132001f49Smrg/* 232001f49Smrg * GL_ATI_fragment_shader test 332001f49Smrg * Roland Scheidegger 432001f49Smrg * 532001f49Smrg * Command line options: 632001f49Smrg * -info print GL implementation information 732001f49Smrg */ 832001f49Smrg 932001f49Smrg 1032001f49Smrg#include <math.h> 1132001f49Smrg#include <stdio.h> 1232001f49Smrg#include <stdlib.h> 1332001f49Smrg#include <string.h> 1432001f49Smrg#include <GL/glew.h> 1532001f49Smrg#include "glut_wrap.h" 1632001f49Smrg 1732001f49Smrg#include "readtex.h" 1832001f49Smrg 1932001f49Smrg#define TEXTURE_1_FILE DEMOS_DATA_DIR "girl.rgb" 2032001f49Smrg#define TEXTURE_2_FILE DEMOS_DATA_DIR "reflect.rgb" 2132001f49Smrg 2232001f49Smrg#define TEX0 1 2332001f49Smrg#define TEX7 8 2432001f49Smrg#define ANIMATE 10 2532001f49Smrg#define SHADER 20 2632001f49Smrg#define QUIT 100 2732001f49Smrg 2832001f49Smrgstatic GLboolean Animate = GL_TRUE; 2932001f49Smrgstatic GLint NumUnits = 6; 3032001f49Smrgstatic GLboolean TexEnabled[8]; 3132001f49Smrgstatic GLuint boringshaderID = 0; 3232001f49Smrgstatic GLuint boring2passID = 0; 3332001f49Smrgstatic GLboolean Shader = GL_FALSE; 3432001f49Smrg 3532001f49Smrgstatic GLfloat Drift = 0.0; 3632001f49Smrgstatic GLfloat drift_increment = 0.005; 3732001f49Smrgstatic GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0; 3832001f49Smrgstatic GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0}; 3932001f49Smrg 4032001f49Smrgstatic void Idle( void ) 4132001f49Smrg{ 4232001f49Smrg if (Animate) { 4332001f49Smrg GLint i; 4432001f49Smrg 4532001f49Smrg Drift += drift_increment; 4632001f49Smrg if (Drift >= 1.0) 4732001f49Smrg Drift = 0.0; 4832001f49Smrg 4932001f49Smrg for (i = 0; i < NumUnits; i++) { 5032001f49Smrg glActiveTextureARB(GL_TEXTURE0_ARB + i); 5132001f49Smrg glMatrixMode(GL_TEXTURE); 5232001f49Smrg glLoadIdentity(); 5332001f49Smrg if (i == 0) { 5432001f49Smrg glTranslatef(Drift, 0.0, 0.0); 5532001f49Smrg glScalef(2, 2, 1); 5632001f49Smrg } 5732001f49Smrg else if (i == 1) { 5832001f49Smrg glTranslatef(0.0, Drift, 0.0); 5932001f49Smrg } 6032001f49Smrg else { 6132001f49Smrg glTranslatef(0.5, 0.5, 0.0); 6232001f49Smrg glRotatef(180.0 * Drift, 0, 0, 1); 6332001f49Smrg glScalef(1.0/i, 1.0/i, 1.0/i); 6432001f49Smrg glTranslatef(-0.5, -0.5, 0.0); 6532001f49Smrg } 6632001f49Smrg } 6732001f49Smrg glMatrixMode(GL_MODELVIEW); 6832001f49Smrg 6932001f49Smrg glutPostRedisplay(); 7032001f49Smrg } 7132001f49Smrg} 7232001f49Smrg 7332001f49Smrg 7432001f49Smrgstatic void DrawObject(void) 7532001f49Smrg{ 7632001f49Smrg GLint i; 7732001f49Smrg GLint j; 7832001f49Smrg static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 }; 7932001f49Smrg static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 }; 8032001f49Smrg 8132001f49Smrg if (!TexEnabled[0] && !TexEnabled[1]) 8232001f49Smrg glColor3f(0.1, 0.1, 0.1); /* add onto this */ 8332001f49Smrg else 8432001f49Smrg glColor3f(1, 1, 1); /* modulate this */ 8532001f49Smrg 8632001f49Smrg glBegin(GL_QUADS); 8732001f49Smrg 8832001f49Smrg /* Toggle between the vector and scalar entry points. This is done purely 8932001f49Smrg * to hit multiple paths in the driver. 9032001f49Smrg */ 9132001f49Smrg if ( Drift > 0.49 ) { 9232001f49Smrg for (j = 0; j < 4; j++ ) { 9332001f49Smrg for (i = 0; i < NumUnits; i++) 9432001f49Smrg glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 9532001f49Smrg tex_coords[j], tex_coords[j+1]); 9632001f49Smrg glVertex2f( vtx_coords[j], vtx_coords[j+1] ); 9732001f49Smrg } 9832001f49Smrg } 9932001f49Smrg else { 10032001f49Smrg for (j = 0; j < 4; j++ ) { 10132001f49Smrg for (i = 0; i < NumUnits; i++) 10232001f49Smrg glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]); 10332001f49Smrg glVertex2fv( & vtx_coords[j] ); 10432001f49Smrg } 10532001f49Smrg } 10632001f49Smrg 10732001f49Smrg glEnd(); 10832001f49Smrg} 10932001f49Smrg 