| //======================================================================== |
| // 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 |
| // |
| //======================================================================== |
| |
| #define GLAD_GL_IMPLEMENTATION |
| #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); |
| } |
| |