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authorBrian Paul <brianp@vmware.com>2011-06-10 15:37:12 -0600
committerBrian Paul <brianp@vmware.com>2011-06-10 15:37:12 -0600
commitcb978fb74c5042214576e6e4bbfec0e9a0cee7d1 (patch)
treea86bc3a0e482fd4887bdeadbc34eea83f5a321dd
parentaedde83e456a61f237269034cd36f9d2fbbcf18d (diff)
linehacks: do stipple, wide, smooth lines with hacks
-rw-r--r--src/tests/Makefile.am2
-rw-r--r--src/tests/linehacks.c330
2 files changed, 332 insertions, 0 deletions
diff --git a/src/tests/Makefile.am b/src/tests/Makefile.am
index c8a575a7..ef1a2079 100644
--- a/src/tests/Makefile.am
+++ b/src/tests/Makefile.am
@@ -100,6 +100,7 @@ noinst_PROGRAMS = \
invert \
jkrahntest \
lineclip \
+ linehacks \
manytex \
mapbufrange \
minmag \
@@ -172,6 +173,7 @@ floattex_LDADD = ../util/libutil.la
fillrate_LDADD = ../util/libutil.la
invert_LDADD = ../util/libutil.la
jkrahntest_LDADD = -lX11
+linehacks_LDADD = ../util/libutil.la
mipmap_limits_LDADD = ../util/libutil.la
mipmap_view_LDADD = ../util/libutil.la
sharedtex_LDADD = -lX11
diff --git a/src/tests/linehacks.c b/src/tests/linehacks.c
new file mode 100644
index 00000000..e4d0e16c
--- /dev/null
+++ b/src/tests/linehacks.c
@@ -0,0 +1,330 @@
+/**
+ * Test some hacks to approximate wide lines, AA lines and stippled lines
+ * by drawing the lines multiple times at offsets and stippling with a fragment
+ * shader.
+ *
+ * Brian Paul
+ * June 2011
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include "glut_wrap.h"
+#include "shaderutil.h"
+
+
+static int Win;
+static int WinWidth = 1000, WinHeight = 500;
+static GLboolean Anti = GL_FALSE, Stipple = GL_FALSE;
+static GLfloat LineWidth = 1.0, MaxLineWidth = 3.0;
+static GLuint StippleProgram;
+
+
+/**
+ * Generate a 2D texture stipple pattern from 1D line stipple pattern.
+ * Note: the stipple repeat factor could be implemented by scaling the
+ * texcoords in the frag shader.
+ */
+static GLuint
+LineStippleToTexture(GLushort pattern)
+{
+ GLuint tex, i, j;
+ GLubyte pattern2d[16][16];
+
+ glGenTextures(1, &tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
+
+ for (i = 0; i < 16; i++) {
+ for (j = 0; j < 16; j++) {
+ GLuint ibit = (pattern >> i) & 1;
+ GLuint jbit = (pattern >> j) & 1;
+ pattern2d[i][j] = (ibit | jbit) * 255;
+ }
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0,
+ GL_LUMINANCE, GL_UNSIGNED_BYTE, pattern2d);
+
+ return tex;
+}
+
+
+/** Draw some lines */
+static void
+DrawLines(void)
+{
+ const float r0 = 0.2, r1 = 0.9;
+ float a;
+
+ glBegin(GL_LINES);
+ for (a = 0.0; a < 2.0*M_PI; a += 0.1) {
+ float x0 = r0 * cos(a), y0 = r0 * sin(a);
+ float x1 = r1 * cos(a), y1 = r1 * sin(a);
+ glVertex2f(x0, y0);
+ glVertex2f(x1, y1);
+ }
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ for (a = 0.0; a <= 2.0*M_PI; a += 0.1) {
+ float x1 = r1 * cos(a), y1 = r1 * sin(a);
+ glVertex2f(x1, y1);
+ }
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ for (a = 0.0; a <= 2.0*M_PI; a += 0.1) {
+ float x0 = r0 * cos(a), y0 = r0 * sin(a);
+ glVertex2f(x0, y0);
+ }
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(-r1, -r1);
+ glVertex2f(+r1, -r1);
+ glVertex2f(+r1, +r1);
+ glVertex2f(-r1, +r1);
+ glEnd();
+}
+
+
+static void
+Draw(void)
+{
+ GLint vpWidth = WinWidth / 2;
+ GLint vpHeight = WinHeight;
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* draw regular lines */
+ {
+ if (Anti) {
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_BLEND);
+ }
+ if (Stipple)
+ glEnable(GL_LINE_STIPPLE);
+ glLineWidth(LineWidth);
+
+ glViewport(0, 0, vpWidth, vpHeight);
+ glColor3f(1, 1, 1);
+ DrawLines();
+
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_LINE_STIPPLE);
