--- /dev/null
+/**
+ * Exercise all available GLSL texture samplers.
+ *
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * We generate a fragment shader which uses the maximum number of supported
+ * texture samplers.
+ * For each sampler we create a separate texture. Each texture has a
+ * single strip of color at a different intensity. The fragment shader
+ * samples all the textures at the same coordinate and sums the values.
+ * The result should be a quad with rows of colors of increasing intensity
+ * from bottom to top.
+ *
+ * Brian Paul
+ * 1 Jan 2009
+ */
+
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+#include "readtex.h"
+#include "extfuncs.h"
+#include "shaderutil.h"
+
+
+#define MAX_SAMPLERS 128
+
+
+static const char *Demo = "samplers";
+
+static GLuint Program;
+static GLint NumSamplers;
+static GLuint Textures[MAX_SAMPLERS];
+static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
+static GLfloat EyeDist = 10;
+static GLboolean Anim = GL_FALSE;
+
+
+static void
+DrawPolygon(GLfloat size)
+{
+ glPushMatrix();
+ glNormal3f(0, 0, 1);
+ glBegin(GL_POLYGON);
+
+ glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
+ glVertex2f(-size, -size);
+
+ glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
+ glVertex2f( size, -size);
+
+ glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
+ glVertex2f( size, size);
+
+ glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
+ glVertex2f(-size, size);
+
+ glEnd();
+ glPopMatrix();
+}
+
+
+static void
+draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, -EyeDist);
+ glRotatef(Zrot, 0, 0, 1);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Xrot, 1, 0, 0);
+
+ DrawPolygon(3.0);
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+idle(void)
+{
+ GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
+ Yrot = t;
+ glutPostRedisplay();
+}
+
+
+static void
+key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+ case ' ':
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'z':
+ EyeDist -= 0.5;
+ if (EyeDist < 3.0)
+ EyeDist = 3.0;
+ break;
+ case 'Z':
+ EyeDist += 0.5;
+ if (EyeDist > 90.0)
+ EyeDist = 90;
+ break;
+ case 27:
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+specialkey(int key, int x, int y)
+{
+ GLfloat step = 2.0;
+ (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();
+}
+
+
+/* new window size or exposure */
+static void
+Reshape(int width, int height)
+{
+ GLfloat ar = (float) width / (float) height;
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+InitTextures(void)
+{
+ const GLint size = MAX_SAMPLERS;
+ GLubyte *texImage;
+ GLenum filter = GL_NEAREST;
+ GLint stripeSize;
+ GLint s;
+
+ texImage = (GLubyte *) malloc(size * size * 4);
+
+ glGenTextures(NumSamplers, Textures);
+
+ /* size of texels stripe */
+ stripeSize = size / NumSamplers;
+
+ /* create a texture for each sampler */
+ for (s = 0; s < NumSamplers; s++) {
+ GLint x, y, ypos;
+ GLubyte intensity = 31 + s * (256-32) / (NumSamplers - 1);
+
+ printf("Texture %d: color = %d, %d, %d\n", s,
+ (int) intensity, 0, (int) intensity );
+
+ /* initialize the texture to black */
+ memset(texImage, 0, size * size * 4);
+
+ /* set a stripe of texels to the intensity value */
+ ypos = s * stripeSize;
+ for (y = 0; y < stripeSize; y++) {
+ for (x = 0; x < size; x++) {
+ GLint k = 4 * ((ypos + y) * size + x);
+ texImage[k + 0] = intensity;
+ texImage[k + 1] = intensity;
+ texImage[k + 2] = 0;
+ texImage[k + 3] = 255;
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE0 + s);
+ glBindTexture(GL_TEXTURE_2D, Textures[s]);
+ gluBuild2DMipmaps(GL_TEXTURE_2D, 4, size, size,
+ GL_RGBA, GL_UNSIGNED_BYTE, texImage);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
+ }
+
+ free(texImage);
+}
+
+
+/**
+ * Generate a fragment shader that uses the given number of samplers.
+ */
+static char *
+GenFragmentShader(GLint numSamplers)
+{
+ const int maxLen = 10 * 1000;
+ char *prog = (char *) malloc(maxLen);
+ char *p = prog;
+ int s;
+
+ p += sprintf(p, "// Generated fragment shader:\n");
+ for (s = 0; s < numSamplers; s++) {
+ p += sprintf(p, "uniform sampler2D tex%d;\n", s);
+ }
+ p += sprintf(p, "void main()\n");
+ p += sprintf(p, "{\n");
+ p += sprintf(p, " vec4 color = vec4(0.0);\n");
+ for (s = 0; s < numSamplers; s++) {
+ p += sprintf(p, " color += texture2D(tex%d, gl_TexCoord[0].xy);\n", s);
+ }
+ p += sprintf(p, " gl_FragColor = color;\n");
+ p += sprintf(p, "}\n");
+
+ assert(p - prog < maxLen);
+ return prog;
+}
+
+
+/** Create & bind shader program */
+static GLuint
+CreateProgram(void)
+{
+ GLuint fragShader, vertShader, program;
+ const char *vertShaderText =
+ "void main() \n"
+ "{ \n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
+ " gl_Position = ftransform(); \n"
+ "} \n";
+ char *fragShaderText = GenFragmentShader(NumSamplers);
+
+ printf("%s", fragShaderText);
+
+ vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+ assert(vertShader);
+ program = LinkShaders(vertShader, fragShader);
+
+ glUseProgram_func(program);
+
+ free(fragShaderText);
+
+ return program;
+}
+
+
+static void
+InitProgram(void)
+{
+ GLint s;
+
+ Program = CreateProgram();
+
+ /* init sampler uniforms */
+ for (s = 0; s < NumSamplers; s++) {
+ char uname[10];
+ GLint loc;
+
+ sprintf(uname, "tex%d", s);
+ loc = glGetUniformLocation_func(Program, uname);
+ assert(loc >= 0);
+
+ glUniform1i_func(loc, s);
+ }
+}
+
+
+static void
+InitGL(void)
+{
+ if (!ShadersSupported()) {
+ printf("GLSL not supported!\n");
+ exit(1);
+ }
+
+ printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
+
+ GetExtensionFuncs();
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
+ if (NumSamplers > MAX_SAMPLERS)
+ NumSamplers = MAX_SAMPLERS;
+ printf("Testing %d samplers\n", NumSamplers);
+
+ InitTextures();
+ InitProgram();
+
+ glClearColor(.6, .6, .9, 0);
+ glColor3f(1.0, 1.0, 1.0);
+
+ printf("Each color corresponds to a separate sampler/texture.\n");
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(500, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+ glutCreateWindow(Demo);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(key);
+ glutSpecialFunc(specialkey);
+ glutDisplayFunc(draw);
+ if (Anim)
+ glutIdleFunc(idle);
+ InitGL();
+ glutMainLoop();
+ return 0;
+}