mirror of
https://github.com/glfw/glfw.git
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d7e30b1c74
This removes all dependencies from the GLFW test programs on the Vulkan SDK. It also removes support for linking the GLFW shared library (dynamic library, DLL) against the Vulkan loader static library.
220 lines
6.0 KiB
C
220 lines
6.0 KiB
C
//========================================================================
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// Multisample anti-aliasing test
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test renders two high contrast, slowly rotating quads, one aliased
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// and one (hopefully) anti-aliased, thus allowing for visual verification
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// of whether MSAA is indeed enabled
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//
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//========================================================================
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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#if defined(_MSC_VER)
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// Make MS math.h define M_PI
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#define _USE_MATH_DEFINES
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#endif
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#include "linmath.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "getopt.h"
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static const vec2 vertices[4] =
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{
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{ -0.6f, -0.6f },
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{ 0.6f, -0.6f },
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{ 0.6f, 0.6f },
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{ -0.6f, 0.6f }
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};
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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"}\n";
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action != GLFW_PRESS)
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return;
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switch (key)
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{
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case GLFW_KEY_SPACE:
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glfwSetTime(0.0);
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break;
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case GLFW_KEY_ESCAPE:
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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break;
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}
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}
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static void usage(void)
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{
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printf("Usage: msaa [-h] [-s SAMPLES]\n");
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}
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int main(int argc, char** argv)
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{
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int ch, samples = 4;
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GLFWwindow* window;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location;
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while ((ch = getopt(argc, argv, "hs:")) != -1)
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{
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switch (ch)
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{
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case 'h':
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usage();
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exit(EXIT_SUCCESS);
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case 's':
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samples = atoi(optarg);
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break;
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default:
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usage();
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exit(EXIT_FAILURE);
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}
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}
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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if (samples)
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printf("Requesting MSAA with %i samples\n", samples);
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else
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printf("Requesting that MSAA not be available\n");
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glfwWindowHint(GLFW_SAMPLES, samples);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwSetKeyCallback(window, key_callback);
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glfwMakeContextCurrent(window);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(1);
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glGetIntegerv(GL_SAMPLES, &samples);
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if (samples)
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printf("Context reports MSAA is available with %i samples\n", samples);
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else
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printf("Context reports MSAA is unavailable\n");
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vertices[0]), (void*) 0);
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while (!glfwWindowShouldClose(window))
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{
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float ratio;
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int width, height;
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mat4x4 m, p, mvp;
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const double angle = glfwGetTime() * M_PI / 180.0;
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glfwGetFramebufferSize(window, &width, &height);
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ratio = width / (float) height;
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glViewport(0, 0, width, height);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
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mat4x4_translate(m, -1.f, 0.f, 0.f);
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mat4x4_rotate_Z(m, m, (float) angle);
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mat4x4_mul(mvp, p, m);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDisable(GL_MULTISAMPLE);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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mat4x4_translate(m, 1.f, 0.f, 0.f);
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mat4x4_rotate_Z(m, m, (float) angle);
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mat4x4_mul(mvp, p, m);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glEnable(GL_MULTISAMPLE);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwDestroyWindow(window);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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