lots of debug options, some code movement, etc

This commit is contained in:
Brian Paul 2006-03-24 23:17:06 +00:00
parent 590cd26006
commit 6494541eaa
1 changed files with 92 additions and 30 deletions

View File

@ -17,15 +17,26 @@
#include <string.h>
#include <math.h>
/* For debug */
#define DEPTH 1
#define STENCIL 1
#define DRAW 1
static int Width = 400, Height = 400;
static GLenum TexTarget = GL_TEXTURE_2D; /*GL_TEXTURE_RECTANGLE_ARB;*/
static int TexWidth = 512, TexHeight = 512;
/*static int TexWidth = 600, TexHeight = 600;*/
static GLuint MyFB;
static GLuint TexObj;
static GLuint DepthRB, StencilRB;
static GLboolean Anim = GL_FALSE;
static GLfloat Rot = 0.0;
static GLboolean UsePackedDepthStencil = GL_FALSE;
static GLuint TextureLevel = 1; /* which texture level to render to */
static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
static void
@ -41,7 +52,7 @@ CheckError(int line)
static void
Idle(void)
{
Rot = glutGet(GLUT_ELAPSED_TIME) * 0.05;
Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
glutPostRedisplay();
}
@ -49,7 +60,6 @@ Idle(void)
static void
RenderTexture(void)
{
GLint level = 0;
GLenum status;
glMatrixMode(GL_PROJECTION);
@ -60,10 +70,7 @@ RenderTexture(void)
glTranslatef(0.0, 0.0, -15.0);
/* draw to texture image */
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, TexObj, level);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
@ -76,13 +83,19 @@ RenderTexture(void)
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);
@ -91,10 +104,13 @@ RenderTexture(void)
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__);
@ -115,12 +131,18 @@ RenderTexture(void)
glutSolidTeapot(0.5);
glPopMatrix();
glDisable(GL_LIGHTING);
/*
PrintStencilHistogram(TexWidth, TexHeight);
*/
#endif
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
#if DRAW
/* Bind normal framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
CheckError(__LINE__);
}
@ -135,7 +157,7 @@ Display(void)
RenderTexture();
/* draw textured quad in the window */
#if DRAW
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
@ -150,23 +172,38 @@ Display(void)
glPushMatrix();
glRotatef(Rot, 0, 1, 0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, TexObj);
glEnable(TexTarget);
glBindTexture(TexTarget, TexObj);
glBegin(GL_POLYGON);
glColor3f(0.25, 0.25, 0.25);
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);
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(GL_TEXTURE_2D);
glDisable(TexTarget);
#endif
glutSwapBuffers();
CheckError(__LINE__);
}
@ -184,9 +221,13 @@ Reshape(int width, int height)
static void
CleanUp(void)
{
#if DEPTH
glDeleteRenderbuffersEXT(1, &DepthRB);
#endif
#if STENCIL
if (!UsePackedDepthStencil)
glDeleteRenderbuffersEXT(1, &StencilRB);
#endif
glDeleteFramebuffersEXT(1, &MyFB);
glDeleteTextures(1, &TexObj);
@ -222,6 +263,7 @@ Key(unsigned char key, int x, int y)
static void
Init(int argc, char *argv[])
{
static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
GLint i;
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
@ -253,6 +295,31 @@ Init(int argc, char *argv[])
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &i);
assert(i == MyFB);
/* Make texture object/image */
glGenTextures(1, &TexObj);
glBindTexture(TexTarget, TexObj);
/* make two image levels */
glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
CheckError(__LINE__);
/* Render color to texture */
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
TexTarget, TexObj, TextureLevel);
#if DEPTH
/* make depth renderbuffer */
glGenRenderbuffersEXT(1, &DepthRB);
assert(DepthRB);
@ -275,9 +342,11 @@ Init(int argc, char *argv[])
/* attach DepthRB to MyFB */
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthRB);
#endif
CheckError(__LINE__);
#if STENCIL
if (UsePackedDepthStencil) {
/* DepthRb is a combined depth/stencil renderbuffer */
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
@ -303,23 +372,16 @@ Init(int argc, char *argv[])
CheckError(__LINE__);
printf("Stencil renderbuffer size = %d bits\n", i);
assert(i > 0);
#endif
CheckError(__LINE__);
/* bind regular framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
CheckError(__LINE__);
/* Make texture object/image */
glGenTextures(1, &TexObj);
glBindTexture(GL_TEXTURE_2D, TexObj);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
CheckError(__LINE__);
/* lighting */
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
}