Convert msaa test to GL2
diff --git a/tests/msaa.c b/tests/msaa.c
index d6e7df3..ab697c6 100644
--- a/tests/msaa.c
+++ b/tests/msaa.c
@@ -32,21 +32,48 @@
#include <glad/glad.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 <stdlib.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)
{
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)
{
if (action != GLFW_PRESS)
@@ -69,6 +96,8 @@
{
int ch, samples = 4;
GLFWwindow* window;
+ GLuint vertex_buffer, vertex_shader, fragment_shader, program;
+ GLint mvp_location, vpos_location, vcol_location;
while ((ch = getopt(argc, argv, "hs:")) != -1)
{
@@ -97,7 +126,8 @@
printf("Requesting that MSAA not be available\n");
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);
if (!window)
@@ -107,56 +137,80 @@
}
glfwSetKeyCallback(window, key_callback);
- glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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);
if (samples)
printf("Context reports MSAA is available with %i samples\n", samples);
else
printf("Context reports MSAA is unavailable\n");
- glMatrixMode(GL_PROJECTION);
- glOrtho(0.f, 1.f, 0.f, 0.5f, 0.f, 1.f);
- glMatrixMode(GL_MODELVIEW);
+ 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))
{
- 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);
- glLoadIdentity();
- glTranslatef(0.25f, 0.25f, 0.f);
- glRotatef(time, 0.f, 0.f, 1.f);
+ glUseProgram(program);
- glDisable(GL_MULTISAMPLE_ARB);
- glRectf(-0.15f, -0.15f, 0.15f, 0.15f);
+ mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
- glLoadIdentity();
- glTranslatef(0.75f, 0.25f, 0.f);
- glRotatef(time, 0.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);
- glEnable(GL_MULTISAMPLE_ARB);
- glRectf(-0.15f, -0.15f, 0.15f, 0.15f);
+ 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);
}