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#include <GL/glew.h>
15#include "glut_wrap.h"
16
17#include "readtex.h"
18
19#define TEXTURE_1_FILE DEMOS_DATA_DIR "girl.rgb"
20#define TEXTURE_2_FILE DEMOS_DATA_DIR "reflect.rgb"
21
22#define TEX0 1
23#define TEX7 8
24#define ANIMATE 10
25#define SHADER 20
26#define QUIT 100
27
28static GLboolean Animate = GL_TRUE;
29static GLint NumUnits = 6;
30static GLboolean TexEnabled[8];
31static GLuint boringshaderID = 0;
32static GLuint boring2passID = 0;
33static GLboolean Shader = GL_FALSE;
34
35static GLfloat Drift = 0.0;
36static GLfloat drift_increment = 0.005;
37static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
38static GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0};
39
40static 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
74static 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
112static 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
144static 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
157static 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
195static 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
208static 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
232static 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
437int 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   glewInit();
447
448   Init( argc, argv );
449
450   glutReshapeFunc( Reshape );
451   glutKeyboardFunc( Key );
452   glutSpecialFunc( SpecialKey );
453   glutDisplayFunc( Display );
454   glutIdleFunc( Idle );
455
456   glutCreateMenu(ModeMenu);
457
458/*   for (i = 0; i < NumUnits; i++) {
459      char s[100];
460      sprintf(s, "Toggle Texture %d", i);
461      glutAddMenuEntry(s, TEX0 + i);
462   }*/
463   glutAddMenuEntry("Toggle 1/2 Pass Shader", SHADER);
464   glutAddMenuEntry("Toggle Animation", ANIMATE);
465   glutAddMenuEntry("Quit", QUIT);
466   glutAttachMenu(GLUT_RIGHT_BUTTON);
467
468   glutMainLoop();
469   return 0;
470}
471