11032001f49Smrg 11132001f49Smrg 11232001f49Smrgstatic void Display( void ) 11332001f49Smrg{ 11432001f49Smrg static GLint T0 = 0; 11532001f49Smrg static GLint Frames = 0; 11632001f49Smrg GLint t; 11732001f49Smrg 11832001f49Smrg glClear( GL_COLOR_BUFFER_BIT ); 11932001f49Smrg 12032001f49Smrg glPushMatrix(); 12132001f49Smrg glRotatef(Xrot, 1.0, 0.0, 0.0); 12232001f49Smrg glRotatef(Yrot, 0.0, 1.0, 0.0); 12332001f49Smrg glRotatef(Zrot, 0.0, 0.0, 1.0); 12432001f49Smrg glScalef(5.0, 5.0, 5.0); 12532001f49Smrg DrawObject(); 12632001f49Smrg glPopMatrix(); 12732001f49Smrg 12832001f49Smrg glutSwapBuffers(); 12932001f49Smrg 13032001f49Smrg Frames++; 13132001f49Smrg 13232001f49Smrg t = glutGet(GLUT_ELAPSED_TIME); 13332001f49Smrg if (t - T0 >= 2500) { 13432001f49Smrg GLfloat seconds = (t - T0) / 1000.0; 13532001f49Smrg GLfloat fps = Frames / seconds; 13632001f49Smrg drift_increment = 2.2 * seconds / Frames; 13732001f49Smrg printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); 13832001f49Smrg T0 = t; 13932001f49Smrg Frames = 0; 14032001f49Smrg } 14132001f49Smrg} 14232001f49Smrg 14332001f49Smrg 14432001f49Smrgstatic void Reshape( int width, int height ) 14532001f49Smrg{ 14632001f49Smrg glViewport( 0, 0, width, height ); 14732001f49Smrg glMatrixMode( GL_PROJECTION ); 14832001f49Smrg glLoadIdentity(); 14932001f49Smrg glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); 15032001f49Smrg /*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/ 15132001f49Smrg glMatrixMode( GL_MODELVIEW ); 15232001f49Smrg glLoadIdentity(); 15332001f49Smrg glTranslatef( 0.0, 0.0, -70.0 ); 15432001f49Smrg} 15532001f49Smrg 15632001f49Smrg 15732001f49Smrgstatic void ModeMenu(int entry) 15832001f49Smrg{ 15932001f49Smrg if (entry >= TEX0 && entry <= TEX7) { 16032001f49Smrg /* toggle */ 16132001f49Smrg GLint i = entry - TEX0; 16232001f49Smrg TexEnabled[i] = !TexEnabled[i]; 16332001f49Smrg glActiveTextureARB(GL_TEXTURE0_ARB + i); 16432001f49Smrg if (TexEnabled[i]) 16532001f49Smrg glEnable(GL_TEXTURE_2D); 16632001f49Smrg else 16732001f49Smrg glDisable(GL_TEXTURE_2D); 16832001f49Smrg printf("Enabled: "); 16932001f49Smrg for (i = 0; i < NumUnits; i++) 17032001f49Smrg printf("%d ", (int) TexEnabled[i]); 17132001f49Smrg printf("\n"); 17232001f49Smrg } 17332001f49Smrg else if (entry==ANIMATE) { 17432001f49Smrg Animate = !Animate; 17532001f49Smrg } 17632001f49Smrg else if (entry==SHADER) { 17732001f49Smrg Shader = !Shader; 17832001f49Smrg if (Shader) { 17932001f49Smrg fprintf(stderr, "using 2-pass shader\n"); 18032001f49Smrg glBindFragmentShaderATI(boring2passID); 18132001f49Smrg } 18232001f49Smrg else { 18332001f49Smrg fprintf(stderr, "using 1-pass shader\n"); 18432001f49Smrg glBindFragmentShaderATI(boringshaderID); 18532001f49Smrg } 18632001f49Smrg } 18732001f49Smrg else if (entry==QUIT) { 18832001f49Smrg exit(0); 18932001f49Smrg } 19032001f49Smrg 19132001f49Smrg glutPostRedisplay(); 19232001f49Smrg} 19332001f49Smrg 19432001f49Smrg 19532001f49Smrgstatic void Key( unsigned char key, int x, int y ) 19632001f49Smrg{ 19732001f49Smrg (void) x; 19832001f49Smrg (void) y; 19932001f49Smrg switch (key) { 20032001f49Smrg case 27: 20132001f49Smrg exit(0); 20232001f49Smrg break; 20332001f49Smrg } 20432001f49Smrg glutPostRedisplay(); 20532001f49Smrg} 20632001f49Smrg 20732001f49Smrg 20832001f49Smrgstatic void SpecialKey( int key, int x, int y ) 20932001f49Smrg{ 21032001f49Smrg float step = 3.0; 21132001f49Smrg (void) x; 21232001f49Smrg (void) y; 21332001f49Smrg 21432001f49Smrg switch (key) { 21532001f49Smrg case GLUT_KEY_UP: 21632001f49Smrg Xrot += step; 21732001f49Smrg break; 21832001f49Smrg case GLUT_KEY_DOWN: 21932001f49Smrg Xrot -= step; 22032001f49Smrg break; 22132001f49Smrg case GLUT_KEY_LEFT: 22232001f49Smrg Yrot += step; 22332001f49Smrg break; 22432001f49Smrg case GLUT_KEY_RIGHT: 