/** * Test states change when using shaders & textures. * * Copyright (C) 2008 Brian Paul All Rights Reserved. * Copyright (C) 2011 Red Hat All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include #include #include #include #include "glut_wrap.h" #include "readtex.h" #include "shaderutil.h" #include "glmain.h" #include "common.h" static const char *VertFile1 = "glslstateschange1.vert"; static const char *FragFile1 = "glslstateschange1.frag"; static const char *VertFile2 = "glslstateschange2.vert"; static const char *FragFile2 = "glslstateschange2.frag"; static struct uniform_info Uniforms1[] = { { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, { "UniV1", 1, GL_FLOAT_VEC4, { 0.8, 0.2, 0.2, 0 }, -1 }, { "UniV2", 1, GL_FLOAT_VEC4, { 0.6, 0.6, 0.6, 0 }, -1 }, END_OF_UNIFORMS }; static struct uniform_info Uniforms2[] = { { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, { "UniV1", 1, GL_FLOAT_VEC4, { 0.8, 0.2, 0.2, 0 }, -1 }, { "UniV2", 1, GL_FLOAT_VEC4, { 0.6, 0.6, 0.6, 0 }, -1 }, END_OF_UNIFORMS }; static GLuint Program1; static GLuint Program2; static GLint P1VertCoord_attr = -1; static GLint P1TexCoord0_attr = -1, P1TexCoord1_attr = -1; static GLint P2VertCoord_attr = -1; static GLint P2TexCoord0_attr = -1, P2TexCoord1_attr = -1; static const char *TexFiles[4] = { DEMOS_DATA_DIR "tile.rgb", DEMOS_DATA_DIR "tree2.rgba", DEMOS_DATA_DIR "tile.rgb", DEMOS_DATA_DIR "tree2.rgba" }; GLuint texObj[4]; int WinWidth = 500, WinHeight = 500; static GLfloat Xrot = 0.0, Yrot = .0, Zrot = 0.0; static GLfloat EyeDist = 10; static const GLfloat Tex0Coords[4][2] = { { 0.0, 0.0 }, { 2.0, 0.0 }, { 2.0, 2.0 }, { 0.0, 2.0 } }; static const GLfloat Tex1Coords[4][2] = { { 0.0, 0.0 }, { 1.0, 0.0 }, { 1.0, 1.0 }, { 0.0, 1.0 } }; static const GLfloat VertCoords[4][2] = { { -3.0, -3.0 }, { 3.0, -3.0 }, { 3.0, 3.0 }, { -3.0, 3.0 } }; static void DrawPolygonArray(GLint VertCoord_attr, GLint TexCoord0_attr, GLint TexCoord1_attr) { void *vertPtr, *tex0Ptr, *tex1Ptr; vertPtr = VertCoords; tex0Ptr = Tex0Coords; tex1Ptr = Tex1Coords; if (VertCoord_attr >= 0) { glVertexAttribPointer(VertCoord_attr, 2, GL_FLOAT, GL_FALSE, 0, vertPtr); glEnableVertexAttribArray(VertCoord_attr); } else { glVertexPointer(2, GL_FLOAT, 0, vertPtr); glEnableClientState(GL_VERTEX_ARRAY); } glVertexAttribPointer(TexCoord0_attr, 2, GL_FLOAT, GL_FALSE, 0, tex0Ptr); glEnableVertexAttribArray(TexCoord0_attr); glVertexAttribPointer(TexCoord1_attr, 2, GL_FLOAT, GL_FALSE, 0, tex1Ptr); glEnableVertexAttribArray(TexCoord1_attr); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } static void Draw(unsigned count) { unsigned i; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for (i = 0; i < count; i++) { Yrot = 0.05 * i; glPushMatrix(); /* modelview matrix */ glTranslatef(0.0, 0.0, -EyeDist); glRotatef(Zrot, 0, 0, 1); glRotatef(Yrot, 0, 1, 0); glRotatef(Xrot, 1, 0, 0); glUseProgram(Program1); glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, texObj[0]); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, texObj[1]); glUniform4fARB(Uniforms1[2].location, Xrot, Yrot, Zrot, 1.000000); glUniform4fARB(Uniforms1[3].location, Xrot, Yrot, Zrot, 1.000000); DrawPolygonArray(P1VertCoord_attr, P1TexCoord0_attr, P1TexCoord1_attr); glUseProgram(Program2); glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, texObj[2]); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(GL_TEXTURE_2D, texObj[3]); glUniform4fARB(Uniforms2[2].location, Xrot, Yrot, Zrot, 1.000000); glUniform4fARB(Uniforms2[3].location, Xrot, Yrot, Zrot, 1.000000); DrawPolygonArray(P2VertCoord_attr, P2TexCoord0_attr, P2TexCoord1_attr); glPopMatrix(); } glutSwapBuffers(); } void PerfDraw(void) { double rate; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); perf_printf("GLSL texture/program change rate\n"); rate = PerfMeasureRate(Draw); perf_printf(" Immediate mode: %s change/sec\n", PerfHumanFloat(rate)); exit(0); } void PerfNextRound(void) { } static void InitTextures(void) { GLenum filter = GL_LINEAR; int i; /* allocate 4 texture objects */ glGenTextures(4, texObj); for (i = 0; i < 4; i++) { GLint imgWidth, imgHeight; GLenum imgFormat; GLubyte *image = NULL; image = LoadRGBImage(TexFiles[i], &imgWidth, &imgHeight, &imgFormat); if (!image) { printf("Couldn't read %s\n", TexFiles[i]); exit(0); } glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, texObj[i]); gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight, imgFormat, GL_UNSIGNED_BYTE, image); free(image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); } } static GLuint CreateAProgram(const char *vertProgFile, const char *fragProgFile, struct uniform_info *uniforms, GLint *VertCoord_attr, GLint *TexCoord0_attr, GLint *TexCoord1_attr) { GLuint fragShader, vertShader, program; vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile); fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile); assert(vertShader); program = LinkShaders(vertShader, fragShader); glUseProgram(program); SetUniformValues(program, uniforms); assert(ValidateShaderProgram(program)); *VertCoord_attr = glGetAttribLocation(program, "VertCoord"); if (*VertCoord_attr > 0) { /* We want the VertCoord attrib to have position zero so that * the call to glVertexAttrib(0, xyz) triggers vertex processing. * Otherwise, if TexCoord0 or TexCoord1 gets position 0 we'd have * to set that attribute last (which is a PITA to manage). */ glBindAttribLocation(program, 0, "VertCoord"); /* re-link */ glLinkProgram(program); /* VertCoord_attr should be zero now */ *VertCoord_attr = glGetAttribLocation(program, "VertCoord"); assert(*VertCoord_attr == 0); } *TexCoord0_attr = glGetAttribLocation(program, "TexCoord0"); *TexCoord1_attr = glGetAttribLocation(program, "TexCoord1"); return program; } static void InitPrograms(void) { Program1 = CreateAProgram(VertFile1, FragFile1, Uniforms1, &P1VertCoord_attr, &P1TexCoord0_attr, &P1TexCoord1_attr); Program2 = CreateAProgram(VertFile2, FragFile2, Uniforms2, &P2VertCoord_attr, &P2TexCoord0_attr, &P2TexCoord1_attr); } void PerfInit(void) { if (!ShadersSupported()) exit(1); InitTextures(); InitPrograms(); glEnable(GL_DEPTH_TEST); glClearColor(.6, .6, .9, 0); glColor3f(1.0, 1.0, 1.0); }