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- //========================================================================
- // Multisample anti-aliasing test
- // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would
- // be appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not
- // be misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- //
- //========================================================================
- //
- // This test renders two high contrast, slowly rotating quads, one aliased
- // and one (hopefully) anti-aliased, thus allowing for visual verification
- // of whether MSAA is indeed enabled
- //
- //========================================================================
- #include <glad/gl.h>
- #define GLFW_INCLUDE_NONE
- #include <GLFW/glfw3.h>
- #if defined(_MSC_VER)
- // Make MS math.h define M_PI
- #define _USE_MATH_DEFINES
- #endif
- #include "linmath.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include "getopt.h"
- static const vec2 vertices[4] =
- {
- { -0.6f, -0.6f },
- { 0.6f, -0.6f },
- { 0.6f, 0.6f },
- { -0.6f, 0.6f }
- };
- static const char* vertex_shader_text =
- "#version 110\n"
- "uniform mat4 MVP;\n"
- "attribute vec2 vPos;\n"
- "void main()\n"
- "{\n"
- " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
- "}\n";
- static const char* fragment_shader_text =
- "#version 110\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = vec4(1.0);\n"
- "}\n";
- static void error_callback(int error, const char* description)
- {
- fprintf(stderr, "Error: %s\n", description);
- }
- static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- if (action != GLFW_PRESS)
- return;
- switch (key)
- {
- case GLFW_KEY_SPACE:
- glfwSetTime(0.0);
- break;
- case GLFW_KEY_ESCAPE:
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- break;
- }
- }
- static void usage(void)
- {
- printf("Usage: msaa [-h] [-s SAMPLES]\n");
- }
- int main(int argc, char** argv)
- {
- int ch, samples = 4;
- GLFWwindow* window;
- GLuint vertex_buffer, vertex_shader, fragment_shader, program;
- GLint mvp_location, vpos_location;
- while ((ch = getopt(argc, argv, "hs:")) != -1)
- {
- switch (ch)
- {
- case 'h':
- usage();
- exit(EXIT_SUCCESS);
- case 's':
- samples = atoi(optarg);
- break;
- default:
- usage();
- exit(EXIT_FAILURE);
- }
- }
- glfwSetErrorCallback(error_callback);
- if (!glfwInit())
- exit(EXIT_FAILURE);
- if (samples)
- printf("Requesting MSAA with %i samples\n", samples);
- else
- printf("Requesting that MSAA not be available\n");
- glfwWindowHint(GLFW_SAMPLES, samples);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
- if (!window)
- {
- glfwTerminate();
- exit(EXIT_FAILURE);
- }
- glfwSetKeyCallback(window, key_callback);
- glfwMakeContextCurrent(window);
- gladLoadGL(glfwGetProcAddress);
- glfwSwapInterval(1);
- glGetIntegerv(GL_SAMPLES, &samples);
- if (samples)
- printf("Context reports MSAA is available with %i samples\n", samples);
- else
- printf("Context reports MSAA is unavailable\n");
- glGenBuffers(1, &vertex_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- vertex_shader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
- glCompileShader(vertex_shader);
- fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
- glCompileShader(fragment_shader);
- program = glCreateProgram();
- glAttachShader(program, vertex_shader);
- glAttachShader(program, fragment_shader);
- glLinkProgram(program);
- mvp_location = glGetUniformLocation(program, "MVP");
- vpos_location = glGetAttribLocation(program, "vPos");
- glEnableVertexAttribArray(vpos_location);
- glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
- sizeof(vertices[0]), (void*) 0);
- while (!glfwWindowShouldClose(window))
- {
- float ratio;
- int width, height;
- mat4x4 m, p, mvp;
- const double angle = glfwGetTime() * M_PI / 180.0;
- glfwGetFramebufferSize(window, &width, &height);
- ratio = width / (float) height;
- glViewport(0, 0, width, height);
- glClear(GL_COLOR_BUFFER_BIT);
- glUseProgram(program);
- mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
- mat4x4_translate(m, -1.f, 0.f, 0.f);
- mat4x4_rotate_Z(m, m, (float) angle);
- mat4x4_mul(mvp, p, m);
- glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
- glDisable(GL_MULTISAMPLE);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mat4x4_translate(m, 1.f, 0.f, 0.f);
- mat4x4_rotate_Z(m, m, (float) angle);
- mat4x4_mul(mvp, p, m);
- glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
- glEnable(GL_MULTISAMPLE);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
- glfwDestroyWindow(window);
- glfwTerminate();
- exit(EXIT_SUCCESS);
- }
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