22532001f49Smrg Yrot -= step; 22632001f49Smrg break; 22732001f49Smrg } 22832001f49Smrg glutPostRedisplay(); 22932001f49Smrg} 23032001f49Smrg 23132001f49Smrg 23232001f49Smrgstatic void Init( int argc, char *argv[] ) 23332001f49Smrg{ 23432001f49Smrg GLuint texObj[8]; 23532001f49Smrg GLint size, i; 23632001f49Smrg 23732001f49Smrg const char *exten = (const char *) glGetString(GL_EXTENSIONS); 23832001f49Smrg if (!strstr(exten, "GL_ATI_fragment_shader")) { 23932001f49Smrg printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n"); 24032001f49Smrg exit(1); 24132001f49Smrg } 24232001f49Smrg 24332001f49Smrg 24432001f49Smrg glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size); 24532001f49Smrg printf("%d x %d max texture size\n", size, size); 24632001f49Smrg 24732001f49Smrg glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 24832001f49Smrg 24932001f49Smrg for (i = 0; i < NumUnits; i++) { 25032001f49Smrg if (i < 6) 25132001f49Smrg TexEnabled[i] = GL_TRUE; 25232001f49Smrg else 25332001f49Smrg TexEnabled[i] = GL_FALSE; 25432001f49Smrg } 25532001f49Smrg 25632001f49Smrg /* allocate two texture objects */ 25732001f49Smrg glGenTextures(NumUnits, texObj); 25832001f49Smrg 25932001f49Smrg /* setup the texture objects */ 26032001f49Smrg for (i = 0; i < NumUnits; i++) { 26132001f49Smrg 26232001f49Smrg glActiveTextureARB(GL_TEXTURE0_ARB + i); 26332001f49Smrg glBindTexture(GL_TEXTURE_2D, texObj[i]); 26432001f49Smrg 26532001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 26632001f49Smrg glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 26732001f49Smrg 26832001f49Smrg if (i == 0) { 26932001f49Smrg if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) { 27032001f49Smrg printf("Error: couldn't load texture image\n"); 27132001f49Smrg exit(1); 27232001f49Smrg } 27332001f49Smrg } 27432001f49Smrg else if (i == 1) { 27532001f49Smrg if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) { 27632001f49Smrg printf("Error: couldn't load texture image\n"); 27732001f49Smrg exit(1); 27832001f49Smrg } 27932001f49Smrg } 28032001f49Smrg else { 28132001f49Smrg /* checker */ 28232001f49Smrg GLubyte image[8][8][3]; 28332001f49Smrg GLint i, j; 28432001f49Smrg for (i = 0; i < 8; i++) { 28532001f49Smrg for (j = 0; j < 8; j++) { 28632001f49Smrg if ((i + j) & 1) { 28732001f49Smrg image[i][j][0] = 50; 28832001f49Smrg image[i][j][1] = 50; 28932001f49Smrg image[i][j][2] = 50; 29032001f49Smrg } 29132001f49Smrg else { 29232001f49Smrg image[i][j][0] = 25; 29332001f49Smrg image[i][j][1] = 25; 29432001f49Smrg image[i][j][2] = 25; 29532001f49Smrg } 29632001f49Smrg } 29732001f49Smrg } 29832001f49Smrg glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, 29932001f49Smrg GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image); 30032001f49Smrg } 30132001f49Smrg 30232001f49Smrg /* Bind texObj[i] to ith texture unit */ 30332001f49Smrg/* if (i < 2) 30432001f49Smrg glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 30532001f49Smrg else 30632001f49Smrg glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/ 30732001f49Smrg 30832001f49Smrg if (TexEnabled[i]) 30932001f49Smrg glEnable(GL_TEXTURE_2D); 31032001f49Smrg } 31132001f49Smrg 31232001f49Smrg boringshaderID = glGenFragmentShadersATI(1); 31332001f49Smrg boring2passID = glGenFragmentShadersATI(1); 31432001f49Smrg if (boring2passID == 0) 31532001f49Smrg { 31632001f49Smrg fprintf(stderr, "couldn't get frag shader id\n"); 31732001f49Smrg exit(1); 31832001f49Smrg } 31932001f49Smrg glBindFragmentShaderATI(boringshaderID); 32032001f49Smrg/* maybe not the most creative shader but at least I know how it should look like! */ 32132001f49Smrg glBeginFragmentShaderATI(); 32232001f49Smrg glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); 32332001f49Smrg glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI); 