blob: 628a7dd5b98684b9d44ca438e1486d3b3d13c9f7 [file] [log] [blame]
/*
* Simple shader test harness.
* Brian Paul
* 13 Aug 2009
*
* Usage:
* shtest --vs vertShaderFile --fs fragShaderFile
*
* In this case the given vertex/frag shaders are read and compiled.
* Random values are assigned to the uniforms.
*
* or:
* shtest configFile
*
* In this case a config file is read that specifies the file names
* of the shaders plus initial values for uniforms.
*
* Example config file:
*
* vs shader.vert
* fs shader.frag
* uniform pi 3.14159
* uniform v1 1.0 0.5 0.2 0.3
* texture 0 2D texture0.rgb
* texture 1 CUBE texture1.rgb
* texture 2 RECT texture2.rgb
*
*/
#include <assert.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include "shaderutil.h"
#include "readtex.h"
typedef enum
{
SPHERE,
CUBE,
NUM_SHAPES
} shape;
static char *FragShaderFile = NULL;
static char *VertShaderFile = NULL;
static char *ConfigFile = NULL;
/* program/shader objects */
static GLuint fragShader;
static GLuint vertShader;
static GLuint Program;
#define MAX_UNIFORMS 100
static struct uniform_info Uniforms[MAX_UNIFORMS];
static GLuint NumUniforms = 0;
#define MAX_ATTRIBS 100
static struct attrib_info Attribs[MAX_ATTRIBS];
static GLuint NumAttribs = 0;
/**
* Config file info.
*/
struct config_file
{
struct name_value
{
char name[100];
float value[4];
int type;
} uniforms[100];
int num_uniforms;
};
static GLint win = 0;
static GLboolean Anim = GL_FALSE;
static GLfloat TexRot = 0.0;
static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
static shape Object = SPHERE;
static float
RandomFloat(float min, float max)
{
int k = rand() % 10000;
float x = min + (max - min) * k / 10000.0;
return x;
}
/** Set new random values for uniforms */
static void
RandomUniformValues(void)
{
GLuint i;
for (i = 0; i < NumUniforms; i++) {
switch (Uniforms[i].type) {
case GL_FLOAT:
Uniforms[i].value[0] = RandomFloat(0.0, 1.0);
break;
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
/* don't change sampler values - random values are bad */
break;
default:
Uniforms[i].value[0] = RandomFloat(-1.0, 2.0);
Uniforms[i].value[1] = RandomFloat(-1.0, 2.0);
Uniforms[i].value[2] = RandomFloat(-1.0, 2.0);
Uniforms[i].value[3] = RandomFloat(-1.0, 2.0);
}
}
}
static void
Idle(void)
{
yRot += 2.0;
if (yRot > 360.0)
yRot -= 360.0;
glutPostRedisplay();
}
static void
SquareVertex(GLfloat s, GLfloat t, GLfloat size)
{
GLfloat x = -size + s * 2.0 * size;
GLfloat y = -size + t * 2.0 * size;
GLuint i;
glMultiTexCoord2f(GL_TEXTURE0, s, t);
glMultiTexCoord2f(GL_TEXTURE1, s, t);
glMultiTexCoord2f(GL_TEXTURE2, s, t);
glMultiTexCoord2f(GL_TEXTURE3, s, t);
/* assign (s,t) to the generic attributes */
for (i = 0; i < NumAttribs; i++) {
if (Attribs[i].location >= 0) {
glVertexAttrib2f(Attribs[i].location, s, t);
}
}
glVertex2f(x, y);
}
/*
* Draw a square, specifying normal and tangent vectors.
