mesa/progs/tests/crossbar.c

236 lines
7.4 KiB
C

/*
* (C) Copyright IBM Corporation 2005
* All Rights Reserved.
*
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* VA LINUX SYSTEM, IBM AND/OR THEIR SUPPLIERS 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.
*/
/**
* \file crossbar.c
*
* Simple test of GL_ARB_texture_env_crossbar functionality. Several squares
* are drawn with different texture combine modes, but all should be rendered
* with the same final color.
*
* \author Ian Romanick <idr@us.ibm.com>
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
static const GLint tests[][8] = {
{ 1, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
2, GL_REPLACE, GL_TEXTURE, GL_PRIMARY_COLOR },
{ 3, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
2, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 },
{ 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
2, GL_REPLACE, GL_TEXTURE0, GL_TEXTURE0 },
{ 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
1, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 },
{ 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1,
2, GL_MODULATE, GL_TEXTURE1, GL_PREVIOUS },
{ 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1,
4, GL_MODULATE, GL_TEXTURE0, GL_PREVIOUS },
};
#define NUM_TESTS (sizeof(tests) / sizeof(tests[0]))
static int Width = 100 * (NUM_TESTS + 1);
static int Height = 200;
static const GLfloat Near = 5.0, Far = 25.0;
static void Display( void )
{
unsigned i;
glClearColor(0.2, 0.2, 0.8, 0);
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
/* This is the "reference" square.
*/
glActiveTexture( GL_TEXTURE0 );
glDisable( GL_TEXTURE_2D );
glActiveTexture( GL_TEXTURE1 );
glDisable( GL_TEXTURE_2D );
glTranslatef(-(NUM_TESTS * 1.5), 0, 0);
glBegin(GL_QUADS);
glColor3f( 0.5, 0.5, 0.5 );
glVertex2f(-1, -1);
glVertex2f( 1, -1);
glVertex2f( 1, 1);
glVertex2f(-1, 1);
glEnd();
for ( i = 0 ; i < NUM_TESTS ; i++ ) {
glActiveTexture( GL_TEXTURE0 );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tests[i][0] );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][1] );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][2] );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][3] );
glActiveTexture( GL_TEXTURE1 );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, tests[i][4] );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][5] );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][6] );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][7] );
glCallList(1);
}
glPopMatrix();
glutSwapBuffers();
}
static void Reshape( int width, int height )
{
GLfloat ar = (float) width / (float) height;
Width = width;
Height = height;
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -ar, ar, -1.0, 1.0, Near, Far );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -15.0 );
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void Init( void )
{
const char * const ver_string = (const char * const)
glGetString( GL_VERSION );
float ver = strtof( ver_string, NULL );
GLint tex_units;
GLint temp[ 256 ];
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", ver_string);
if ( (!glutExtensionSupported("GL_ARB_multitexture")
&& (ver < 1.3))
|| (!glutExtensionSupported("GL_ARB_texture_env_combine")
&& !glutExtensionSupported("GL_EXT_texture_env_combine")
&& (ver < 1.3))
|| (!glutExtensionSupported("GL_ARB_texture_env_crossbar")
&& !glutExtensionSupported("GL_NV_texture_env_combine4")
&& (ver < 1.4)) ) {
printf("\nSorry, this program requires GL_ARB_multitexture and either\n"
"GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (or OpenGL 1.3).\n"
"Either GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4 (or\n"
"OpenGL 1.4) are also required.\n");
exit(1);
}
glGetIntegerv( GL_MAX_TEXTURE_UNITS, & tex_units );
if ( tex_units < 2 ) {
printf("\nSorry, this program requires at least 2 texture units.\n");
exit(1);
}
printf("\nAll %u squares should be the same color.\n", NUM_TESTS + 1);
(void) memset( temp, 0x00, sizeof( temp ) );
glBindTexture( GL_TEXTURE_2D, 1 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
GL_RGBA, GL_UNSIGNED_BYTE, temp );
(void) memset( temp, 0x7f, sizeof( temp ) );
glBindTexture( GL_TEXTURE_2D, 2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
GL_RGBA, GL_UNSIGNED_BYTE, temp );
(void) memset( temp, 0xff, sizeof( temp ) );
glBindTexture( GL_TEXTURE_2D, 3 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
GL_RGBA, GL_UNSIGNED_BYTE, temp );
(void) memset( temp, 0x3f, sizeof( temp ) );
glBindTexture( GL_TEXTURE_2D, 4 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
GL_RGBA, GL_UNSIGNED_BYTE, temp );
glNewList( 1, GL_COMPILE );
glTranslatef(3.0, 0, 0);
glBegin(GL_QUADS);
glColor3f( 0.9, 0.0, 0.0 );
glMultiTexCoord2f( GL_TEXTURE0, 0.5, 0.5 );
glMultiTexCoord2f( GL_TEXTURE1, 0.5, 0.5 );
glVertex2f(-1, -1);
glVertex2f( 1, -1);
glVertex2f( 1, 1);
glVertex2f(-1, 1);
glEnd();
glEndList();
}
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "GL_ARB_texture_env_crossbar test" );
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
Init();
glutMainLoop();
return 0;
}