32432001f49Smrg glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI); 32532001f49Smrg glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI); 32632001f49Smrg glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI); 32732001f49Smrg glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI); 32832001f49Smrg glColorFragmentOp2ATI(GL_MUL_ATI, 32932001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 33032001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 33132001f49Smrg GL_PRIMARY_COLOR, GL_NONE, GL_NONE); 33232001f49Smrg glAlphaFragmentOp1ATI(GL_MOV_ATI, 33332001f49Smrg GL_REG_0_ATI, GL_NONE, 33432001f49Smrg GL_PRIMARY_COLOR, GL_NONE, GL_NONE); 33532001f49Smrg glColorFragmentOp3ATI(GL_MAD_ATI, 33632001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 33732001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 33832001f49Smrg GL_REG_1_ATI, GL_NONE, GL_NONE, 33932001f49Smrg GL_REG_2_ATI, GL_NONE, GL_NONE); 34032001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 34132001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 34232001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 34332001f49Smrg GL_REG_3_ATI, GL_NONE, GL_NONE); 34432001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 34532001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 34632001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 34732001f49Smrg GL_REG_4_ATI, GL_NONE, GL_NONE); 34832001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 34932001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 35032001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 35132001f49Smrg GL_REG_5_ATI, GL_NONE, GL_NONE); 35232001f49Smrg glEndFragmentShaderATI(); 35332001f49Smrg 35432001f49Smrg/* mathematically equivalent to first shader but using 2 passes together with 35532001f49Smrg some tex coord rerouting */ 35632001f49Smrg glBindFragmentShaderATI(boring2passID); 35732001f49Smrg glBeginFragmentShaderATI(); 35832001f49Smrg glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI); 35932001f49Smrg glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI); 36032001f49Smrg glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI); 36132001f49Smrg glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI); 36232001f49Smrg glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI); 36332001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 36432001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 36532001f49Smrg GL_REG_2_ATI, GL_NONE, GL_NONE, 36632001f49Smrg GL_REG_3_ATI, GL_NONE, GL_NONE); 36732001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 36832001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 36932001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 37032001f49Smrg GL_REG_4_ATI, GL_NONE, GL_NONE); 37132001f49Smrg glColorFragmentOp2ATI(GL_ADD_ATI, 37232001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 37332001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 37432001f49Smrg GL_REG_5_ATI, GL_NONE, GL_NONE); 37532001f49Smrg /* not really a dependant read */ 37632001f49Smrg glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI); 37732001f49Smrg glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI); 37832001f49Smrg glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI); 37932001f49Smrg glColorFragmentOp2ATI(GL_MUL_ATI, 38032001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 38132001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 38232001f49Smrg GL_PRIMARY_COLOR, GL_NONE, GL_NONE); 38332001f49Smrg glAlphaFragmentOp1ATI(GL_MOV_ATI, 38432001f49Smrg GL_REG_0_ATI, GL_NONE, 38532001f49Smrg GL_PRIMARY_COLOR, GL_NONE, GL_NONE); 38632001f49Smrg glColorFragmentOp3ATI(GL_MAD_ATI, 38732001f49Smrg GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI, 38832001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 