*/
static void
Square(GLfloat size)
{
GLint tangentAttrib = 1;
glNormal3f(0, 0, 1);
glVertexAttrib3f(tangentAttrib, 1, 0, 0);
glBegin(GL_POLYGON);
#if 1
SquareVertex(0, 0, size);
SquareVertex(1, 0, size);
SquareVertex(1, 1, size);
SquareVertex(0, 1, size);
#else
glTexCoord2f(0, 0); glVertex2f(-size, -size);
glTexCoord2f(1, 0); glVertex2f( size, -size);
glTexCoord2f(1, 1); glVertex2f( size, size);
glTexCoord2f(0, 1); glVertex2f(-size, size);
#endif
glEnd();
}
static void
Cube(GLfloat size)
{
/* +X */
glPushMatrix();
glRotatef(90, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -X */
glPushMatrix();
glRotatef(-90, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* +Y */
glPushMatrix();
glRotatef(90, 1, 0, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -Y */
glPushMatrix();
glRotatef(-90, 1, 0, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* +Z */
glPushMatrix();
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
/* -Z */
glPushMatrix();
glRotatef(180, 0, 1, 0);
glTranslatef(0, 0, size);
Square(size);
glPopMatrix();
}
static void
Sphere(GLfloat radius, GLint slices, GLint stacks)
{
static GLUquadricObj *q = NULL;
if (!q) {
q = gluNewQuadric();
gluQuadricDrawStyle(q, GLU_FILL);
gluQuadricNormals(q, GLU_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
}
gluSphere(q, radius, slices, stacks);
}
static void
Redisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glRotatef(zRot, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glRotatef(TexRot, 0.0f, 1.0f, 0.0f);
glMatrixMode(GL_MODELVIEW);
if (Object == SPHERE) {
Sphere(2.5, 20, 10);
}
else if (Object == CUBE) {
Cube(2.0);
}
glPopMatrix();
glutSwapBuffers();
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15.0f);
}
static void
CleanUp(void)
{
glDeleteShader(fragShader);
glDeleteShader(vertShader);
glDeleteProgram(Program);
glutDestroyWindow(win);
}
static void
Key(unsigned char key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 'z':
zRot += step;
break;
case 'Z':
zRot -= step;
break;
case 'o':
Object = (Object + 1) % NUM_SHAPES;
break;
case 'r':
RandomUniformValues();
SetUniformValues(Program, Uniforms);
PrintUniforms(Uniforms);
break;
case 27:
CleanUp();
exit(0);
break;
}
glutPostRedisplay();
}
static void
SpecialKey(int key, int x, int y)
{
const GLfloat step = 2.0;
(void) x;
(void) y;
switch(key) {
case GLUT_KEY_UP:
xRot += step;
break;
case GLUT_KEY_DOWN:
xRot -= step;
break;
case GLUT_KEY_LEFT:
yRot -= step;
break;
case GLUT_KEY_RIGHT:
yRot += step;
break;
}
glutPostRedisplay();
}
static void
InitUniforms(const struct config_file *conf,
struct uniform_info uniforms[])
{
int i;
for (i = 0; i < conf->num_uniforms; i++) {
int j;
for (j = 0; uniforms[j].name; j++) {
if (strcmp(uniforms[j].name, conf->uniforms[i].name) == 0) {
uniforms[j].type = conf->uniforms[i].type;
uniforms[j].value[0] = conf->uniforms[i].value[0];
uniforms[j].value[1] = conf->uniforms[i].value[1];
uniforms[j].value[2] = conf->uniforms[i].value[2];
uniforms[j].value[3] = conf->uniforms[i].value[3];
}
}
}
}
static void
LoadTexture(GLint unit, GLenum target, const char *texFileName)
{
GLint imgWidth, imgHeight;
GLenum imgFormat;
GLubyte *image = NULL;
GLuint tex;
GLenum filter = GL_LINEAR;
GLenum objTarget;
image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
if (!image) {
printf("Couldn't read %s\n", texFileName);
exit(1);
}
printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n",
unit, target, texFileName, imgWidth, imgHeight);
if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
objTarget = GL_TEXTURE_CUBE_MAP;
}
else {
objTarget = target;
}
glActiveTexture(GL_TEXTURE0 + unit);
glGenTextures(1, &tex);
glBindTexture(objTarget, tex);
if (target == GL_TEXTURE_3D) {
/* depth=1 */
gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1,
imgFormat, GL_UNSIGNED_BYTE, image);
}
else if (target == GL_TEXTURE_1D) {
gluBuild1DMipmaps(target, 4, imgWidth,
imgFormat, GL_UNSIGNED_BYTE, image);
}
else {
gluBuild2DMipmaps(target, 4, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
}
free(image);
glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter);
}
static GLenum
TypeFromName(const char *n)
{
static const struct {
const char *name;
GLenum type;
} types[] = {
{ "GL_FLOAT", GL_FLOAT },
{ "GL_FLOAT_VEC2", GL_FLOAT_VEC2 },
{ "GL_FLOAT_VEC3", GL_FLOAT_VEC3 },
{ "GL_FLOAT_VEC4", GL_FLOAT_VEC4 },
{ "GL_INT", GL_INT },
{ "GL_INT_VEC2", GL_INT_VEC2 },
{ "GL_INT_VEC3", GL_INT_VEC3 },
{ "GL_INT_VEC4", GL_INT_VEC4 },
{ "GL_SAMPLER_1D", GL_SAMPLER_1D },
{ "GL_SAMPLER_2D", GL_SAMPLER_2D },
{ "GL_SAMPLER_3D", GL_SAMPLER_3D },
{ "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE },
{ "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB },
{ NULL, 0 }
};
GLuint i;
for (i = 0; types[i].name; i++) {
if (strcmp(types[i].name, n) == 0)
return types[i].type;
}
abort();
return GL_NONE;
}
/**
* Read a config file.
