Commit c52f186c authored by Marek Olšák's avatar Marek Olšák
Browse files

Remove tests which where copied from mesa/demos and were unchanged since then

The only test which is different is texline.
parent 3d5b8b33
#add_definitions ( -D__X11__ -D__UNIX__ )
include_directories(
${OPENGL_INCLUDE_PATH}
${GLUT_INCLUDE_DIR}
......@@ -29,5 +26,3 @@ add_executable (texline texline.c)
IF (UNIX)
target_link_libraries (texline m)
ENDIF (UNIX)
#add_executable (arbfptest1 arbfptest1.c)
/*
* GL_ATI_fragment_shader test
* Roland Scheidegger
*
* Command line options:
* -info print GL implementation information
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glut.h>
#include "readtex.h"
#define TEXTURE_1_FILE "../images/girl.rgb"
#define TEXTURE_2_FILE "../images/reflect.rgb"
#define TEX0 1
#define TEX7 8
#define ANIMATE 10
#define SHADER 20
#define QUIT 100
static GLboolean Animate = GL_TRUE;
static GLint NumUnits = 6;
static GLboolean TexEnabled[8];
static GLuint boringshaderID = 0;
static GLuint boring2passID = 0;
static GLboolean Shader = GL_FALSE;
static GLfloat Drift = 0.0;
static GLfloat drift_increment = 0.005;
static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
static GLfloat shaderconstant[4] = {0.5, 0.0, 0.0, 0.0};
static void Idle( void )
{
if (Animate) {
GLint i;
Drift += drift_increment;
if (Drift >= 1.0)
Drift = 0.0;
for (i = 0; i < NumUnits; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB + i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (i == 0) {
glTranslatef(Drift, 0.0, 0.0);
glScalef(2, 2, 1);
}
else if (i == 1) {
glTranslatef(0.0, Drift, 0.0);
}
else {
glTranslatef(0.5, 0.5, 0.0);
glRotatef(180.0 * Drift, 0, 0, 1);
glScalef(1.0/i, 1.0/i, 1.0/i);
glTranslatef(-0.5, -0.5, 0.0);
}
}
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
}
static void DrawObject(void)
{
GLint i;
GLint j;
static const GLfloat tex_coords[] = { 0.0, 0.0, 1.0, 1.0, 0.0 };
static const GLfloat vtx_coords[] = { -1.0, -1.0, 1.0, 1.0, -1.0 };
if (!TexEnabled[0] && !TexEnabled[1])
glColor3f(0.1, 0.1, 0.1); /* add onto this */
else
glColor3f(1, 1, 1); /* modulate this */
glBegin(GL_QUADS);
/* Toggle between the vector and scalar entry points. This is done purely
* to hit multiple paths in the driver.
*/
if ( Drift > 0.49 ) {
for (j = 0; j < 4; j++ ) {
for (i = 0; i < NumUnits; i++)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i,
tex_coords[j], tex_coords[j+1]);
glVertex2f( vtx_coords[j], vtx_coords[j+1] );
}
}
else {
for (j = 0; j < 4; j++ ) {
for (i = 0; i < NumUnits; i++)
glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]);
glVertex2fv( & vtx_coords[j] );
}
}
glEnd();
}
static void Display( void )
{
static GLint T0 = 0;
static GLint Frames = 0;
GLint t;
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glRotatef(Xrot, 1.0, 0.0, 0.0);
glRotatef(Yrot, 0.0, 1.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glScalef(5.0, 5.0, 5.0);
DrawObject();
glPopMatrix();
glutSwapBuffers();
Frames++;
t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 2500) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
drift_increment = 2.2 * seconds / Frames;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
T0 = t;
Frames = 0;
}
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
/*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -70.0 );
}
static void ModeMenu(int entry)
{
if (entry >= TEX0 && entry <= TEX7) {
/* toggle */
GLint i = entry - TEX0;
TexEnabled[i] = !TexEnabled[i];
glActiveTextureARB(GL_TEXTURE0_ARB + i);
if (TexEnabled[i])
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
printf("Enabled: ");
for (i = 0; i < NumUnits; i++)
printf("%d ", (int) TexEnabled[i]);
printf("\n");
}
else if (entry==ANIMATE) {
Animate = !Animate;
}
else if (entry==SHADER) {
Shader = !Shader;
if (Shader) {
fprintf(stderr, "using 2-pass shader\n");
