lots of debug options, some code movement, etc
This commit is contained in:
parent
590cd26006
commit
6494541eaa
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue