c026ecd4ce2fb41206dfd561aa94fa5f3d1bae9e
[mesa.git] / progs / tests / afsmultiarb.c
1 /*
2 * GL_ATI_fragment_shader test
3 * Roland Scheidegger
4 *
5 * Command line options:
6 * -info print GL implementation information
7 */
8
9
10 #include <math.h>
11 #include <stdio.h>
12 #include <stdlib.h>
13 #include <string.h>
14 #define GL_GLEXT_PROTOTYPES
15 #include <GL/glut.h>
16
17 #include "readtex.h"
18
19 #define TEXTURE_1_FILE "../images/girl.rgb"
20 #define TEXTURE_2_FILE "../images/reflect.rgb"
21
22 #define TEX0 1
23 #define TEX7 8
24 #define ANIMATE 10
25 #define SHADER 20
26 #define QUIT 100
27
28 static GLboolean Animate = GL_TRUE;
29 static GLint NumUnits = 6;
30 static GLboolean TexEnabled[8];
31 static GLuint boringshaderID = 0;
32 static GLuint boring2passID = 0;
33 static GLboolean Shader = GL_FALSE;
34
35 static GLfloat Drift = 0.0;
36 static GLfloat drift_increment = 0.005;
37 static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
38 static GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0};
39
40 static void Idle( void )
41 {
42 if (Animate) {
43 GLint i;
44
45 Drift += drift_increment;
46 if (Drift >= 1.0)
47 Drift = 0.0;
48
49 for (i = 0; i < NumUnits; i++) {
50 glActiveTextureARB(GL_TEXTURE0_ARB + i);
51 glMatrixMode(GL_TEXTURE);
52 glLoadIdentity();
53 if (i == 0) {
54 glTranslatef(Drift, 0.0, 0.0);
55 glScalef(2, 2, 1);
56 }
57 else if (i == 1) {
58 glTranslatef(0.0, Drift, 0.0);
59 }
60 else {
61 glTranslatef(0.5, 0.5, 0.0);
62 glRotatef(180.0 * Drift, 0, 0, 1);
63 glScalef(1.0/i, 1.0/i, 1.0/i);
64 glTranslatef(-0.5, -0.5, 0.0);
65 }
66 }
67 glMatrixMode(GL_MODELVIEW);
68
69 glutPostRedisplay();
70 }
71 }
72
73
74 static void DrawObject(void)
75 {
76 GLint i;
77 GLint j;
78 static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 };
79 static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 };
80
81 if (!TexEnabled[0] && !TexEnabled[1])
82 glColor3f(0.1, 0.1, 0.1); /* add onto this */
83 else
84 glColor3f(1, 1, 1); /* modulate this */
85
86 glBegin(GL_QUADS);
87
88 /* Toggle between the vector and scalar entry points. This is done purely
89 * to hit multiple paths in the driver.
90 */
91 if ( Drift > 0.49 ) {
92 for (j = 0; j < 4; j++ ) {
93 for (i = 0; i < NumUnits; i++)
94 glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i,
95 tex_coords[j], tex_coords[j+1]);
96 glVertex2f( vtx_coords[j], vtx_coords[j+1] );
97 }
98 }
99 else {
100 for (j = 0; j < 4; j++ ) {
101 for (i = 0; i < NumUnits; i++)
102 glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]);
103 glVertex2fv( & vtx_coords[j] );
104 }
105 }
106
107 glEnd();
108 }
109
110
111
112 static void Display( void )
113 {
114 static GLint T0 = 0;
115 static GLint Frames = 0;
116 GLint t;
117
118 glClear( GL_COLOR_BUFFER_BIT );
119
120 glPushMatrix();
121 glRotatef(Xrot, 1.0, 0.0, 0.0);
122 glRotatef(Yrot, 0.0, 1.0, 0.0);
123 glRotatef(Zrot, 0.0, 0.0, 1.0);
124 glScalef(5.0, 5.0, 5.0);
125 DrawObject();
126 glPopMatrix();
127
128 glutSwapBuffers();
129
130 Frames++;
131
132 t = glutGet(GLUT_ELAPSED_TIME);
133 if (t - T0 >= 2500) {
134 GLfloat seconds = (t - T0) / 1000.0;
135 GLfloat fps = Frames / seconds;
136 drift_increment = 2.2 * seconds / Frames;
137 printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
138 T0 = t;
139 Frames = 0;
140 }
141 }
142
143
144 static void Reshape( int width, int height )
145 {
146 glViewport( 0, 0, width, height );
147 glMatrixMode( GL_PROJECTION );
148 glLoadIdentity();
149 glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
150 /*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/
151 glMatrixMode( GL_MODELVIEW );
152 glLoadIdentity();
153 glTranslatef( 0.0, 0.0, -70.0 );
154 }
155
156
157 static void ModeMenu(int entry)
158 {
159 if (entry >= TEX0 && entry <= TEX7) {
160 /* toggle */
161 GLint i = entry - TEX0;
162 TexEnabled[i] = !TexEnabled[i];
163 glActiveTextureARB(GL_TEXTURE0_ARB + i);
164 if (TexEnabled[i])
165 glEnable(GL_TEXTURE_2D);
166 else
167 glDisable(GL_TEXTURE_2D);
168 printf("Enabled: ");
169 for (i = 0; i < NumUnits; i++)
170 printf("%d ", (int) TexEnabled[i]);
171 printf("\n");
172 }
173 else if (entry==ANIMATE) {
174 Animate = !Animate;
175 }
176 else if (entry==SHADER) {
177 Shader = !Shader;
178 if (Shader) {
179 fprintf(stderr, "using 2-pass shader\n");
180 glBindFragmentShaderATI(boring2passID);
181 }
182 else {
183 fprintf(stderr, "using 1-pass shader\n");
184 glBindFragmentShaderATI(boringshaderID);
185 }