38932001f49Smrg GL_REG_1_ATI, GL_NONE, GL_NONE, 39032001f49Smrg GL_REG_5_ATI, GL_NONE, GL_NONE); 39132001f49Smrg /* in principle we're finished here, but to test a bit more 39232001f49Smrg we do some fun with dot ops, replication et al. */ 39332001f49Smrg glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant); 39432001f49Smrg glColorFragmentOp2ATI(GL_DOT4_ATI, 39532001f49Smrg GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI, 39632001f49Smrg GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI, 39732001f49Smrg GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI); 39832001f49Smrg /* those args must get ignored, except dstReg */ 39932001f49Smrg glAlphaFragmentOp2ATI(GL_DOT4_ATI, 40032001f49Smrg GL_REG_4_ATI, GL_NONE, 40132001f49Smrg GL_ZERO, GL_NONE, GL_NONE, 40232001f49Smrg GL_ZERO, GL_NONE, GL_NONE); 40332001f49Smrg /* -> reg3 g = reg4 alpha = -0.5 */ 40432001f49Smrg glAlphaFragmentOp2ATI(GL_ADD_ATI, 40532001f49Smrg GL_REG_5_ATI, GL_NONE, 40632001f49Smrg GL_REG_3_ATI, GL_GREEN, GL_NONE, 40732001f49Smrg GL_REG_4_ATI, GL_NONE, GL_NONE); 40832001f49Smrg /* -> reg5 a = -1 */ 40932001f49Smrg glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, 41032001f49Smrg GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI, 41132001f49Smrg GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI, 41232001f49Smrg GL_ONE, GL_NONE, GL_BIAS_BIT_ATI, 41332001f49Smrg GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI); 41432001f49Smrg /* -> reg 4 b = -0.5 */ 41532001f49Smrg glColorFragmentOp2ATI(GL_MUL_ATI, 41632001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE, 41732001f49Smrg GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI, 41832001f49Smrg GL_REG_0_ATI, GL_NONE, GL_NONE); 41932001f49Smrg glEndFragmentShaderATI(); 42032001f49Smrg 42132001f49Smrg glBindFragmentShaderATI(boringshaderID); 42232001f49Smrg glEnable(GL_FRAGMENT_SHADER_ATI); 42332001f49Smrg 42432001f49Smrg glShadeModel(GL_FLAT); 42532001f49Smrg glClearColor(0.3, 0.3, 0.4, 1.0); 42632001f49Smrg 42732001f49Smrg if (argc > 1 && strcmp(argv[1], "-info")==0) { 42832001f49Smrg printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); 42932001f49Smrg printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); 43032001f49Smrg printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); 43132001f49Smrg printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); 43232001f49Smrg } 43332001f49Smrg printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n"); 43432001f49Smrg} 43532001f49Smrg 43632001f49Smrg 43732001f49Smrgint main( int argc, char *argv[] ) 43832001f49Smrg{ 43932001f49Smrg/* GLint i;*/ 44032001f49Smrg 44132001f49Smrg glutInit( &argc, argv ); 44232001f49Smrg glutInitWindowSize( 300, 300 ); 44332001f49Smrg glutInitWindowPosition( 0, 0 ); 44432001f49Smrg glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); 44532001f49Smrg glutCreateWindow(argv[0] ); 44632001f49Smrg glewInit(); 44732001f49Smrg 44832001f49Smrg Init( argc, argv ); 44932001f49Smrg 45032001f49Smrg glutReshapeFunc( Reshape ); 45132001f49Smrg glutKeyboardFunc( Key ); 45232001f49Smrg glutSpecialFunc( SpecialKey ); 45332001f49Smrg glutDisplayFunc( Display ); 45432001f49Smrg glutIdleFunc( Idle ); 45532001f49Smrg 45632001f49Smrg glutCreateMenu(ModeMenu); 45732001f49Smrg 45832001f49Smrg/* for (i = 0; i < NumUnits; i++) { 45932001f49Smrg char s[100]; 46032001f49Smrg sprintf(s, "Toggle Texture %d", i); 46132001f49Smrg glutAddMenuEntry(s, TEX0 + i); 46232001f49Smrg }*/ 46332001f49Smrg glutAddMenuEntry("Toggle 1/2 Pass Shader", SHADER); 46432001f49Smrg glutAddMenuEntry("Toggle Animation", ANIMATE); 46532001f49Smrg glutAddMenuEntry("Quit", QUIT); 46632001f49Smrg glutAttachMenu(GLUT_RIGHT_BUTTON); 46732001f49Smrg 46832001f49Smrg glutMainLoop(); 46932001f49Smrg return 0; 47032001f49Smrg} 471