132001f49Smrg/**
232001f49Smrg * Exercise all available GLSL texture samplers.
332001f49Smrg *
432001f49Smrg * Copyright (C) 2009  VMware, Inc.   All Rights Reserved.
532001f49Smrg *
632001f49Smrg * Permission is hereby granted, free of charge, to any person obtaining a
732001f49Smrg * copy of this software and associated documentation files (the "Software"),
832001f49Smrg * to deal in the Software without restriction, including without limitation
932001f49Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
1032001f49Smrg * and/or sell copies of the Software, and to permit persons to whom the
1132001f49Smrg * Software is furnished to do so, subject to the following conditions:
1232001f49Smrg *
1332001f49Smrg * The above copyright notice and this permission notice shall be included
1432001f49Smrg * in all copies or substantial portions of the Software.
1532001f49Smrg *
1632001f49Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
1732001f49Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
1832001f49Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
1932001f49Smrg * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
2032001f49Smrg * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
2132001f49Smrg * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
2232001f49Smrg */
2332001f49Smrg
2432001f49Smrg/**
2532001f49Smrg * We generate a fragment shader which uses the maximum number of supported
2632001f49Smrg * texture samplers.
2732001f49Smrg * For each sampler we create a separate texture.  Each texture has a
2832001f49Smrg * single strip of color at a different intensity.  The fragment shader
2932001f49Smrg * samples all the textures at the same coordinate and sums the values.
3032001f49Smrg * The result should be a quad with rows of colors of increasing intensity
3132001f49Smrg * from bottom to top.
3232001f49Smrg *
3332001f49Smrg * Brian Paul
3432001f49Smrg * 1 Jan 2009
3532001f49Smrg */
3632001f49Smrg
3732001f49Smrg#include <assert.h>
3832001f49Smrg#include <math.h>
3932001f49Smrg#include <stdio.h>
4032001f49Smrg#include <stdlib.h>
4132001f49Smrg#include <string.h>
4232001f49Smrg#include <GL/glew.h>
4332001f49Smrg#include "glut_wrap.h"
4432001f49Smrg#include "shaderutil.h"
4532001f49Smrg
4632001f49Smrg
4732001f49Smrg#define MAX_SAMPLERS 128
4832001f49Smrg
4932001f49Smrg
5032001f49Smrgstatic const char *Demo = "samplers";
5132001f49Smrg
5232001f49Smrgstatic GLuint Program;
5332001f49Smrgstatic GLint NumSamplers;
5432001f49Smrgstatic GLuint Textures[MAX_SAMPLERS];
5532001f49Smrgstatic GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
5632001f49Smrgstatic GLfloat EyeDist = 10;
5732001f49Smrgstatic GLboolean Anim = GL_FALSE;
5832001f49Smrg
5932001f49Smrg
6032001f49Smrgstatic void
6132001f49SmrgDrawPolygon(GLfloat size)
6232001f49Smrg{
6332001f49Smrg   glPushMatrix();
6432001f49Smrg   glNormal3f(0, 0, 1);
6532001f49Smrg   glBegin(GL_POLYGON);
6632001f49Smrg
6732001f49Smrg   glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
6832001f49Smrg   glVertex2f(-size, -size);
6932001f49Smrg
7032001f49Smrg   glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
7132001f49Smrg   glVertex2f( size, -size);
7232001f49Smrg
7332001f49Smrg   glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
7432001f49Smrg   glVertex2f( size,  size);
7532001f49Smrg
7632001f49Smrg   glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
7732001f49Smrg   glVertex2f(-size,  size);
7832001f49Smrg
7932001f49Smrg   glEnd();
8032001f49Smrg   glPopMatrix();
8132001f49Smrg}
8232001f49Smrg
8332001f49Smrg
8432001f49Smrgstatic void
