samplers.c revision 32001f49
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 "glut_wrap.h"
44#include "shaderutil.h"
45
46
47#define MAX_SAMPLERS 128
48
49
50static const char *Demo = "samplers";
51
52static GLuint Program;
53static GLint NumSamplers;
54static GLuint Textures[MAX_SAMPLERS];
55static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0;
56static GLfloat EyeDist = 10;
57static GLboolean Anim = GL_FALSE;
58
59
60static void
61DrawPolygon(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
84static void
85draw(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
103static void
104idle(void)
105{
106   GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
107   Yrot = t;
108   glutPostRedisplay();
109}
110
111
112static void
113key(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
143static void
144specialkey(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 */
168static void
169Reshape(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
181static void
182InitTextures(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 */
246static char *
247GenFragmentShader(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 */
281static GLuint
282CreateAProgram(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
308static void
309InitProgram(void)
310{
311   GLint s;
312
313   Program = CreateAProgram();
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
333static void
334InitGL(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
358int
359main(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}
376