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/*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file sso-uniforms-01.c
* Test setting uniform values with separate shader objects
*
* Creates two shader programs with a \c vec4 uniform named "color". The
* value of this uniform in each shader is set to a different value. The
* shaders are used, and the two instances of the "color" uniform is combined
* to produce a result.
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "piglit-util.h"
int piglit_width = 30, piglit_height = 30;
int piglit_window_mode = GLUT_RGB | GLUT_DOUBLE;
static const char vs_text[] =
"uniform vec4 color;\n"
"void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; "
"gl_TexCoord[0] = color; }";
static const char fs_text[] =
"uniform vec4 color;\n"
"void main() { gl_FragColor = gl_TexCoord[0] + color; }";
static GLuint prog[2];
enum piglit_result
piglit_display(void)
{
static const float green[3] = { 0.0, 1.0, 0.0 };
static const float blue[3] = { 0.0, 0.0, 1.0 };
enum piglit_result result = PIGLIT_PASS;
glClear(GL_COLOR_BUFFER_BIT);
glColor3fv(blue);
/* Bind the separately linked vertex shader and the separately linked
* fragment shader using the new interfaces. This should produce a
* green box.
*/
glUseShaderProgramEXT(GL_VERTEX_SHADER, prog[0]);
glUseShaderProgramEXT(GL_FRAGMENT_SHADER, prog[1]);
piglit_draw_rect(10, 10, 10, 10);
if (!piglit_probe_pixel_rgb(15, 15, green))
result = PIGLIT_FAIL;
if (!piglit_automatic)
glutSwapBuffers();
return result;
}
void
piglit_init(int argc, char **argv)
{
GLint loc;
if (piglit_get_gl_version() < 20) {
printf("Requires OpenGL 2.0\n");
piglit_report_result(PIGLIT_SKIP);
}
piglit_require_extension("GL_EXT_separate_shader_objects");
glClearColor(0.3, 0.3, 0.3, 0.0);
piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);
prog[0] = glCreateShaderProgramEXT(GL_VERTEX_SHADER, vs_text);
prog[1] = glCreateShaderProgramEXT(GL_FRAGMENT_SHADER, fs_text);
loc = glGetUniformLocation(prog[0], "color");
if (loc < 0) {
printf("Unable to get uniform location in separate vertex "
"shader");
piglit_report_result(PIGLIT_FAIL);
}
glActiveProgramEXT(prog[0]);
glUniform4f(loc, 0.5, 0.5, -0.5, 0.0);
loc = glGetUniformLocation(prog[1], "color");
if (loc < 0) {
printf("Unable to get uniform location in separate fragment "
"shader");
piglit_report_result(PIGLIT_FAIL);
}
glActiveProgramEXT(prog[1]);
glUniform4f(loc, -0.5, 0.5, 0.5, 1.0);
}
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