Convert msaa test to GL2

This commit is contained in:
Camilla Berglund 2016-08-21 23:37:49 +02:00
parent ac7b3e405c
commit 9f60cd18e3

View File

@ -32,21 +32,48 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #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 <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include "getopt.h" #include "getopt.h"
static const struct
{
float x, y;
} vertices[4] =
{
{ -0.6f, -0.6f },
{ 0.6f, -0.6f },
{ 0.6f, 0.6f },
{ -0.6f, 0.6f }
};
static const char* vertex_shader_text =
"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 =
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
static void error_callback(int error, const char* description) static void error_callback(int error, const char* description)
{ {
fprintf(stderr, "Error: %s\n", description); fprintf(stderr, "Error: %s\n", description);
} }
static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (action != GLFW_PRESS) if (action != GLFW_PRESS)
@ -69,6 +96,8 @@ int main(int argc, char** argv)
{ {
int ch, samples = 4; int ch, samples = 4;
GLFWwindow* window; GLFWwindow* window;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location, vcol_location;
while ((ch = getopt(argc, argv, "hs:")) != -1) while ((ch = getopt(argc, argv, "hs:")) != -1)
{ {
@ -97,7 +126,8 @@ int main(int argc, char** argv)
printf("Requesting that MSAA not be available\n"); printf("Requesting that MSAA not be available\n");
glfwWindowHint(GLFW_SAMPLES, samples); glfwWindowHint(GLFW_SAMPLES, samples);
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL); window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
if (!window) if (!window)
@ -107,56 +137,80 @@ int main(int argc, char** argv)
} }
glfwSetKeyCallback(window, key_callback); glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glfwSwapInterval(1); glfwSwapInterval(1);
if (!GLAD_GL_ARB_multisample && !GLAD_GL_VERSION_1_3)
{
printf("Multisampling is not supported\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwShowWindow(window);
glGetIntegerv(GL_SAMPLES, &samples); glGetIntegerv(GL_SAMPLES, &samples);
if (samples) if (samples)
printf("Context reports MSAA is available with %i samples\n", samples); printf("Context reports MSAA is available with %i samples\n", samples);
else else
printf("Context reports MSAA is unavailable\n"); printf("Context reports MSAA is unavailable\n");
glMatrixMode(GL_PROJECTION); glGenBuffers(1, &vertex_buffer);
glOrtho(0.f, 1.f, 0.f, 0.5f, 0.f, 1.f); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
glMatrixMode(GL_MODELVIEW); 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)) while (!glfwWindowShouldClose(window))
{ {
GLfloat time = (GLfloat) glfwGetTime(); 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); glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity(); glUseProgram(program);
glTranslatef(0.25f, 0.25f, 0.f);
glRotatef(time, 0.f, 0.f, 1.f);
glDisable(GL_MULTISAMPLE_ARB); mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
glRectf(-0.15f, -0.15f, 0.15f, 0.15f);
glLoadIdentity(); mat4x4_translate(m, -1.f, 0.f, 0.f);
glTranslatef(0.75f, 0.25f, 0.f); mat4x4_rotate_Z(m, m, (float) angle);
glRotatef(time, 0.f, 0.f, 1.f); mat4x4_mul(mvp, p, m);
glEnable(GL_MULTISAMPLE_ARB); glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glRectf(-0.15f, -0.15f, 0.15f, 0.15f); 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); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
exit(EXIT_SUCCESS); exit(EXIT_SUCCESS);
} }