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/*
* 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.
*/
// author: Ben Holmes
/*
* GLSL version of depth-tex-modes. Draws depth textures as LUMINANCE,
* INTENSITY, and ALPHA with programmable shaders.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 400;
config.window_height = 300;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
static GLuint tex[3];
static GLint prog;
static GLint fs;
static GLint vs;
static GLfloat vertices[12] = {150.0, 125.0, 0.0,
150.0, 175.0, 0.0,
100.0, 125.0, 0.0,
100.0, 175.0, 0.0};
static GLfloat texCoords[8] = {1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
0.0, 1.0};
static GLuint elements[4] = {0, 1, 2, 3};
static const char *vertShaderText =
"attribute vec2 textureCoords;\n"
"varying vec2 texCoords;\n"
"void main()\n"
"{ \n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" texCoords = textureCoords;\n"
"} \n";
static const char *fragShaderText =
"uniform sampler2D depthTex2d;\n"
"uniform int colorOrAlpha;\n"
"varying vec2 texCoords;\n"
"void main()\n"
"{ \n"
" vec4 color = vec4(1.0, 0.0, 1.0, 1.0);\n"
" vec4 depth = texture2D(depthTex2d, texCoords);\n"
" if (colorOrAlpha == 0)\n"
" gl_FragColor = vec4(color.xyz*depth.xyz, 1.0);\n"
" else\n"
" gl_FragColor = vec4(color.xyz*depth.w, 1.0);\n"
"} \n";
static void compileLinkProg(void);
static void loadTex(void);
void
piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
if (!piglit_automatic)
printf(" Left to Right: LUMINANCE, INTENSITY, ALPHA\n"
"Lower row: Combined with color\n"
"Upper row: combined with alpha\n");
loadTex();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 400, 0, 300, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glClearColor(0.2, 0.2, 0.2, 1.0);
compileLinkProg();
}
static void
compileLinkProg(void)
{
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText);
prog = piglit_link_simple_program(vs, fs);
glBindAttribLocation(prog, 1, "textureCoords");
glUseProgram(prog);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat),
vertices);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat),
texCoords);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
static void
loadTex(void)
{
#define height 2
#define width 2
int i, j;
GLfloat texDepthData[width][height];
for (i=0; i < width; ++i) {
for (j=0; j < height; ++j) {
if ((i+j) & 1) {
texDepthData[i][j] = 1.0;
}
else {
texDepthData[i][j] = 0.0;
}
}
}
//depth texture 0 using LUMINANCE
glGenTextures(3, tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
//depth texture 1 using INTENSITY
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
//depth texture 2 using ALPHA
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
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_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
#undef height
#undef width
}
enum piglit_result
piglit_display(void)
{
GLint loc1, loc2;
GLboolean pass = GL_TRUE;
GLfloat pink[3] = {1.0, 0.0, 1.0};
GLfloat black[3] = {0.0, 0.0, 0.0};
GLenum err;
loc1 = glGetUniformLocation(prog, "depthTex2d");
loc2 = glGetUniformLocation(prog, "colorOrAlpha");
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glUniform1i(loc1, 0);
glUniform1i(loc2, 0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPushMatrix();
glTranslatef(75.0, 0.0, 0.0);
glUniform1i(loc1, 1);
glUniform1i(loc2, 0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glUniform1i(loc1, 2);
glUniform1i(loc2, 0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 75.0, 0.0);
glUniform1i(loc1, 0);
glUniform1i(loc2, 1);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glUniform1i(loc1, 1);
glUniform1i(loc2, 1);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glUniform1i(loc1, 2);
glUniform1i(loc2, 1);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPopMatrix();
pass = piglit_probe_pixel_rgb(110, 135, black);
pass = pass && piglit_probe_pixel_rgb(140, 135, pink);
pass = pass && piglit_probe_pixel_rgb(185, 135, black);
pass = pass && piglit_probe_pixel_rgb(215, 135, pink);
pass = pass && piglit_probe_pixel_rgb(260, 135, black);
pass = pass && piglit_probe_pixel_rgb(290, 135, black);
pass = pass && piglit_probe_pixel_rgb(110, 210, pink);
pass = pass && piglit_probe_pixel_rgb(140, 210, pink);
pass = pass && piglit_probe_pixel_rgb(185, 210, black);
pass = pass && piglit_probe_pixel_rgb(215, 210, pink);
pass = pass && piglit_probe_pixel_rgb(260, 210, black);
pass = pass && piglit_probe_pixel_rgb(290, 210, pink);
err = glGetError();
switch (err)
{
case GL_INVALID_ENUM:
printf("GL_INVALID_ENUM\n");
break;
case GL_INVALID_VALUE:
printf("GL_INVALID_VALUE\n");
break;
case GL_INVALID_OPERATION:
printf("GL_INVALID_OPERATION\n");
break;
case GL_STACK_OVERFLOW:
printf("GL_STACK_OVERLFOW\n");
break;
case GL_STACK_UNDERFLOW:
printf("GL_STACK_UNDERFLOW\n");
break;
case GL_OUT_OF_MEMORY:
printf("GL_OUT_OF_MEMORY\n");
break;
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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