diff options
author | Brian Paul <brianp@vmware.com> | 2009-04-18 13:00:48 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2009-04-18 13:00:48 -0600 |
commit | 292e1920930dad242b1130cb2b7b4ced2a3024f8 (patch) | |
tree | c35c5757601c455dcf31e1490a65b75461d82617 /progs/tests | |
parent | f47495ec42491f1c32391f29e5ed8819eaef6ee2 (diff) |
demos: move tests/fbotexture.c to demos/
Diffstat (limited to 'progs/tests')
-rw-r--r-- | progs/tests/Makefile | 1 | ||||
-rw-r--r-- | progs/tests/fbotexture.c | 621 |
2 files changed, 0 insertions, 622 deletions
diff --git a/progs/tests/Makefile b/progs/tests/Makefile index cd6c496961..7dfc65807a 100644 --- a/progs/tests/Makefile +++ b/progs/tests/Makefile @@ -43,7 +43,6 @@ SOURCES = \ floattex.c \ fbotest1.c \ fbotest2.c \ - fbotexture.c \ fillrate.c \ fog.c \ fogcoord.c \ diff --git a/progs/tests/fbotexture.c b/progs/tests/fbotexture.c deleted file mode 100644 index 50a4b00afc..0000000000 --- a/progs/tests/fbotexture.c +++ /dev/null @@ -1,621 +0,0 @@ -/* - * Test GL_EXT_framebuffer_object render-to-texture - * - * Draw a teapot into a texture image with stenciling. - * Then draw a textured quad using that texture. - * - * Brian Paul - * 18 Apr 2005 - */ - - -#include <GL/glew.h> -#include <GL/glut.h> -#include <assert.h> -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include <math.h> - -/* For debug */ -#define DEPTH 1 -#define STENCIL 1 -#define DRAW 1 - - -static int Win = 0; -static int Width = 400, Height = 400; - -#if 1 -static GLenum TexTarget = GL_TEXTURE_2D; -static int TexWidth = 512, TexHeight = 512; -static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */ -#else -static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB; -static int TexWidth = 200, TexHeight = 200; -static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */ -#endif -static GLuint TextureLevel = 0; /* which texture level to render to */ - -static GLuint MyFB; -static GLuint TexObj; -static GLuint DepthRB = 0, StencilRB = 0; -static GLboolean Anim = GL_FALSE; -static GLfloat Rot = 0.0; -static GLboolean UsePackedDepthStencil = GL_FALSE; -static GLboolean UsePackedDepthStencilBoth = GL_FALSE; -static GLboolean Use_ARB_fbo = GL_FALSE; -static GLboolean Cull = GL_FALSE; -static GLboolean Wireframe = GL_FALSE; - - -static void -CheckError(int line) -{ - GLenum err = glGetError(); - if (err) { - printf("GL Error 0x%x at line %d\n", (int) err, line); - } -} - - -static void -Idle(void) -{ - Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1; - glutPostRedisplay(); -} - - -static void -RenderTexture(void) -{ - GLenum status; - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0, 0.0, -15.0); - - /* draw to texture image */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); - - status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - printf("Framebuffer incomplete!!!\n"); - } - - glViewport(0, 0, TexWidth, TexHeight); - - glClearColor(0.5, 0.5, 1.0, 0.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - CheckError(__LINE__); - -#if DEPTH - glEnable(GL_DEPTH_TEST); -#endif - -#if STENCIL - glEnable(GL_STENCIL_TEST); - glStencilFunc(GL_NEVER, 1, ~0); - glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE); -#endif - - CheckError(__LINE__); - -#if DEPTH || STENCIL - /* draw diamond-shaped stencil pattern */ - glColor3f(0, 1, 0); - glBegin(GL_POLYGON); - glVertex2f(-0.2, 0.0); - glVertex2f( 0.0, -0.2); - glVertex2f( 0.2, 0.0); - glVertex2f( 0.0, 0.2); - glEnd(); -#endif - - /* draw teapot where stencil != 1 */ -#if STENCIL - glStencilFunc(GL_NOTEQUAL, 1, ~0); - glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); -#endif - - CheckError(__LINE__); - - if (Wireframe) { - glPolygonMode(GL_FRONT, GL_LINE); - } - else { - glPolygonMode(GL_FRONT, GL_FILL); - } - - if (Cull) { - /* cull back */ - glCullFace(GL_BACK); - glEnable(GL_CULL_FACE); - } - else { - glDisable(GL_CULL_FACE); - } - -#if 0 - glBegin(GL_POLYGON); - glColor3f(1, 0, 0); - glVertex2f(-1, -1); - glColor3f(0, 1, 0); - glVertex2f(1, -1); - glColor3f(0, 0, 1); - glVertex2f(0, 1); - glEnd(); -#else - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glPushMatrix(); - glRotatef(0.5 * Rot, 1.0, 0.0, 0.0); - glFrontFace(GL_CW); /* Teapot patches backward */ - glutSolidTeapot(0.5); - glFrontFace(GL_CCW); - glPopMatrix(); - glDisable(GL_LIGHTING); - /* - PrintStencilHistogram(TexWidth, TexHeight); - */ -#endif - - glDisable(GL_DEPTH_TEST); - glDisable(GL_STENCIL_TEST); - glDisable(GL_CULL_FACE); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - -#if DRAW - /* Bind normal framebuffer */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); -#endif - - CheckError(__LINE__); -} - - - -static void -Display(void) -{ - float ar = (float) Width / (float) Height; - - RenderTexture(); - - /* draw textured quad in the window */ -#if DRAW - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0, 0.0, -7.0); - - glViewport(0, 0, Width, Height); - - glClearColor(0.25, 0.25, 0.25, 0); - glClear(GL_COLOR_BUFFER_BIT); - - glPushMatrix(); - glRotatef(Rot, 0, 1, 0); - glEnable(TexTarget); - glBindTexture(TexTarget, TexObj); - glBegin(GL_POLYGON); - glColor3f(0.25, 0.25, 0.25); - if (TexTarget == GL_TEXTURE_2D) { - glTexCoord2f(0, 0); - glVertex2f(-1, -1); - glTexCoord2f(1, 0); - glVertex2f(1, -1); - glColor3f(1.0, 1.0, 1.0); - glTexCoord2f(1, 1); - glVertex2f(1, 1); - glTexCoord2f(0, 1); - glVertex2f(-1, 1); - } - else { - assert(TexTarget == GL_TEXTURE_RECTANGLE_ARB); - glTexCoord2f(0, 0); - glVertex2f(-1, -1); - glTexCoord2f(TexWidth, 0); - glVertex2f(1, -1); - glColor3f(1.0, 1.0, 1.0); - glTexCoord2f(TexWidth, TexHeight); - glVertex2f(1, 1); - glTexCoord2f(0, TexHeight); - glVertex2f(-1, 1); - } - glEnd(); - glPopMatrix(); - glDisable(TexTarget); -#endif - - glutSwapBuffers(); - CheckError(__LINE__); -} - - -static void -Reshape(int width, int height) -{ - glViewport(0, 0, width, height); - Width = width; - Height = height; -} - - -static void -CleanUp(void) -{ -#if DEPTH - glDeleteRenderbuffersEXT(1, &DepthRB); -#endif -#if STENCIL - glDeleteRenderbuffersEXT(1, &StencilRB); -#endif - glDeleteFramebuffersEXT(1, &MyFB); - - glDeleteTextures(1, &TexObj); - - glutDestroyWindow(Win); - - exit(0); -} - - -static void -Key(unsigned char key, int x, int y) -{ - (void) x; - (void) y; - switch (key) { - case 'a': - Anim = !Anim; - if (Anim) - glutIdleFunc(Idle); - else - glutIdleFunc(NULL); - break; - case 'c': - Cull = !Cull; - break; - case 'w': - Wireframe = !Wireframe; - break; - case 's': - Rot += 2.0; - break; - case 'S': - Rot -= 2.0; - break; - case 27: - CleanUp(); - break; - } - glutPostRedisplay(); -} - - -/** - * Attach depth and stencil renderbuffer(s) to the given framebuffer object. - * \param tryDepthStencil if true, try to use a combined depth+stencil buffer - * \param bindDepthStencil if true, and tryDepthStencil is true, bind with - * the GL_DEPTH_STENCIL_ATTACHMENT target. - * \return GL_TRUE for success, GL_FALSE for failure - */ -static GLboolean -AttachDepthAndStencilBuffers(GLuint fbo, - GLsizei width, GLsizei height, - GLboolean tryDepthStencil, - GLboolean bindDepthStencil, - GLuint *depthRbOut, GLuint *stencilRbOut) -{ - GLenum status; - - *depthRbOut = *stencilRbOut = 0; - - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); - - if (tryDepthStencil) { - GLuint rb; - - glGenRenderbuffersEXT(1, &rb); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, - GL_DEPTH24_STENCIL8_EXT, - width, height); - if (glGetError()) - return GL_FALSE; - - if (bindDepthStencil) { - /* attach to both depth and stencil at once */ - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER_EXT, rb); - if (glGetError()) - return GL_FALSE; - } - else { - /* attach to depth attachment point */ - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_DEPTH_ATTACHMENT_EXT, - GL_RENDERBUFFER_EXT, rb); - if (glGetError()) - return GL_FALSE; - - /* and attach to stencil attachment point */ - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_STENCIL_ATTACHMENT_EXT, - GL_RENDERBUFFER_EXT, rb); - if (glGetError()) - return GL_FALSE; - } - - status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - return GL_FALSE; - - *depthRbOut = *stencilRbOut = rb; - return GL_TRUE; - } - - /* just depth renderbuffer */ - { - GLuint rb; - - glGenRenderbuffersEXT(1, &rb); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, - GL_DEPTH_COMPONENT, - width, height); - if (glGetError()) - return GL_FALSE; - - /* attach to depth attachment point */ - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_DEPTH_ATTACHMENT_EXT, - GL_RENDERBUFFER_EXT, rb); - if (glGetError()) - return GL_FALSE; - - status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - return GL_FALSE; - - *depthRbOut = rb; - } - - /* just stencil renderbuffer */ - { - GLuint rb; - - glGenRenderbuffersEXT(1, &rb); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, - GL_STENCIL_INDEX, - width, height); - if (glGetError()) - return GL_FALSE; - - /* attach to depth attachment point */ - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, - GL_STENCIL_ATTACHMENT_EXT, - GL_RENDERBUFFER_EXT, rb); - if (glGetError()) - return GL_FALSE; - - status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { - glDeleteRenderbuffersEXT(1, depthRbOut); - *depthRbOut = 0; - glDeleteRenderbuffersEXT(1, &rb); - return GL_FALSE; - } - - *stencilRbOut = rb; - } - - return GL_TRUE; -} - - -static void -ParseArgs(int argc, char *argv[]) -{ - GLint i; - for (i = 1; i < argc; i++) { - if (strcmp(argv[i], "-ds") == 0) { - if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { - printf("GL_EXT_packed_depth_stencil not found!