diff options
author | Brian Paul <[email protected]> | 2008-12-09 14:29:14 -0700 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-12-09 14:29:14 -0700 |
commit | 3c7419d57b042cdec7753fe4799e56002009102b (patch) | |
tree | 2f2833a1951e03d274508bc4e42f8ad87e53224f | |
parent | c89690f7654b4e79a771c542a3c06e992e704555 (diff) |
demos: updated tests/floattex.c (doesn't work just yet).
-rw-r--r-- | progs/tests/Makefile | 22 | ||||
-rw-r--r-- | progs/tests/floattex.c | 160 |
2 files changed, 136 insertions, 46 deletions
diff --git a/progs/tests/Makefile b/progs/tests/Makefile index cf8e0bfc1e5..86b0cb537be 100644 --- a/progs/tests/Makefile +++ b/progs/tests/Makefile @@ -159,21 +159,41 @@ invert: invert.o readtex.o invert.o: invert.c readtex.h $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) invert.c -o $@ + +floattex: floattex.o readtex.o shaderutil.o + $(CC) $(CFLAGS) $(LDFLAGS) floattex.o readtex.o shaderutil.o $(LIBS) -o $@ + +floattex.o: floattex.c readtex.h shaderutil.h + $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) floattex.c -o $@ + + readtex.o: readtex.c $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) readtex.c -o $@ - readtex.h: $(TOP)/progs/util/readtex.h ln -s $(TOP)/progs/util/readtex.h . readtex.c: $(TOP)/progs/util/readtex.c ln -s $(TOP)/progs/util/readtex.c . + + extfuncs.h: $(TOP)/progs/util/extfuncs.h ln -s $(TOP)/progs/util/extfuncs.h . +shaderutil.c: $(TOP)/progs/util/shaderutil.c + cp $< . + +shaderutil.h: $(TOP)/progs/util/shaderutil.h + cp $< . + +shaderutil.o: shaderutil.c shaderutil.h + $(CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c + + + # Emacs tags tags: etags `find . -name \*.[ch]` `find ../include` diff --git a/progs/tests/floattex.c b/progs/tests/floattex.c index 2345a49b270..dd6d882089c 100644 --- a/progs/tests/floattex.c +++ b/progs/tests/floattex.c @@ -9,32 +9,37 @@ #include <stdlib.h> #include <math.h> #include <GL/glut.h> +#include "extfuncs.h" +#include "readtex.h" +#include "shaderutil.h" -/* XXX - temporary */ -#ifndef GL_ARB_texture_float -#define GL_ARB_texture_float 1 -#define GL_TEXTURE_RED_TYPE_ARB 0x9000 -#define GL_TEXTURE_GREEN_TYPE_ARB 0x9001 -#define GL_TEXTURE_BLUE_TYPE_ARB 0x9002 -#define GL_TEXTURE_ALPHA_TYPE_ARB 0x9003 -#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x9004 -#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x9005 -#define GL_TEXTURE_DEPTH_TYPE_ARB 0x9006 -#define GL_UNSIGNED_NORMALIZED_ARB 0x9007 -#define GL_RGBA32F_ARB 0x8814 -#define GL_RGB32F_ARB 0x8815 -#define GL_ALPHA32F_ARB 0x8816 -#define GL_INTENSITY32F_ARB 0x8817 -#define GL_LUMINANCE32F_ARB 0x8818 -#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 -#define GL_RGBA16F_ARB 0x881A -#define GL_RGB16F_ARB 0x881B -#define GL_ALPHA16F_ARB 0x881C -#define GL_INTENSITY16F_ARB 0x881D -#define GL_LUMINANCE16F_ARB 0x881E -#define GL_LUMINANCE_ALPHA16F_ARB 0x881F -#endif +static const char *TexFile = "../images/arch.rgb"; + +static const char *FragShaderText = + "uniform sampler2D tex1; \n" + "void main() \n" + "{ \n" + " vec4 t = texture2D(tex1, gl_TexCoord[0].xy); \n" + " // convert from [-255,0] to [0,1] \n" + " gl_FragColor = t * (-1.0 / 255.0); \n" + "} \n"; + +static const char *VertShaderText = + "void main() \n" + "{ \n" + " gl_TexCoord[0] = gl_MultiTexCoord0; \n" + " gl_Position = ftransform(); \n" + "} \n"; + +static struct uniform_info