glBindFragmentShaderATI(boring2passID);
}
else {
fprintf(stderr, "using 1-pass shader\n");
glBindFragmentShaderATI(boringshaderID);
}
}
else if (entry==QUIT) {
exit(0);
}
glutPostRedisplay();
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
float step = 3.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot += step;
break;
case GLUT_KEY_RIGHT:
Yrot -= step;
break;
}
glutPostRedisplay();
}
static void Init( int argc, char *argv[] )
{
GLuint texObj[8];
GLint size, i;
const char *exten = (const char *) glGetString(GL_EXTENSIONS);
if (!strstr(exten, "GL_ATI_fragment_shader")) {
printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n");
exit(1);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
printf("%d x %d max texture size\n", size, size);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (i = 0; i < NumUnits; i++) {
if (i < 6)
TexEnabled[i] = GL_TRUE;
else
TexEnabled[i] = GL_FALSE;
}
/* allocate two texture objects */
glGenTextures(NumUnits, texObj);
/* setup the texture objects */
for (i = 0; i < NumUnits; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB + i);
glBindTexture(GL_TEXTURE_2D, texObj[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (i == 0) {
if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
printf("Error: couldn't load texture image\n");
exit(1);
}
}
else if (i == 1) {
if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
printf("Error: couldn't load texture image\n");
exit(1);
}
}
else {
/* checker */
GLubyte image[8][8][3];
GLint i, j;
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
if ((i + j) & 1) {
image[i][j][0] = 50;
image[i][j][1] = 50;
image[i][j][2] = 50;
}
else {
image[i][j][0] = 25;
image[i][j][1] = 25;
image[i][j][2] = 25;
}
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0,
GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image);
}
/* Bind texObj[i] to ith texture unit */
/* if (i < 2)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/
if (TexEnabled[i])
glEnable(GL_TEXTURE_2D);
}
boringshaderID = glGenFragmentShadersATI(1);
boring2passID = glGenFragmentShadersATI(1);
if (boring2passID == 0)
{
fprintf(stderr, "couldn't get frag shader id\n");
exit(1);
}
glBindFragmentShaderATI(boringshaderID);
/* maybe not the most creative shader but at least I know how it should look like! */
glBeginFragmentShaderATI();
glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
glColorFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
glAlphaFragmentOp1ATI(GL_MOV_ATI,
GL_REG_0_ATI, GL_NONE,
GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
glColorFragmentOp3ATI(GL_MAD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_2_ATI, GL_NONE, GL_NONE);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_3_ATI, GL_NONE, GL_NONE);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_4_ATI, GL_NONE, GL_NONE);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_5_ATI, GL_NONE, GL_NONE);
glEndFragmentShaderATI();
/* mathematically equivalent to first shader but using 2 passes together with
some tex coord rerouting */
glBindFragmentShaderATI(boring2passID);
glBeginFragmentShaderATI();
glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_2_ATI, GL_NONE, GL_NONE,
GL_REG_3_ATI, GL_NONE, GL_NONE);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_4_ATI, GL_NONE, GL_NONE);
glColorFragmentOp2ATI(GL_ADD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_5_ATI, GL_NONE, GL_NONE);
/* not really a dependant read */
glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI);
glColorFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
glAlphaFragmentOp1ATI(GL_MOV_ATI,
GL_REG_0_ATI, GL_NONE,
GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
glColorFragmentOp3ATI(GL_MAD_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_5_ATI, GL_NONE, GL_NONE);
/* in principle we're finished here, but to test a bit more