8532001f49Smrgdraw(void)
8632001f49Smrg{
8732001f49Smrg   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
8832001f49Smrg
8932001f49Smrg   glPushMatrix();
9032001f49Smrg      glTranslatef(0.0, 0.0, -EyeDist);
9132001f49Smrg      glRotatef(Zrot, 0, 0, 1);
9232001f49Smrg      glRotatef(Yrot, 0, 1, 0);
9332001f49Smrg      glRotatef(Xrot, 1, 0, 0);
9432001f49Smrg
9532001f49Smrg      DrawPolygon(3.0);
9632001f49Smrg
9732001f49Smrg   glPopMatrix();
9832001f49Smrg
9932001f49Smrg   glutSwapBuffers();
10032001f49Smrg}
10132001f49Smrg
10232001f49Smrg
10332001f49Smrgstatic void
10432001f49Smrgidle(void)
10532001f49Smrg{
10632001f49Smrg   GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
10732001f49Smrg   Yrot = t;
10832001f49Smrg   glutPostRedisplay();
10932001f49Smrg}
11032001f49Smrg
11132001f49Smrg
11232001f49Smrgstatic void
11332001f49Smrgkey(unsigned char k, int x, int y)
11432001f49Smrg{
11532001f49Smrg   (void) x;
11632001f49Smrg   (void) y;
11732001f49Smrg   switch (k) {
11832001f49Smrg   case ' ':
11932001f49Smrg   case 'a':
12032001f49Smrg      Anim = !Anim;
12132001f49Smrg      if (Anim)
12232001f49Smrg         glutIdleFunc(idle);
12332001f49Smrg      else
12432001f49Smrg         glutIdleFunc(NULL);
12532001f49Smrg      break;
12632001f49Smrg   case 'z':
12732001f49Smrg      EyeDist -= 0.5;
12832001f49Smrg      if (EyeDist < 3.0)
12932001f49Smrg         EyeDist = 3.0;
13032001f49Smrg      break;
13132001f49Smrg   case 'Z':
13232001f49Smrg      EyeDist += 0.5;
13332001f49Smrg      if (EyeDist > 90.0)
13432001f49Smrg         EyeDist = 90;
13532001f49Smrg      break;
13632001f49Smrg   case 27:
13732001f49Smrg      exit(0);
13832001f49Smrg   }
13932001f49Smrg   glutPostRedisplay();
14032001f49Smrg}
14132001f49Smrg
14232001f49Smrg
14332001f49Smrgstatic void
14432001f49Smrgspecialkey(int key, int x, int y)
14532001f49Smrg{
14632001f49Smrg   GLfloat step = 2.0;
14732001f49Smrg   (void) x;
14832001f49Smrg   (void) y;
14932001f49Smrg   switch (key) {
15032001f49Smrg   case GLUT_KEY_UP:
15132001f49Smrg      Xrot += step;
15232001f49Smrg      break;
15332001f49Smrg   case GLUT_KEY_DOWN:
15432001f49Smrg      Xrot -= step;
15532001f49Smrg      break;
15632001f49Smrg   case GLUT_KEY_LEFT:
15732001f49Smrg      Yrot -= step;
15832001f49Smrg      break;
15932001f49Smrg   case GLUT_KEY_RIGHT:
16032001f49Smrg      Yrot += step;
16132001f49Smrg      break;
16232001f49Smrg   }
16332001f49Smrg   glutPostRedisplay();
16432001f49Smrg}
16532001f49Smrg
16632001f49Smrg
16732001f49Smrg/* new window size or exposure */
16832001f49Smrgstatic void
16932001f49SmrgReshape(int width, int height)
17032001f49Smrg{
17132001f49Smrg   GLfloat ar = (float) width / (float) height;
17232001f49Smrg   glViewport(0, 0, (GLint)width, (GLint)height);
17332001f49Smrg   glMatrixMode(GL_PROJECTION);
17432001f49Smrg   glLoadIdentity();
17532001f49Smrg   glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
17632001f49Smrg   glMatrixMode(GL_MODELVIEW);
17732001f49Smrg   glLoadIdentity();
17832001f49Smrg}
17932001f49Smrg
18032001f49Smrg
18132001f49Smrgstatic void
18232001f49SmrgInitTextures(void)
18332001f49Smrg{
18432001f49Smrg   const GLint size = MAX_SAMPLERS;
18532001f49Smrg   GLubyte *texImage;
18632001f49Smrg   GLenum filter = GL_NEAREST;
18732001f49Smrg   GLint stripeSize;
18832001f49Smrg   GLint s;
18932001f49Smrg
19032001f49Smrg   texImage = (GLubyte *) malloc(size * size * 4);
19132001f49Smrg
19232001f49Smrg   glGenTextures(NumSamplers, Textures);
19332001f49Smrg
19432001f49Smrg   /* size of texels stripe */
19532001f49Smrg   stripeSize = size / NumSamplers;