186 }
187 else if (entry==QUIT) {
188 exit(0);
189 }
190
191 glutPostRedisplay();
192 }
193
194
195 static void Key( unsigned char key, int x, int y )
196 {
197 (void) x;
198 (void) y;
199 switch (key) {
200 case 27:
201 exit(0);
202 break;
203 }
204 glutPostRedisplay();
205 }
206
207
208 static void SpecialKey( int key, int x, int y )
209 {
210 float step = 3.0;
211 (void) x;
212 (void) y;
213
214 switch (key) {
215 case GLUT_KEY_UP:
216 Xrot += step;
217 break;
218 case GLUT_KEY_DOWN:
219 Xrot -= step;
220 break;
221 case GLUT_KEY_LEFT:
222 Yrot += step;
223 break;
224 case GLUT_KEY_RIGHT:
225 Yrot -= step;
226 break;
227 }
228 glutPostRedisplay();
229 }
230
231
232 static void Init( int argc, char *argv[] )
233 {
234 GLuint texObj[8];
235 GLint size, i;
236
237 const char *exten = (const char *) glGetString(GL_EXTENSIONS);
238 if (!strstr(exten, "GL_ATI_fragment_shader")) {
239 printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n");
240 exit(1);
241 }
242
243
244 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
245 printf("%d x %d max texture size\n", size, size);
246
247 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
248
249 for (i = 0; i < NumUnits; i++) {
250 if (i < 6)
251 TexEnabled[i] = GL_TRUE;
252 else
253 TexEnabled[i] = GL_FALSE;
254 }
255
256 /* allocate two texture objects */
257 glGenTextures(NumUnits, texObj);
258
259 /* setup the texture objects */
260 for (i = 0; i < NumUnits; i++) {
261
262 glActiveTextureARB(GL_TEXTURE0_ARB + i);
263 glBindTexture(GL_TEXTURE_2D, texObj[i]);
264
265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
266 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
267
268 if (i == 0) {
269 if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
270 printf("Error: couldn't load texture image\n");
271 exit(1);
272 }
273 }
274 else if (i == 1) {
275 if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
276 printf("Error: couldn't load texture image\n");
277 exit(1);
278 }
279 }
280 else {
281 /* checker */
282 GLubyte image[8][8][3];
283 GLint i, j;
284 for (i = 0; i < 8; i++) {
285 for (j = 0; j < 8; j++) {
286 if ((i + j) & 1) {
287 image[i][j][0] = 50;
288 image[i][j][1] = 50;
289 image[i][j][2] = 50;
290 }
291 else {
292 image[i][j][0] = 25;
293 image[i][j][1] = 25;
294 image[i][j][2] = 25;
295 }
296 }
297 }
298 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0,
299 GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image);
300 }
301
302 /* Bind texObj[i] to ith texture unit */
303 /* if (i < 2)
304 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
305 else
306 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/
307
308 if (TexEnabled[i])
309 glEnable(GL_TEXTURE_2D);
310 }
311
312 boringshaderID = glGenFragmentShadersATI(1);
313 boring2passID = glGenFragmentShadersATI(1);
314 if (boring2passID == 0)
315 {
316 fprintf(stderr, "couldn't get frag shader id\n");
317 exit(1);
318 }
319 glBindFragmentShaderATI(boringshaderID);
320 /* maybe not the most creative shader but at least I know how it should look like! */
321 glBeginFragmentShaderATI();
322 glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
323 glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
324 glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
325 glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
326 glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
327 glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
328 glColorFragmentOp2ATI(GL_MUL_ATI,
329 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
330 GL_REG_0_ATI, GL_NONE, GL_NONE,
331 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
332 glAlphaFragmentOp1ATI(GL_MOV_ATI,
333 GL_REG_0_ATI, GL_NONE,
334 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
335 glColorFragmentOp3ATI(GL_MAD_ATI,
336 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
337 GL_REG_0_ATI, GL_NONE, GL_NONE,
338 GL_REG_1_ATI, GL_NONE, GL_NONE,
339 GL_REG_2_ATI, GL_NONE, GL_NONE);
340 glColorFragmentOp2ATI(GL_ADD_ATI,
341 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
342 GL_REG_0_ATI, GL_NONE, GL_NONE,
343 GL_REG_3_ATI, GL_NONE, GL_NONE);
344 glColorFragmentOp2ATI(GL_ADD_ATI,
345 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
346 GL_REG_0_ATI, GL_NONE, GL_NONE,
347 GL_REG_4_ATI, GL_NONE, GL_NONE);
348 glColorFragmentOp2ATI(GL_ADD_ATI,
349 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
350 GL_REG_0_ATI, GL_NONE, GL_NONE,
351 GL_REG_5_ATI, GL_NONE, GL_NONE);
