *vertShaderText =
286 "void main() \n"
287 "{ \n"
288 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
289 " gl_Position = ftransform(); \n"
290 "} \n";
291 char *fragShaderText = GenFragmentShader(NumSamplers);
292
293 printf("%s", fragShaderText);
294
295 vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
296 fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
297 assert(vertShader);
298 program = LinkShaders(vertShader, fragShader);
299
300 glUseProgram(program);
301
302 free(fragShaderText);
303
304 return program;
305 }
306
307
308 static void
309 InitProgram(void)
310 {
311 GLint s;
312
313 Program = CreateProgram();
314
315 /* init sampler uniforms */
316 for (s = 0; s < NumSamplers; s++) {
317 char uname[10];
318 GLint loc;
319
320 #ifndef SAMPLERS_ARRAY
321 sprintf(uname, "tex%d", s);
322 #else
323 sprintf(uname, "tex[%d]", s);
324 #endif
325 loc = glGetUniformLocation(Program, uname);
326 assert(loc >= 0);
327
328 glUniform1i(loc, s);
329 }
330 }
331
332
333 static void
334 InitGL(void)
335 {
336 if (!ShadersSupported()) {
337 printf("GLSL not supported!\n");
338 exit(1);
339 }
340
341 printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
342
343 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
344 if (NumSamplers > MAX_SAMPLERS)
345 NumSamplers = MAX_SAMPLERS;
346 printf("Testing %d samplers\n", NumSamplers);
347
348 InitTextures();
349 InitProgram();
350
351 glClearColor(.6, .6, .9, 0);
352 glColor3f(1.0, 1.0, 1.0);
353
354 printf("Each color corresponds to a separate sampler/texture.\n");
355 }
356
357
358 int
359 main(int argc, char *argv[])
360 {
361 glutInit(&argc, argv);
362 glutInitWindowSize(500, 400);
363 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
364 glutCreateWindow(Demo);
365 glewInit();
366 glutReshapeFunc(Reshape);
367 glutKeyboardFunc(key);
368 glutSpecialFunc(specialkey);
369 glutDisplayFunc(draw);
370 if (Anim)
371 glutIdleFunc(idle);
372 InitGL();
373 glutMainLoop();
374 return 0;
375 }