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1 //========================================================================
2 // Multisample anti-aliasing test
3 // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
4 //
5 // This software is provided 'as-is', without any express or implied
6 // warranty. In no event will the authors be held liable for any damages
7 // arising from the use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it
11 // freely, subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented; you must not
14 //    claim that you wrote the original software. If you use this software
15 //    in a product, an acknowledgment in the product documentation would
16 //    be appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such, and must not
19 //    be misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source
22 //    distribution.
23 //
24 //========================================================================
25 //
26 // This test renders two high contrast, slowly rotating quads, one aliased
27 // and one (hopefully) anti-aliased, thus allowing for visual verification
28 // of whether MSAA is indeed enabled
29 //
30 //========================================================================
31 
32 #define GLAD_GL_IMPLEMENTATION
33 #include <glad/gl.h>
34 #define GLFW_INCLUDE_NONE
35 #include <GLFW/glfw3.h>
36 
37 #if defined(_MSC_VER)
38  // Make MS math.h define M_PI
39  #define _USE_MATH_DEFINES
40 #endif
41 
42 #include "linmath.h"
43 
44 #include <stdio.h>
45 #include <stdlib.h>
46 
47 #include "getopt.h"
48 
49 static const vec2 vertices[4] =
50 {
51     { -0.6f, -0.6f },
52     {  0.6f, -0.6f },
53     {  0.6f,  0.6f },
54     { -0.6f,  0.6f }
55 };
56 
57 static const char* vertex_shader_text =
58 "#version 110\n"
59 "uniform mat4 MVP;\n"
60 "attribute vec2 vPos;\n"
61 "void main()\n"
62 "{\n"
63 "    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
64 "}\n";
65 
66 static const char* fragment_shader_text =
67 "#version 110\n"
68 "void main()\n"
69 "{\n"
70 "    gl_FragColor = vec4(1.0);\n"
71 "}\n";
72 
error_callback(int error,const char * description)73 static void error_callback(int error, const char* description)
74 {
75     fprintf(stderr, "Error: %s\n", description);
76 }
77 
key_callback(GLFWwindow * window,int key,int scancode,int action,int mods)78 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
79 {
80     if (action != GLFW_PRESS)
81         return;
82 
83     switch (key)
84     {
85         case GLFW_KEY_SPACE:
86             glfwSetTime(0.0);
87             break;
88         case GLFW_KEY_ESCAPE:
89             glfwSetWindowShouldClose(window, GLFW_TRUE);
90             break;
91     }
92 }
93 
usage(void)94 static void usage(void)
95 {
96     printf("Usage: msaa [-h] [-s SAMPLES]\n");
97 }
98 
main(int argc,char ** argv)99 int main(int argc, char** argv)
100 {
101     int ch, samples = 4;
102     GLFWwindow* window;
103     GLuint vertex_buffer, vertex_shader, fragment_shader, program;
104     GLint mvp_location, vpos_location;
105 
106     while ((ch = getopt(argc, argv, "hs:")) != -1)
107     {
108         switch (ch)
109         {
110             case 'h':
111                 usage();
112                 exit(EXIT_SUCCESS);
113             case 's':
114                 samples = atoi(optarg);
115                 break;
116             default:
117                 usage();
118                 exit(EXIT_FAILURE);
119         }
120     }
121 
122     glfwSetErrorCallback(error_callback);
123 
124     if (!glfwInit())
125         exit(EXIT_FAILURE);
126 
127     if (samples)
128         printf("Requesting MSAA with %i samples\n", samples);
129     else
130         printf("Requesting that MSAA not be available\n");
131 
132     glfwWindowHint(GLFW_SAMPLES, samples);
133     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
134     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
135 
136     window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
137     if (!window)
138     {
139         glfwTerminate();
140         exit(EXIT_FAILURE);
141     }
142 
143     glfwSetKeyCallback(window, key_callback);
144 
145     glfwMakeContextCurrent(window);
146     gladLoadGL(glfwGetProcAddress);
147     glfwSwapInterval(1);
148 
149     glGetIntegerv(GL_SAMPLES, &samples);
150     if (samples)
151         printf("Context reports MSAA is available with %i samples\n", samples);
152     else
153         printf("Context reports MSAA is unavailable\n");
154 
155     glGenBuffers(1, &vertex_buffer);
156     glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
157     glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
158 
159     vertex_shader = glCreateShader(GL_VERTEX_SHADER);
160     glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
161     glCompileShader(vertex_shader);
162 
163     fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
164     glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
165     glCompileShader(fragment_shader);
166 
167     program = glCreateProgram();
168     glAttachShader(program, vertex_shader);
169     glAttachShader(program, fragment_shader);
170     glLinkProgram(program);
171 
172     mvp_location = glGetUniformLocation(program, "MVP");
173     vpos_location = glGetAttribLocation(program, "vPos");
174 
175     glEnableVertexAttribArray(vpos_location);
176     glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
177                           sizeof(vertices[0]), (void*) 0);
178 
179     while (!glfwWindowShouldClose(window))
180     {
181         float ratio;
182         int width, height;
183         mat4x4 m, p, mvp;
184         const double angle = glfwGetTime() * M_PI / 180.0;
185 
186         glfwGetFramebufferSize(window, &width, &height);
187         ratio = width / (float) height;
188 
189         glViewport(0, 0, width, height);
190         glClear(GL_COLOR_BUFFER_BIT);
191 
192         glUseProgram(program);
193 
194         mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
195 
196         mat4x4_translate(m, -1.f, 0.f, 0.f);
197         mat4x4_rotate_Z(m, m, (float) angle);
198         mat4x4_mul(mvp, p, m);
199 
200         glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
201         glDisable(GL_MULTISAMPLE);
202         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
203 
204         mat4x4_translate(m, 1.f, 0.f, 0.f);
205         mat4x4_rotate_Z(m, m, (float) angle);
206         mat4x4_mul(mvp, p, m);
207 
208         glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
209         glEnable(GL_MULTISAMPLE);
210         glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
211 
212         glfwSwapBuffers(window);
213         glfwPollEvents();
214     }
215 
216     glfwDestroyWindow(window);
217 
218     glfwTerminate();
219     exit(EXIT_SUCCESS);
220 }
221 
222