352 glEndFragmentShaderATI();
353
354 /* mathematically equivalent to first shader but using 2 passes together with
355 some tex coord rerouting */
356 glBindFragmentShaderATI(boring2passID);
357 glBeginFragmentShaderATI();
358 glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
359 glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
360 glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
361 glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
362 glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
363 glColorFragmentOp2ATI(GL_ADD_ATI,
364 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
365 GL_REG_2_ATI, GL_NONE, GL_NONE,
366 GL_REG_3_ATI, GL_NONE, GL_NONE);
367 glColorFragmentOp2ATI(GL_ADD_ATI,
368 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
369 GL_REG_0_ATI, GL_NONE, GL_NONE,
370 GL_REG_4_ATI, GL_NONE, GL_NONE);
371 glColorFragmentOp2ATI(GL_ADD_ATI,
372 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
373 GL_REG_0_ATI, GL_NONE, GL_NONE,
374 GL_REG_5_ATI, GL_NONE, GL_NONE);
375 /* not really a dependant read */
376 glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI);
377 glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
378 glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI);
379 glColorFragmentOp2ATI(GL_MUL_ATI,
380 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
381 GL_REG_0_ATI, GL_NONE, GL_NONE,
382 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
383 glAlphaFragmentOp1ATI(GL_MOV_ATI,
384 GL_REG_0_ATI, GL_NONE,
385 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
386 glColorFragmentOp3ATI(GL_MAD_ATI,
387 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
388 GL_REG_0_ATI, GL_NONE, GL_NONE,
389 GL_REG_1_ATI, GL_NONE, GL_NONE,
390 GL_REG_5_ATI, GL_NONE, GL_NONE);
391 /* in principle we're finished here, but to test a bit more
392 we do some fun with dot ops, replication et al. */
393 glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant);
394 glColorFragmentOp2ATI(GL_DOT4_ATI,
395 GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI,
396 GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI,
397 GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI);
398 /* those args must get ignored, except dstReg */
399 glAlphaFragmentOp2ATI(GL_DOT4_ATI,
400 GL_REG_4_ATI, GL_NONE,
401 GL_ZERO, GL_NONE, GL_NONE,
402 GL_ZERO, GL_NONE, GL_NONE);
403 /* -> reg3 g = reg4 alpha = -0.5 */
404 glAlphaFragmentOp2ATI(GL_ADD_ATI,
405 GL_REG_5_ATI, GL_NONE,
406 GL_REG_3_ATI, GL_GREEN, GL_NONE,
407 GL_REG_4_ATI, GL_NONE, GL_NONE);
408 /* -> reg5 a = -1 */
409 glColorFragmentOp3ATI(GL_DOT2_ADD_ATI,
410 GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI,
411 GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI,
412 GL_ONE, GL_NONE, GL_BIAS_BIT_ATI,
413 GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI);
414 /* -> reg 4 b = -0.5 */
415 glColorFragmentOp2ATI(GL_MUL_ATI,
416 GL_REG_0_ATI, GL_NONE, GL_NONE,
417 GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI,
418 GL_REG_0_ATI, GL_NONE, GL_NONE);
419 glEndFragmentShaderATI();
420
421 glBindFragmentShaderATI(boringshaderID);
422 glEnable(GL_FRAGMENT_SHADER_ATI);
423
424 glShadeModel(GL_FLAT);
425 glClearColor(0.3, 0.3, 0.4, 1.0);
426
427 if (argc > 1 && strcmp(argv[1], "-info")==0) {
428 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
429 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
430 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
431 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
432 }
433 printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n");
434 }
435
436
437 int main( int argc, char *argv[] )
438 {
439 /* GLint i;*/
440
441 glutInit( &argc, argv );
442 glutInitWindowSize( 300, 300 );
443 glutInitWindowPosition( 0, 0 );
444 glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
445 glutCreateWindow(argv[0] );
446
447 Init( argc, argv );
448
449 glutReshapeFunc( Reshape );
450 glutKeyboardFunc( Key );
451 glutSpecialFunc( SpecialKey );
452 glutDisplayFunc( Display );
453 glutIdleFunc( Idle );
454
455 glutCreateMenu(ModeMenu);
456
457 /* for (i = 0; i < NumUnits; i++) {
458 char s[100];
459 sprintf(s, "Toggle Texture %d", i);
460 glutAddMenuEntry(s, TEX0 + i);
461 }*/
462 glutAddMenuEntry("Toggle 1/2 Pass Shader", SHADER);
463 glutAddMenuEntry("Toggle Animation", ANIMATE);
464 glutAddMenuEntry("Quit", QUIT);
465 glutAttachMenu(GLUT_RIGHT_BUTTON);
466
467 glutMainLoop();
468 return 0;
469 }