+ glDisable(GL_BLEND);
+ glLineWidth(1.0);
+ }
+
+ /* draw hacked lines */
+ {
+#define ALPHA 0.5
+ static const float offsets_alpha[5][3] = {
+ { 0.0, 0.0, 1.0 },
+#if 0
+ { 1.0, 0.5, ALPHA },
+ { -1.0, -0.5, ALPHA },
+ { -0.5, 1.0, ALPHA },
+ { 0.5, -1.0, ALPHA }
+#else
+ { 1.0, 0.0, ALPHA },
+ { -1.0, 0.0, ALPHA },
+ { 0.0, 1.0, ALPHA },
+ { 0.0, -1.0, ALPHA }
+#endif
+ };
+
+ int passes, pass;
+ float s;
+
+ glViewport(vpWidth, 0, vpWidth, vpHeight);
+
+ if (Anti || LineWidth > 1.5) {
+ passes = 5;
+ }
+ else {
+ passes = 1;
+ }
+ if (Anti)
+ s = 2.0 * LineWidth / MaxLineWidth;
+ else
+ s = 1.5 * LineWidth / MaxLineWidth;
+
+ if (Stipple) {
+ glUseProgram(StippleProgram);
+ }
+ if (Anti) {
+ glEnable(GL_BLEND);
+ }
+
+ for (pass = 0; pass < passes; pass++) {
+ /* Translate all vertices by small x/y offset */
+ float tx = offsets_alpha[pass][0] / vpWidth * s;
+ float ty = offsets_alpha[pass][1] / vpHeight * s;
+ /* adjust fragment alpha (this could be done in many ways) */
+ glColor4f(1, 1, 1, offsets_alpha[pass][2]);
+
+ glPushMatrix();
+ glTranslatef(tx, ty, 0.0);
+ DrawLines();
+ glPopMatrix();
+ }
+
+ if (1) {
+ /* debug: show the 2D texture / stipple pattern */
+ GLfloat w = 32.0 / (vpWidth);
+ GLfloat h = 32.0 / (vpHeight);
+
+ glColor3f(1, 1, 1);
+ glBegin(GL_QUADS);
+ glVertex2f(0.0, 0.0);
+ glVertex2f(w, 0.0);
+ glVertex2f(w, h);
+ glVertex2f(0.0, h);
+ glEnd();
+ }
+
+ glUseProgram(0);
+ glDisable(GL_BLEND);
+
+ }
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ WinWidth = width;
+ WinHeight = height;
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ Anti = !Anti;
+ break;
+ case 's':
+ Stipple = !Stipple;
+ break;
+ case 'w':
+ LineWidth -= 0.25;
+ if (LineWidth < 1.0)
+ LineWidth = 1.0;
+ break;
+ case 'W':
+ LineWidth += 0.25;
+ if (LineWidth > MaxLineWidth)
+ LineWidth = MaxLineWidth;
+ break;
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ printf("Stipple: %d Antialias: %d LineWidth: %f\n",
+ Stipple, Anti, LineWidth);
+
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ glutPostRedisplay();
+}
+
+
+static GLuint
+MakeFragmentShader(void)
+{
+ static const char *fragShaderText =
+ "uniform sampler2D stippleTex; \n"
+ "uniform vec2 viewportSize; \n"
+ "float scale = 1.0 / 16.0; \n"
+ "void main() \n"
+ "{ \n"
+ " vec2 t = gl_FragCoord.xy * scale; \n"
+ " gl_FragColor = gl_Color * texture2D(stippleTex, t); \n"
+ "} \n";
+
+ GLuint fragShader, program;
+ GLint stippleTex, viewportSize;
+
+ fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
+ program = LinkShaders(0, fragShader);
+ glUseProgram(program);
+
+ stippleTex = glGetUniformLocation(program, "stippleTex");
+ glUniform1i(stippleTex, 0); /* unit 0 */
+
+ viewportSize = glGetUniformLocation(program, "viewportSize");
+ glUniform2f(viewportSize, WinWidth / 2.0, WinHeight);
+
+ glUseProgram(0);
+
+ return program;
+}
+
+
+static void
+Usage(void)
+{
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("Keys:\n");
+ printf(" a - toggle antialiasing\n");
+ printf(" s - toogle stippling\n");
+ printf(" w/W - decrease/increase line width\n");
+}
+
+
+static void
+Init(void)
+{
+ GLushort pattern = 0xf2;
+ GLuint tex;
+
+ if (!ShadersSupported())
+ exit(1);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glLineStipple(1, pattern);
+
+ StippleProgram = MakeFragmentShader();
+
+ tex = LineStippleToTexture(pattern);
+ glBindTexture(GL_TEXTURE_2D, tex);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(WinWidth, WinHeight);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ Win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Draw);
+ glewInit();
+ Usage();
+ Init();
+ glutMainLoop();
+ return 0;
+}