*/
static void
ReadConfigFile(const char *filename, struct config_file *conf)
{
char line[1000];
FILE *f;
f = fopen(filename, "r");
if (!f) {
fprintf(stderr, "Unable to open config file %s\n", filename);
exit(1);
}
conf->num_uniforms = 0;
/* ugly but functional parser */
while (!feof(f)) {
fgets(line, sizeof(line), f);
if (!feof(f) && line[0]) {
if (strncmp(line, "vs ", 3) == 0) {
VertShaderFile = strdup(line + 3);
VertShaderFile[strlen(VertShaderFile) - 1] = 0;
}
else if (strncmp(line, "fs ", 3) == 0) {
FragShaderFile = strdup(line + 3);
FragShaderFile[strlen(FragShaderFile) - 1] = 0;
}
else if (strncmp(line, "texture ", 8) == 0) {
char target[100], texFileName[100];
int unit, k;
k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName);
assert(k == 3 || k == 8);
if (strcmp(target, "CUBE") == 0) {
char texFileNames[6][100];
k = sscanf(line + 8, "%d %s %s %s %s %s %s %s",
&unit, target,
texFileNames[0],
texFileNames[1],
texFileNames[2],
texFileNames[3],
texFileNames[4],
texFileNames[5]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]);
}
else if (!strcmp(target, "2D")) {
LoadTexture(unit, GL_TEXTURE_2D, texFileName);
}
else if (!strcmp(target, "3D")) {
LoadTexture(unit, GL_TEXTURE_3D, texFileName);
}
else if (!strcmp(target, "RECT")) {
LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName);
}
else {
printf("Bad texture target: %s\n", target);
exit(1);
}
}
else if (strncmp(line, "uniform ", 8) == 0) {
char name[1000], typeName[100];
int k;
float v1 = 0.0F, v2 = 0.0F, v3 = 0.0F, v4 = 0.0F;
GLenum type;
k = sscanf(line + 8, "%s %s %f %f %f %f", name, typeName,
&v1, &v2, &v3, &v4);
type = TypeFromName(typeName);
strcpy(conf->uniforms[conf->num_uniforms].name, name);
conf->uniforms[conf->num_uniforms].value[0] = v1;
conf->uniforms[conf->num_uniforms].value[1] = v2;
conf->uniforms[conf->num_uniforms].value[2] = v3;
conf->uniforms[conf->num_uniforms].value[3] = v4;
conf->uniforms[conf->num_uniforms].type = type;
conf->num_uniforms++;
}
else {
if (strlen(line) > 1) {
fprintf(stderr, "syntax error in: %s\n", line);
break;
}
}
}
}
fclose(f);
}
static void
Init(void)
{
GLdouble vertTime, fragTime, linkTime;
struct config_file config;
memset(&config, 0, sizeof(config));
if (ConfigFile)
ReadConfigFile(ConfigFile, &config);
if (!VertShaderFile) {
fprintf(stderr, "Error: no vertex shader\n");
exit(1);
}
if (!FragShaderFile) {
fprintf(stderr, "Error: no fragment shader\n");
exit(1);
}
if (!ShadersSupported())
exit(1);
vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertShaderFile);
vertTime = GetShaderCompileTime();
fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragShaderFile);
fragTime = GetShaderCompileTime();
Program = LinkShaders(vertShader, fragShader);
linkTime = GetShaderLinkTime();
printf("Read vert shader %s\n", VertShaderFile);
printf("Read frag shader %s\n", FragShaderFile);
printf("Time to compile vertex shader: %fs\n", vertTime);
printf("Time to compile fragment shader: %fs\n", fragTime);
printf("Time to link shaders: %fs\n", linkTime);
assert(ValidateShaderProgram(Program));
glUseProgram(Program);
NumUniforms = GetUniforms(Program, Uniforms);
if (config.num_uniforms) {
InitUniforms(&config, Uniforms);
}
else {
RandomUniformValues();
}
SetUniformValues(Program, Uniforms);
PrintUniforms(Uniforms);
NumAttribs = GetAttribs(Program, Attribs);
PrintAttribs(Attribs);
//assert(glGetError() == 0);
glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
glEnable(GL_DEPTH_TEST);
glColor3f(1, 0, 0);
}
static void
Keys(void)
{
printf("Keyboard:\n");
printf(" a Animation toggle\n");
printf(" r Randomize uniform values\n");
printf(" o Change object\n");
printf(" arrows Rotate object\n");
printf(" ESC Exit\n");
}
static void
Usage(void)
{
printf("Usage:\n");
printf(" shtest config.shtest\n");
printf(" Run w/ given config file.\n");
printf(" shtest --vs vertShader --fs fragShader\n");
printf(" Load/compile given shaders.\n");
}
static void
ParseOptions(int argc, char *argv[])
{
int i;
if (argc == 1) {
Usage();
exit(1);
}
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "--fs") == 0) {
FragShaderFile = argv[i+1];
i++;
}
else if (strcmp(argv[i], "--vs") == 0) {
VertShaderFile = argv[i+1];
i++;
}
else {
/* assume the arg is a config file */
ConfigFile = argv[i];
break;
}
}
}
int
main(int argc, char *argv[])
{
glutInitWindowSize(400, 400);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Redisplay);
ParseOptions(argc, argv);
Init();
Keys();
glutMainLoop();
return 0;
}