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/* The original code is:
* Author: Edwin Moehlheinrich
* This piece of code is public domain, just don't get yourself killed.
*
* Subsequent modifications to the code is:
* Copyright © 2009 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.
*
* Authors:
* Edwin Moehlheinrich
* Eric Anholt <eric@anholt.net>
*
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 800;
config.window_height = 600;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
PIGLIT_GL_TEST_CONFIG_END
/* Misbehaviour: first: the quads are not drawn in the correct order
* (darker equals closer to the viewer), second: the middle one is strangely
* distorted.
*/
static GLuint vs, fs, prog, shadow_vs, shadow_fs, shadow_prog;
static GLint shadowMap_location;
static GLint eye_projection_location, light_projection_location;
enum piglit_result
piglit_display(void)
{
GLuint shadow_texture;
GLuint fbo;
float matrix[] = { 2.0/2.0, 0.0, 0.0, 0.0,
0.0, 2.0/2.0, 0.0, 0.0,
0.0, 0.0, -2/10.0, -12.0/10,
0.0, 0.0, 0.0, 1.0};
float rect1_color[3] = {.3, .3, .3};
float rect2_color_dark[3] = {.01, .01, .01};
float rect2_color_bottom_rect1[3] = {.09, .09, .09};
float rect3_color[3] = {.1, .1, .1};
GLboolean pass = GL_TRUE;
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
/* Create empty 512x512 depth texture */
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &shadow_texture);
glBindTexture(GL_TEXTURE_2D, shadow_texture);
glTexImage2D(GL_TEXTURE_2D, 0,
GL_DEPTH_COMPONENT,
512, 512, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
glGenFramebuffersEXT(1, &fbo);
/* Render to the depth texture */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_TEXTURE_2D,
shadow_texture,
0);
glViewport(0, 0, 512, 512);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(shadow_prog);
glUniform1i(shadowMap_location, 0);
/* ogl reads in col-vectors, so transform=true */
glUniformMatrix4fv(light_projection_location,
1, GL_TRUE, matrix);
glBegin(GL_QUADS);
/* rect1 */
glVertex3f(-0.4, 0.4, -2.0);
glVertex3f(-0.4, -0.4, -2.0);
glVertex3f(0.4, -0.4, -2.0);
glVertex3f(0.4, 0.4, -2.0);
/* rect2 */
glVertex3f(-0.2, 0.5, -7.0);
glVertex3f(-0.2, -0.3, -1.0);
glVertex3f(0.6, -0.3, -1.0);
glVertex3f(0.6, 0.5, -7.0);
/* rect3 */
glVertex3f(-0.0, 0.6, -4.0);
glVertex3f(-0.0, -0.2, -4.0);
glVertex3f(0.8, -0.2, -4.0);
glVertex3f(0.8, 0.6, -4.0);
glEnd();
/* bind back the backbuffer and display the depthmap */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo);
glViewport(0, 0, 600, 600);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, shadow_texture);
glUseProgram(prog);
glUniformMatrix4fv(eye_projection_location, 1, 1, matrix);
/* this is the quad that is texturized with what we want to see */
glBegin(GL_QUADS);
glTexCoord2d(0.0,1.0);
glVertex3f(-0.9, 0.9, -1);
glTexCoord2d(0.0,0.0);
glVertex3f(-0.9, -0.9, -1);
glTexCoord2d(1.0,0.0);
glVertex3f(0.9, -0.9, -1);
glTexCoord2d(1.0,1.0);
glVertex3f(0.9, 0.9, -1);
glEnd();
/* check that rect1 is present. */
pass &= piglit_probe_pixel_rgb(500, 400, rect1_color);
/* check that rect3 is present. */
pass &= piglit_probe_pixel_rgb(220, 300, rect3_color);
/* check that rect2 where greater than rect1 is not rendered */
pass &= piglit_probe_pixel_rgb(450, 350, rect1_color);
/* check that rect2 where greater than rect3 is not rendered */
pass &= piglit_probe_pixel_rgb(270, 350, rect3_color);
/* check that rect2 where less than rect3 is rendered */
pass &= piglit_probe_pixel_rgb(270, 225, rect2_color_dark);
/* check that rect2 where less than rect1 is rendered */
pass &= piglit_probe_pixel_rgb(450, 250, rect2_color_bottom_rect1);
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
const char *vs_source =
"uniform mat4 eye_projection;"
"varying vec2 texture_coords;"
"void main()"
"{"
" gl_Position = eye_projection * gl_Vertex;"
" texture_coords = gl_MultiTexCoord0.st;"
"}";
const char *fs_source =
"uniform sampler2D shadowMap;"
"varying vec2 texture_coords;"
"void main()"
"{"
" float map_depth = texture2D(shadowMap,texture_coords).a;"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0)* map_depth;"
"}";
const char *vs_shadow_source =
"uniform mat4 light_projection; "
"void main() "
"{"
" gl_Position = light_projection * gl_Vertex;"
"}";
const char *fs_shadow_source =
"void main()"
"{"
" gl_FragDepth = gl_FragCoord.z;"
"}";
piglit_require_extension("GL_EXT_framebuffer_object");
piglit_require_GLSL();
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source);
prog = piglit_link_simple_program(vs, fs);
shadow_vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_shadow_source);
shadow_fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_shadow_source);
shadow_prog = piglit_link_simple_program(shadow_vs, shadow_fs);
eye_projection_location = glGetUniformLocation(prog,
"eye_projection");
light_projection_location = glGetUniformLocation(shadow_prog,
"light_projection");
shadowMap_location = glGetUniformLocation(shadow_prog, "shadowMap");
}
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