Uniforms[] = { + { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, + END_OF_UNIFORMS +}; + + +static GLuint Program; + static GLboolean @@ -57,7 +62,12 @@ Draw(void) glPushMatrix(); - glutSolidCube(2.0); + glBegin(GL_POLYGON); + glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 ); + glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 ); + glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 ); + glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 ); + glEnd(); glPopMatrix(); @@ -74,7 +84,7 @@ Reshape(int width, int height) glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0, 0.0, -15.0); + glTranslatef(0.0, 0.0, -8.0); } @@ -94,31 +104,43 @@ Key(unsigned char key, int x, int y) static void -Init(void) +InitTexture(void) { - GLfloat tex[16][16][4]; - GLfloat tex2[16][16][4]; - GLint i, j, t; + GLenum filter = GL_LINEAR; + GLint imgWidth, imgHeight; + GLenum imgFormat; + GLubyte *image = NULL; + GLfloat *ftex; + GLint i, t; + + image = LoadRGBImage(TexFile, &imgWidth, &imgHeight, &imgFormat); + if (!image) { + printf("Couldn't read %s\n", TexFile); + exit(0); + } - if (!glutExtensionSupported("GL_MESAX_texture_float")) { - printf("Sorry, this test requires GL_MESAX_texture_float\n"); - exit(1); + assert(imgFormat == GL_RGB); + + ftex = (float *) malloc(imgWidth * imgHeight * 4 * sizeof(float)); + if (!ftex) { + printf("out of memory\n"); + exit(0); } - for (i = 0; i < 16; i++) { - for (j = 0; j < 16; j++) { - GLfloat s = i / 15.0; - tex[i][j][0] = s; - tex[i][j][1] = 2.0 * s; - tex[i][j][2] = -3.0 * s; - tex[i][j][3] = 4.0 * s; - } + /* convert ubytes to floats, negated */ + for (i = 0; i < imgWidth * imgHeight * 3; i++) { + ftex[i] = -1.0f * image[i]; } - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, 16, 16, 0, GL_RGBA, - GL_FLOAT, tex); - CheckError(__LINE__); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, 42); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, + imgWidth, imgHeight, 0, + GL_RGB, GL_FLOAT, ftex); + + + /* sanity checks */ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_TYPE_ARB, &t); assert(t == GL_FLOAT); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_TYPE_ARB, &t); @@ -128,8 +150,15 @@ Init(void) glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_TYPE_ARB, &t); assert(t == GL_FLOAT); - CheckError(__LINE__); + free(image); + free(ftex); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); +#if 0 /* read back the texture and make sure values are correct */ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, tex2); CheckError(__LINE__); @@ -147,8 +176,49 @@ Init(void) } } } +#endif +} + + +static GLuint +CreateProgram(void) +{ + GLuint fragShader, vertShader, program; + + vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText); + fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText); + assert(vertShader); + program = LinkShaders(vertShader, fragShader); + + assert(program); + + // InitUniforms(program, Uniforms); + + return program; +} + + +static void +Init(void) +{ + glClearColor(0.25, 0.25, 0.25, 0.0); + + GetExtensionFuncs(); + + if (!ShadersSupported()) { + printf("Sorry, this test requires GLSL\n"); + exit(1); + } + + if (!glutExtensionSupported("GL_MESAX_texture_float")) { + printf("Sorry, this test requires GL_MESAX_texture_float\n"); + exit(1); + } + InitTexture(); + Program = CreateProgram(); + glUseProgram_func(Program); } |