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new multi-texture GLSL test

tags/mesa_7_1_rc1
Brian Paul 18 years ago
parent
commit
4978953c79
4 changed files with 318 additions and 0 deletions
  1. 8
    0
      progs/glsl/Makefile
  2. 285
    0
      progs/glsl/multitex.c
  3. 15
    0
      progs/glsl/multitex.frag.txt
  4. 10
    0
      progs/glsl/multitex.vert.txt

+ 8
- 0
progs/glsl/Makefile View File

@@ -15,6 +15,7 @@ PROGS = \
bump \
deriv \
mandelbrot \
multitex \
noise \
points \
texdemo1 \
@@ -102,6 +103,13 @@ mandelbrot: mandelbrot.o shaderutil.o
$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) mandelbrot.o shaderutil.o $(LIBS) -o $@


multitex.o: multitex.c extfuncs.h shaderutil.h
$(CC) -c -I$(INCDIR) $(CFLAGS) multitex.c

multitex: multitex.o readtex.o shaderutil.o
$(CC) -I$(INCDIR) $(CFLAGS) $(LDFLAGS) multitex.o readtex.o shaderutil.o $(LIBS) -o $@


noise.o: noise.c extfuncs.h shaderutil.h
$(CC) -c -I$(INCDIR) $(CFLAGS) noise.c


+ 285
- 0
progs/glsl/multitex.c View File

@@ -0,0 +1,285 @@
/**
* Test multi-texturing with GL shading language.
*
* Copyright (C) 2008 Brian Paul 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 <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GL/glut.h"
#include "readtex.h"
#include "extfuncs.h"
#include "shaderutil.h"

static const char *Demo = "multitex";

static const char *VertFile = "multitex.vert.txt";
static const char *FragFile = "multitex.frag.txt";

static const char *TexFiles[2] =
{
"../images/tile.rgb",
"../images/tree2.rgba"
};


static GLuint Program;

static GLfloat Xrot = -90.0, Yrot = .0, Zrot = 0.0;
static GLfloat EyeDist = 10;
static GLboolean Anim = GL_TRUE;


/* value[0] = tex unit */
static struct uniform_info Uniforms[] = {
{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
{ "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 },
END_OF_UNIFORMS
};


static void
DrawPolygon(GLfloat size)
{
glPushMatrix();
glRotatef(90, 1, 0, 0);
glNormal3f(0, 0, 1);
glBegin(GL_POLYGON);

glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex2f(-size, -size);

glMultiTexCoord2f(GL_TEXTURE0, 2, 0);
glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
glVertex2f( size, -size);

glMultiTexCoord2f(GL_TEXTURE0, 2, 2);
glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
glVertex2f( size, size);

glMultiTexCoord2f(GL_TEXTURE0, 0, 2);
glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
glVertex2f(-size, size);

glEnd();
glPopMatrix();
}


static void
draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix(); /* modelview matrix */
glTranslatef(0.0, 0.0, -EyeDist);
glRotatef(Zrot, 0, 0, 1);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Xrot, 1, 0, 0);

DrawPolygon(3.0);

glPopMatrix();

glutSwapBuffers();
}


static void
idle(void)
{
GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
Yrot = t;
glutPostRedisplay();
}


static void
key(unsigned char k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case ' ':
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
break;
case 'z':
EyeDist -= 0.5;
if (EyeDist < 3.0)
EyeDist = 3.0;
break;
case 'Z':
EyeDist += 0.5;
if (EyeDist > 90.0)
EyeDist = 90;
break;
case 27:
exit(0);
}
glutPostRedisplay();
}


static void
specialkey(int key, int x, int y)
{
GLfloat step = 2.0;
(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();
}


/* new window size or exposure */
static void
Reshape(int width, int height)
{
GLfloat ar = (float) width / (float) height;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}


static void
InitTextures(void)
{
GLenum filter = GL_LINEAR;
int i;

for (i = 0; i < 2; 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, 42 + 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
CreateProgram(const char *vertProgFile, const char *fragProgFile,
struct uniform_info *uniforms)
{
GLuint fragShader, vertShader, program;

vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile);
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile);
assert(vertShader);
program = LinkShaders(vertShader, fragShader);

glUseProgram_func(program);

InitUniforms(program, uniforms);

return program;
}


static void
InitPrograms(void)
{
Program = CreateProgram(VertFile, FragFile, Uniforms);
}


static void
InitGL(void)
{
const char *version = (const char *) glGetString(GL_VERSION);

if (version[0] != '2' || version[1] != '.') {
printf("Warning: this program expects OpenGL 2.0\n");
/*exit(1);*/
}
printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));

GetExtensionFuncs();

InitTextures();
InitPrograms();

glEnable(GL_DEPTH_TEST);

glClearColor(.6, .6, .9, 0);
glColor3f(1.0, 1.0, 1.0);
}


int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(500, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(Demo);
glutReshapeFunc(Reshape);
glutKeyboardFunc(key);
glutSpecialFunc(specialkey);
glutDisplayFunc(draw);
if (Anim)
glutIdleFunc(idle);
InitGL();
glutMainLoop();
return 0;
}

+ 15
- 0
progs/glsl/multitex.frag.txt View File

@@ -0,0 +1,15 @@
// Multi-texture fragment shader
// Brian Paul

// Composite second texture over first.
// We're assuming the 2nd texture has a meaningful alpha channel.

uniform sampler2D tex1;
uniform sampler2D tex2;

void main()
{
vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy, 0.0);
vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy, 0.0);
gl_FragColor = mix(t1, t2, t2.w);
}

+ 10
- 0
progs/glsl/multitex.vert.txt View File

@@ -0,0 +1,10 @@
// Multi-texture vertex shader
// Brian Paul


void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_Position = ftransform();
}

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