19632001f49Smrg
19732001f49Smrg   /* create a texture for each sampler */
19832001f49Smrg   for (s = 0; s < NumSamplers; s++) {
19932001f49Smrg      GLint x, y, ypos;
20032001f49Smrg      GLubyte intensity = 31 + s * (256-32) / (NumSamplers - 1);
20132001f49Smrg
20232001f49Smrg      printf("Texture %d: color = %d, %d, %d\n", s,
20332001f49Smrg             (int) intensity, 0, (int) intensity );
20432001f49Smrg
20532001f49Smrg      /* initialize the texture to black */
20632001f49Smrg      memset(texImage, 0, size * size * 4);
20732001f49Smrg
20832001f49Smrg      /* set a stripe of texels to the intensity value */
20932001f49Smrg      ypos = s * stripeSize;
21032001f49Smrg      for (y = 0; y < stripeSize; y++) {
21132001f49Smrg         for (x = 0; x < size; x++) {
21232001f49Smrg            GLint k = 4 * ((ypos + y) * size + x);
21332001f49Smrg            if (x < size / 2) {
21432001f49Smrg               texImage[k + 0] = intensity;
21532001f49Smrg               texImage[k + 1] = intensity;
21632001f49Smrg               texImage[k + 2] = 0;
21732001f49Smrg               texImage[k + 3] = 255;
21832001f49Smrg            }
21932001f49Smrg            else {
22032001f49Smrg               texImage[k + 0] = 255 - intensity;
22132001f49Smrg               texImage[k + 1] = 0;
22232001f49Smrg               texImage[k + 2] = 0;
22332001f49Smrg               texImage[k + 3] = 255;
22432001f49Smrg            }
22532001f49Smrg         }
22632001f49Smrg      }
22732001f49Smrg
22832001f49Smrg      glActiveTexture(GL_TEXTURE0 + s);
22932001f49Smrg      glBindTexture(GL_TEXTURE_2D, Textures[s]);
23032001f49Smrg      gluBuild2DMipmaps(GL_TEXTURE_2D, 4, size, size,
23132001f49Smrg                        GL_RGBA, GL_UNSIGNED_BYTE, texImage);
23232001f49Smrg
23332001f49Smrg      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
23432001f49Smrg      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
23532001f49Smrg      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
23632001f49Smrg      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
23732001f49Smrg   }
23832001f49Smrg
23932001f49Smrg   free(texImage);
24032001f49Smrg}
24132001f49Smrg
24232001f49Smrg
24332001f49Smrg/**
24432001f49Smrg * Generate a fragment shader that uses the given number of samplers.
24532001f49Smrg */
24632001f49Smrgstatic char *
24732001f49SmrgGenFragmentShader(GLint numSamplers)
24832001f49Smrg{
24932001f49Smrg   const int maxLen = 10 * 1000;
25032001f49Smrg   char *prog = (char *) malloc(maxLen);
25132001f49Smrg   char *p = prog;
25232001f49Smrg   int s;
25332001f49Smrg
25432001f49Smrg   p += sprintf(p, "// Generated fragment shader:\n");
25532001f49Smrg#ifndef SAMPLERS_ARRAY
25632001f49Smrg   for (s = 0; s < numSamplers; s++) {
25732001f49Smrg      p += sprintf(p, "uniform sampler2D tex%d;\n", s);
25832001f49Smrg   }
25932001f49Smrg#else
26032001f49Smrg   p += sprintf(p, "uniform sampler2D tex[%d];\n", numSamplers);
26132001f49Smrg#endif
26232001f49Smrg   p += sprintf(p, "void main()\n");
26332001f49Smrg   p += sprintf(p, "{\n");
26432001f49Smrg   p += sprintf(p, "   vec4 color = vec4(0.0);\n");
26532001f49Smrg   for (s = 0; s < numSamplers; s++) {
26632001f49Smrg#ifndef SAMPLERS_ARRAY
26732001f49Smrg      p += sprintf(p, "   color += texture2D(tex%d, gl_TexCoord[0].xy);\n", s);
26832001f49Smrg#else
26932001f49Smrg      p += sprintf(p, "   color += texture2D(tex[%d], gl_TexCoord[0].xy);\n", s);
27032001f49Smrg#endif
27132001f49Smrg   }
27232001f49Smrg   p += sprintf(p, "   gl_FragColor = color;\n");
27332001f49Smrg   p += sprintf(p, "}\n");