\n"); - exit(0); - } - UsePackedDepthStencil = GL_TRUE; - printf("Using GL_EXT_packed_depth_stencil\n"); - } - else if (strcmp(argv[i], "-ds2") == 0) { - if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { - printf("GL_EXT_packed_depth_stencil not found!\n"); - exit(0); - } - if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { - printf("GL_ARB_framebuffer_object not found!\n"); - exit(0); - } - UsePackedDepthStencilBoth = GL_TRUE; - printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n"); - } - else if (strcmp(argv[i], "-arb") == 0) { - if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { - printf("Sorry, GL_ARB_framebuffer object not supported!\n"); - } - else { - Use_ARB_fbo = GL_TRUE; - } - } - else { - printf("Unknown option: %s\n", argv[i]); - } - } -} - - -/* - * Make FBO to render into given texture. - */ -static GLuint -MakeFBO_RenderTexture(GLuint TexObj) -{ - GLuint fb; - GLint sizeFudge = 0; - - glGenFramebuffersEXT(1, &fb); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); - /* Render color to texture */ - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - TexTarget, TexObj, TextureLevel); - - if (Use_ARB_fbo) { - /* use a smaller depth buffer to see what happens */ - sizeFudge = 90; - } - - /* Setup depth and stencil buffers */ - { - GLboolean b; - b = AttachDepthAndStencilBuffers(fb, - TexWidth - sizeFudge, - TexHeight - sizeFudge, - UsePackedDepthStencil, - UsePackedDepthStencilBoth, - &DepthRB, &StencilRB); - if (!b) { - /* try !UsePackedDepthStencil */ - b = AttachDepthAndStencilBuffers(fb, - TexWidth - sizeFudge, - TexHeight - sizeFudge, - !UsePackedDepthStencil, - UsePackedDepthStencilBoth, - &DepthRB, &StencilRB); - } - if (!b) { - printf("Unable to create/attach depth and stencil renderbuffers " - " to FBO!\n"); - exit(1); - } - } - - /* queries */ - { - GLint bits, w, h; - - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB); - glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, - GL_RENDERBUFFER_WIDTH_EXT, &w); - glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, - GL_RENDERBUFFER_HEIGHT_EXT, &h); - printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight); - printf("Depth buffer size: %d x %d\n", w, h); - - glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, - GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits); - printf("Depth renderbuffer size = %d bits\n", bits); - - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB); - glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, - GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits); - printf("Stencil renderbuffer size = %d bits\n", bits); - } - - /* bind the regular framebuffer */ - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - - return fb; -} - - -static void -Init(void) -{ - if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { - printf("GL_EXT_framebuffer_object not found!\n"); - exit(0); - } - - printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); - - /* lighting */ - { - static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 }; - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); - } - - /* - * Make texture object/image (we'll render into this texture) - */ - { - glGenTextures(1, &TexObj); - glBindTexture(TexTarget, TexObj); - - /* make two image levels */ - glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - if (TexTarget == GL_TEXTURE_2D) { - glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - TexWidth = TexWidth >> TextureLevel; - TexHeight = TexHeight >> TextureLevel; - glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel); - } - - glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - } - - MyFB = MakeFBO_RenderTexture(TexObj); -} - - -static void -Usage(void) -{ - printf("Usage:\n"); - printf(" -ds Use combined depth/stencil renderbuffer\n"); - printf(" -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n"); - printf(" -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n"); - printf("Keys:\n"); - printf(" a Toggle animation\n"); - printf(" s/s Step/rotate\n"); - printf(" c Toggle back-face culling\n"); - printf(" w Toggle wireframe mode (front-face only)\n"); - printf(" Esc Exit\n"); -} - - -int -main(int argc, char *argv[]) -{ - glutInit(&argc, argv); - glutInitWindowPosition(0, 0); - glutInitWindowSize(Width, Height); - glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); - Win = glutCreateWindow(argv[0]); - glewInit(); - glutReshapeFunc(Reshape); - glutKeyboardFunc(Key); - glutDisplayFunc(Display); - if (Anim) - glutIdleFunc(Idle); - - ParseArgs(argc, argv); - Init(); - Usage(); - - glutMainLoop(); - return 0; -} |