we do some fun with dot ops, replication et al. */
glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant);
glColorFragmentOp2ATI(GL_DOT4_ATI,
GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI,
GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI,
GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI);
/* those args must get ignored, except dstReg */
glAlphaFragmentOp2ATI(GL_DOT4_ATI,
GL_REG_4_ATI, GL_NONE,
GL_ZERO, GL_NONE, GL_NONE,
GL_ZERO, GL_NONE, GL_NONE);
/* -> reg3 g = reg4 alpha = -0.5 */
glAlphaFragmentOp2ATI(GL_ADD_ATI,
GL_REG_5_ATI, GL_NONE,
GL_REG_3_ATI, GL_GREEN, GL_NONE,
GL_REG_4_ATI, GL_NONE, GL_NONE);
/* -> reg5 a = -1 */
glColorFragmentOp3ATI(GL_DOT2_ADD_ATI,
GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI,
GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI,
GL_ONE, GL_NONE, GL_BIAS_BIT_ATI,
GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI);
/* -> reg 4 b = -0.5 */
glColorFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE);
glEndFragmentShaderATI();
glBindFragmentShaderATI(boringshaderID);
glEnable(GL_FRAGMENT_SHADER_ATI);
glShadeModel(GL_FLAT);
glClearColor(0.3, 0.3, 0.4, 1.0);
if (argc > 1 && strcmp(argv[1], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n");
}
int main( int argc, char *argv[] )
{
/* GLint i;*/
glutInit( &argc, argv );
glutInitWindowSize( 300, 300 );
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
Init( argc, argv );
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
glutIdleFunc( Idle );
glutCreateMenu(ModeMenu);
/* for (i = 0; i < NumUnits; i++) {
char s[100];
sprintf(s, "Toggle Texture %d", i);
glutAddMenuEntry(s, TEX0 + i);
}*/
glutAddMenuEntry("Toggle 1/2 Pass Shader", SHADER);
glutAddMenuEntry("Toggle Animation", ANIMATE);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
/* $Id: antialias.c,v 1.2 2003/03/29 16:42:57 brianp Exp $ */
/*
* Test multisampling and polygon smoothing.
*
* Brian Paul
* 4 November 2002
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
static GLfloat Zrot = 0;
static GLboolean Anim = GL_TRUE;
static GLboolean HaveMultisample = GL_TRUE;
static void
PrintString(const char *s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
s++;
}
}
static void
Polygon( GLint verts, GLfloat radius, GLfloat z )
{
int i;
for (i = 0; i < verts; i++) {
float a = (i * 2.0 * 3.14159) / verts;
float x = radius * cos(a);
float y = radius * sin(a);
glVertex3f(x, y, z);
}
}
static void
DrawObject( void )
{
glLineWidth(3.0);
glColor3f(1, 1, 1);
glBegin(GL_LINE_LOOP);
Polygon(12, 1.2, 0);
glEnd();
glLineWidth(1.0);
glColor3f(1, 1, 1);
glBegin(GL_LINE_LOOP);
Polygon(12, 1.1, 0);
glEnd();
glColor3f(1, 0, 0);
glBegin(GL_POLYGON);
Polygon(12, 0.4, 0.3);
glEnd();
glColor3f(0, 1, 0);
glBegin(GL_POLYGON);
Polygon(12, 0.6, 0.2);
glEnd();
glColor3f(0, 0, 1);
glBegin(GL_POLYGON);
Polygon(12, 0.8, 0.1);
glEnd();
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
Polygon(12, 1.0, 0);
glEnd();
}
static void
Display( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glColor3f(1, 1, 1);
if (HaveMultisample) {
glRasterPos2f(-3.1, -1.6);
PrintString("MULTISAMPLE");
}
glRasterPos2f(-0.8, -1.6);
PrintString("No antialiasing");
glRasterPos2f(1.6, -1.6);
PrintString("GL_POLYGON_SMOOTH");
/* multisample */
if (HaveMultisample) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE_ARB);
glPushMatrix();
glTranslatef(-2.5, 0, 0);
glPushMatrix();
glRotatef(Zrot, 0, 0, 1);
DrawObject();
glPopMatrix();
glPopMatrix();
glDisable(GL_MULTISAMPLE_ARB);
glDisable(GL_DEPTH_TEST);
}
/* non-aa */
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glTranslatef(0, 0, 0);
glPushMatrix();
glRotatef(Zrot, 0, 0, 1);
DrawObject();
glPopMatrix();
glPopMatrix();
glDisable(GL_DEPTH_TEST);
/* polygon smooth */
glEnable(GL_POLYGON_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);