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diff --git a/libs/glfw-3.3.8/tests/msaa.c b/libs/glfw-3.3.8/tests/msaa.c
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+//========================================================================
+// 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);
+}
+