You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
		
		
		
		
		
			
		
			
				
					
					
						
							220 lines
						
					
					
						
							6.0 KiB
						
					
					
				
			
		
		
	
	
							220 lines
						
					
					
						
							6.0 KiB
						
					
					
				//======================================================================== | 
						|
// 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); | 
						|
} | 
						|
 | 
						|
 |