mesa/progs/tests/fbotexture.c

408 lines
9.8 KiB
C

/*
* Test GL_EXT_framebuffer_object render-to-texture
*
* Draw a teapot into a texture image with stenciling.
* Then draw a textured quad using that texture.
*
* Brian Paul
* 18 Apr 2005
*/
#define GL_GLEXT_PROTOTYPES
#include <GL/glut.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
/* For debug */
#define DEPTH 1
#define STENCIL 1
#define DRAW 1
static int Win = 0;
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
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error 0x%x at line %d\n", (int) err, line);
}
}
static void
Idle(void)
{
Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
glutPostRedisplay();
}
static void
RenderTexture(void)
{
GLenum status;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -15.0);
/* draw to texture image */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
printf("Framebuffer incomplete!!!\n");
}
glViewport(0, 0, TexWidth, TexHeight);
glClearColor(0.5, 0.5, 1.0, 0.0);
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);
glVertex2f(-0.2, 0.0);
glVertex2f( 0.0, -0.2);
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__);
#if 0
glBegin(GL_POLYGON);
glColor3f(1, 0, 0);
glVertex2f(-1, -1);
glColor3f(0, 1, 0);
glVertex2f(1, -1);
glColor3f(0, 0, 1);
glVertex2f(0, 1);
glEnd();
#else
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glPushMatrix();
glRotatef(0.5 * Rot, 1.0, 0.0, 0.0);
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__);
}
static void
Display(void)
{
float ar = (float) Width / (float) Height;
RenderTexture();
/* draw textured quad in the window */
#if DRAW
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -7.0);
glViewport(0, 0, Width, Height);
glClearColor(0.25, 0.25, 0.25, 0);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glRotatef(Rot, 0, 1, 0);
glEnable(TexTarget);
glBindTexture(TexTarget, TexObj);
glBegin(GL_POLYGON);
glColor3f(0.25, 0.25, 0.25);
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(TexTarget);
#endif
glutSwapBuffers();
CheckError(__LINE__);
}
static void
Reshape(int width, int height)
{
glViewport(0, 0, width, height);
Width = width;
Height = 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);
glutDestroyWindow(Win);
exit(0);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key) {
case 'a':
Anim = !Anim;
if (Anim)
glutIdleFunc(Idle);
else
glutIdleFunc(NULL);
break;
case 's':
Rot += 2.0;
break;
case 27:
CleanUp();
break;
}
glutPostRedisplay();
}
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")) {
printf("GL_EXT_framebuffer_object not found!\n");
exit(0);
}
if (argc > 1 && strcmp(argv[1], "-ds") == 0) {
if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) {
printf("GL_EXT_packed_depth_stencil not found!\n");
exit(0);
}
UsePackedDepthStencil = GL_TRUE;
printf("Using GL_EXT_packed_depth_stencil\n");
}
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
/* gen framebuffer id, delete it, do some assertions, just for testing */
glGenFramebuffersEXT(1, &MyFB);
assert(MyFB);
assert(!glIsFramebufferEXT(MyFB));
glDeleteFramebuffersEXT(1, &MyFB);
assert(!glIsFramebufferEXT(MyFB));
/* Note, continue to use MyFB below */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
assert(glIsFramebufferEXT(MyFB));
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);
assert(!glIsRenderbufferEXT(DepthRB));
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
assert(glIsRenderbufferEXT(DepthRB));
if (UsePackedDepthStencil)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
TexWidth, TexHeight);
else
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
TexWidth, TexHeight);
CheckError(__LINE__);
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
CheckError(__LINE__);
printf("Depth renderbuffer size = %d bits\n", i);
assert(i > 0);
/* 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,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthRB);
}
else {
/* make stencil renderbuffer */
glGenRenderbuffersEXT(1, &StencilRB);
assert(StencilRB);
assert(!glIsRenderbufferEXT(StencilRB));
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
assert(glIsRenderbufferEXT(StencilRB));
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
TexWidth, TexHeight);
/* attach StencilRB to MyFB */
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, StencilRB);
}
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
CheckError(__LINE__);
printf("Stencil renderbuffer size = %d bits\n", i);
assert(i > 0);
#endif
CheckError(__LINE__);
/* bind regular framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/* lighting */
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition(0, 0);
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
if (Anim)
glutIdleFunc(Idle);
Init(argc, argv);
glutMainLoop();
return 0;
}