27432001f49Smrg
27532001f49Smrg   assert(p - prog < maxLen);
27632001f49Smrg   return prog;
27732001f49Smrg}
27832001f49Smrg
27932001f49Smrg
28032001f49Smrg/** Create & bind shader program */
28132001f49Smrgstatic GLuint
28232001f49SmrgCreateAProgram(void)
28332001f49Smrg{
28432001f49Smrg   GLuint fragShader, vertShader, program;
28532001f49Smrg   const char *vertShaderText =
28632001f49Smrg      "void main() \n"
28732001f49Smrg      "{ \n"
28832001f49Smrg      "   gl_TexCoord[0] = gl_MultiTexCoord0; \n"
28932001f49Smrg      "   gl_Position = ftransform(); \n"
29032001f49Smrg      "} \n";
29132001f49Smrg   char *fragShaderText = GenFragmentShader(NumSamplers);
29232001f49Smrg
29332001f49Smrg   printf("%s", fragShaderText);
29432001f49Smrg
29532001f49Smrg   vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
29632001f49Smrg   fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
29732001f49Smrg   assert(vertShader);
29832001f49Smrg   program = LinkShaders(vertShader, fragShader);
29932001f49Smrg
30032001f49Smrg   glUseProgram(program);
30132001f49Smrg
30232001f49Smrg   free(fragShaderText);
30332001f49Smrg
30432001f49Smrg   return program;
30532001f49Smrg}
30632001f49Smrg
30732001f49Smrg
30832001f49Smrgstatic void
30932001f49SmrgInitProgram(void)
31032001f49Smrg{
31132001f49Smrg   GLint s;
31232001f49Smrg
31332001f49Smrg   Program = CreateAProgram();
31432001f49Smrg
31532001f49Smrg   /* init sampler uniforms */
31632001f49Smrg   for (s = 0; s < NumSamplers; s++) {
31732001f49Smrg      char uname[10];
31832001f49Smrg      GLint loc;
31932001f49Smrg
32032001f49Smrg#ifndef SAMPLERS_ARRAY
32132001f49Smrg      sprintf(uname, "tex%d", s);
32232001f49Smrg#else
32332001f49Smrg      sprintf(uname, "tex[%d]", s);
32432001f49Smrg#endif
32532001f49Smrg      loc = glGetUniformLocation(Program, uname);
32632001f49Smrg      assert(loc >= 0);
32732001f49Smrg
32832001f49Smrg      glUniform1i(loc, s);
32932001f49Smrg   }
33032001f49Smrg}
33132001f49Smrg
33232001f49Smrg
33332001f49Smrgstatic void
33432001f49SmrgInitGL(void)
33532001f49Smrg{
33632001f49Smrg   if (!ShadersSupported()) {
33732001f49Smrg      printf("GLSL not supported!\n");
33832001f49Smrg      exit(1);
33932001f49Smrg   }
34032001f49Smrg
34132001f49Smrg   printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
34232001f49Smrg
34332001f49Smrg   glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
34432001f49Smrg   if (NumSamplers > MAX_SAMPLERS)
34532001f49Smrg      NumSamplers = MAX_SAMPLERS;
34632001f49Smrg   printf("Testing %d samplers\n", NumSamplers);
34732001f49Smrg
34832001f49Smrg   InitTextures();
34932001f49Smrg   InitProgram();
35032001f49Smrg
35132001f49Smrg   glClearColor(.6, .6, .9, 0);
35232001f49Smrg   glColor3f(1.0, 1.0, 1.0);
35332001f49Smrg
35432001f49Smrg   printf("Each color corresponds to a separate sampler/texture.\n");
35532001f49Smrg}
35632001f49Smrg
35732001f49Smrg
35832001f49Smrgint
35932001f49Smrgmain(int argc, char *argv[])
36032001f49Smrg{
36132001f49Smrg   glutInit(&argc, argv);
36232001f49Smrg   glutInitWindowSize(500, 400);
36332001f49Smrg   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
36432001f49Smrg   glutCreateWindow(Demo);
36532001f49Smrg   glewInit();
36632001f49Smrg   glutReshapeFunc(Reshape);
36732001f49Smrg   glutKeyboardFunc(key);
36832001f49Smrg   glutSpecialFunc(specialkey);
36932001f49Smrg   glutDisplayFunc(draw);
37032001f49Smrg   if (Anim)
37132001f49Smrg      glutIdleFunc(idle);
37232001f49Smrg   InitGL();
37332001f49Smrg   glutMainLoop();
37432001f49Smrg   return 0;
37532001f49Smrg}
376