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