From 10f08cc20261409c8af2a48444e49b0123723a52 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Wed, 15 Mar 2006 01:44:03 +0000 Subject: [PATCH] use 'p' key to toggle use of GL_EXT_packed_depth_stencil --- progs/demos/shadowtex.c | 50 ++++++++++++++++++++++++++++++++++------- 1 file changed, 42 insertions(+), 8 deletions(-) diff --git a/progs/demos/shadowtex.c b/progs/demos/shadowtex.c index e918751a7ad..c3e56177052 100644 --- a/progs/demos/shadowtex.c +++ b/progs/demos/shadowtex.c @@ -41,7 +41,6 @@ #undef GL_ARB_shadow_ambient #endif - #define DEG_TO_RAD (3.14159 / 180.0) static GLint WindowWidth = 450, WindowHeight = 300; @@ -67,6 +66,7 @@ static GLfloat Bias = -0.06; static GLboolean Anim = GL_TRUE; +static GLboolean UsePackedDepthStencil = GL_FALSE; static GLboolean HaveEXTshadowFuncs = GL_FALSE; static GLint Operator = 0; static const GLenum OperatorFunc[8] = { @@ -266,7 +266,7 @@ Display(void) 0, 1, 0); /* up */ glViewport(0, 0, ShadowTexWidth, ShadowTexHeight); - glClear(GL_DEPTH_BUFFER_BIT); + glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); DrawScene(); /* @@ -274,9 +274,21 @@ Display(void) */ if (DisplayMode == SHOW_DEPTH_MAPPING) { /* load depth image as gray-scale luminance texture */ - GLfloat *depth = (GLfloat *) malloc(ShadowTexWidth * ShadowTexHeight - * sizeof(GLfloat)); - if (depth) { + if (UsePackedDepthStencil) { + GLuint *depth = (GLuint *) malloc(ShadowTexWidth * ShadowTexHeight + * sizeof(GLuint)); + assert(depth); + glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight, + GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, + ShadowTexWidth, ShadowTexHeight, 0, + GL_LUMINANCE, GL_UNSIGNED_INT, depth); + free(depth); + } + else { + GLfloat *depth = (GLfloat *) malloc(ShadowTexWidth * ShadowTexHeight + * sizeof(GLfloat)); + assert(depth); glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight, GL_DEPTH_COMPONENT, GL_FLOAT, depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, @@ -287,8 +299,18 @@ Display(void) } else { /* The normal shadow case */ - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, - 0, 0, ShadowTexWidth, ShadowTexHeight, 0); + if (UsePackedDepthStencil) { + GLint intFormat; + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_EXT, + 0, 0, ShadowTexWidth, ShadowTexHeight, 0); + glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, + GL_TEXTURE_INTERNAL_FORMAT, &intFormat); + assert(intFormat == GL_DEPTH_STENCIL_EXT); + } + else { + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, + 0, 0, ShadowTexWidth, ShadowTexHeight, 0); + } } /* @@ -447,6 +469,17 @@ Key(unsigned char key, int x, int y) OperatorFunc[Operator]); } break; + case 'p': + UsePackedDepthStencil = !UsePackedDepthStencil; + if (UsePackedDepthStencil + && !glutExtensionSupported("GL_EXT_packed_depth_stencil")) { + printf("Sorry, GL_EXT_packed_depth_stencil not supported\n"); + UsePackedDepthStencil = GL_FALSE; + } + else { + printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil); + } + break; case 'z': Zrot -= step; break; @@ -572,6 +605,7 @@ PrintHelp(void) printf(" n = show normal, shadowed image\n"); printf(" f = toggle nearest/bilinear texture filtering\n"); printf(" b/B = decrease/increase shadow map Z bias\n"); + printf(" p = toggle use of packed depth/stencil\n"); printf(" cursor keys = rotate scene\n"); printf(" + cursor keys = rotate light source\n"); if (HaveEXTshadowFuncs) @@ -585,7 +619,7 @@ main(int argc, char *argv[]) glutInit(&argc, argv); glutInitWindowPosition(0, 0); glutInitWindowSize(WindowWidth, WindowHeight); - glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL); glutCreateWindow(argv[0]); glutReshapeFunc(Reshape); glutKeyboardFunc(Key);