xref: /third_party/glfw/tests/msaa.c (revision b877906b)
1//========================================================================
2// Multisample anti-aliasing test
3// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
4//
5// This software is provided 'as-is', without any express or implied
6// warranty. In no event will the authors be held liable for any damages
7// arising from the use of this software.
8//
9// Permission is granted to anyone to use this software for any purpose,
10// including commercial applications, and to alter it and redistribute it
11// freely, subject to the following restrictions:
12//
13// 1. The origin of this software must not be misrepresented; you must not
14//    claim that you wrote the original software. If you use this software
15//    in a product, an acknowledgment in the product documentation would
16//    be appreciated but is not required.
17//
18// 2. Altered source versions must be plainly marked as such, and must not
19//    be misrepresented as being the original software.
20//
21// 3. This notice may not be removed or altered from any source
22//    distribution.
23//
24//========================================================================
25//
26// This test renders two high contrast, slowly rotating quads, one aliased
27// and one (hopefully) anti-aliased, thus allowing for visual verification
28// of whether MSAA is indeed enabled
29//
30//========================================================================
31
32#define GLAD_GL_IMPLEMENTATION
33#include <glad/gl.h>
34#define GLFW_INCLUDE_NONE
35#include <GLFW/glfw3.h>
36
37#if defined(_MSC_VER)
38 // Make MS math.h define M_PI
39 #define _USE_MATH_DEFINES
40#endif
41
42#include "linmath.h"
43
44#include <stdio.h>
45#include <stdlib.h>
46
47#include "getopt.h"
48
49static const vec2 vertices[4] =
50{
51    { -0.6f, -0.6f },
52    {  0.6f, -0.6f },
53    {  0.6f,  0.6f },
54    { -0.6f,  0.6f }
55};
56
57static const char* vertex_shader_text =
58"#version 110\n"
59"uniform mat4 MVP;\n"
60"attribute vec2 vPos;\n"
61"void main()\n"
62"{\n"
63"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
64"}\n";
65
66static const char* fragment_shader_text =
67"#version 110\n"
68"void main()\n"
69"{\n"
70"    gl_FragColor = vec4(1.0);\n"
71"}\n";
72
73static void error_callback(int error, const char* description)
74{
75    fprintf(stderr, "Error: %s\n", description);
76}
77
78static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
79{
80    if (action != GLFW_PRESS)
81        return;
82
83    switch (key)
84    {
85        case GLFW_KEY_SPACE:
86            glfwSetTime(0.0);
87            break;
88        case GLFW_KEY_ESCAPE:
89            glfwSetWindowShouldClose(window, GLFW_TRUE);
90            break;
91    }
92}
93
94static void usage(void)
95{
96    printf("Usage: msaa [-h] [-s SAMPLES]\n");
97}
98
99int main(int argc, char** argv)
100{
101    int ch, samples = 4;
102    GLFWwindow* window;
103    GLuint vertex_buffer, vertex_shader, fragment_shader, program;
104    GLint mvp_location, vpos_location;
105
106    while ((ch = getopt(argc, argv, "hs:")) != -1)
107    {
108        switch (ch)
109        {
110            case 'h':
111                usage();
112                exit(EXIT_SUCCESS);
113            case 's':
114                samples = atoi(optarg);
115                break;
116            default:
117                usage();
118                exit(EXIT_FAILURE);
119        }
120    }
121
122    glfwSetErrorCallback(error_callback);
123
124    if (!glfwInit())
125        exit(EXIT_FAILURE);
126
127    if (samples)
128        printf("Requesting MSAA with %i samples\n", samples);
129    else
130        printf("Requesting that MSAA not be available\n");
131
132    glfwWindowHint(GLFW_SAMPLES, samples);
133    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
134    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
135
136    window = glfwCreateWindow(800, 400, "Aliasing Detector", NULL, NULL);
137    if (!window)
138    {
139        glfwTerminate();
140        exit(EXIT_FAILURE);
141    }
142
143    glfwSetKeyCallback(window, key_callback);
144
145    glfwMakeContextCurrent(window);
146    gladLoadGL(glfwGetProcAddress);
147    glfwSwapInterval(1);
148
149    glGetIntegerv(GL_SAMPLES, &samples);
150    if (samples)
151        printf("Context reports MSAA is available with %i samples\n", samples);
152    else
153        printf("Context reports MSAA is unavailable\n");
154
155    glGenBuffers(1, &vertex_buffer);
156    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
157    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
158
159    vertex_shader = glCreateShader(GL_VERTEX_SHADER);
160    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
161    glCompileShader(vertex_shader);
162
163    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
164    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
165    glCompileShader(fragment_shader);
166
167    program = glCreateProgram();
168    glAttachShader(program, vertex_shader);
169    glAttachShader(program, fragment_shader);
170    glLinkProgram(program);
171
172    mvp_location = glGetUniformLocation(program, "MVP");
173    vpos_location = glGetAttribLocation(program, "vPos");
174
175    glEnableVertexAttribArray(vpos_location);
176    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
177                          sizeof(vertices[0]), (void*) 0);
178
179    while (!glfwWindowShouldClose(window))
180    {
181        float ratio;
182        int width, height;
183        mat4x4 m, p, mvp;
184        const double angle = glfwGetTime() * M_PI / 180.0;
185
186        glfwGetFramebufferSize(window, &width, &height);
187        ratio = width / (float) height;
188
189        glViewport(0, 0, width, height);
190        glClear(GL_COLOR_BUFFER_BIT);
191
192        glUseProgram(program);
193
194        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 0.f, 1.f);
195
196        mat4x4_translate(m, -1.f, 0.f, 0.f);
197        mat4x4_rotate_Z(m, m, (float) angle);
198        mat4x4_mul(mvp, p, m);
199
200        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
201        glDisable(GL_MULTISAMPLE);
202        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
203
204        mat4x4_translate(m, 1.f, 0.f, 0.f);
205        mat4x4_rotate_Z(m, m, (float) angle);
206        mat4x4_mul(mvp, p, m);
207
208        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
209        glEnable(GL_MULTISAMPLE);
210        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
211
212        glfwSwapBuffers(window);
213        glfwPollEvents();
214    }
215
216    glfwDestroyWindow(window);
217
218    glfwTerminate();
219    exit(EXIT_SUCCESS);
220}
221
222