diff options
author | Brian Paul <[email protected]> | 2009-04-18 13:00:48 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2009-04-18 13:00:48 -0600 |
commit | 292e1920930dad242b1130cb2b7b4ced2a3024f8 (patch) | |
tree | c35c5757601c455dcf31e1490a65b75461d82617 /progs/demos | |
parent | f47495ec42491f1c32391f29e5ed8819eaef6ee2 (diff) |
demos: move tests/fbotexture.c to demos/
Diffstat (limited to 'progs/demos')
-rw-r--r-- | progs/demos/Makefile | 1 | ||||
-rw-r--r-- | progs/demos/fbotexture.c | 621 |
2 files changed, 622 insertions, 0 deletions
diff --git a/progs/demos/Makefile b/progs/demos/Makefile index 0f72595c237..a1c99c6c545 100644 --- a/progs/demos/Makefile +++ b/progs/demos/Makefile @@ -22,6 +22,7 @@ PROGS = \ drawpix \ engine \ fbo_firecube \ + fbotexture \ fire \ fogcoord \ fplight \ diff --git a/progs/demos/fbotexture.c b/progs/demos/fbotexture.c new file mode 100644 index 00000000000..50a4b00afce --- /dev/null +++ b/progs/demos/fbotexture.c @@ -0,0 +1,621 @@ +/* + * 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 + */ + + +#include <GL/glew.h> +#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; + +#if 1 +static GLenum TexTarget = GL_TEXTURE_2D; +static int TexWidth = 512, TexHeight = 512; +static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */ +#else +static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB; +static int TexWidth = 200, TexHeight = 200; +static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */ +#endif +static GLuint TextureLevel = 0; /* which texture level to render to */ + +static GLuint MyFB; +static GLuint TexObj; +static GLuint DepthRB = 0, StencilRB = 0; +static GLboolean Anim = GL_FALSE; +static GLfloat Rot = 0.0; +static GLboolean UsePackedDepthStencil = GL_FALSE; +static GLboolean UsePackedDepthStencilBoth = GL_FALSE; +static GLboolean Use_ARB_fbo = GL_FALSE; +static GLboolean Cull = GL_FALSE; +static GLboolean Wireframe = GL_FALSE; + + +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 (Wireframe) { + glPolygonMode(GL_FRONT, GL_LINE); + } + else { + glPolygonMode(GL_FRONT, GL_FILL); + } + + if (Cull) { + /* cull back */ + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + } + else { + glDisable(GL_CULL_FACE); + } + +#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); + glFrontFace(GL_CW); /* Teapot patches backward */ + glutSolidTeapot(0.5); + glFrontFace(GL_CCW); + glPopMatrix(); + glDisable(GL_LIGHTING); + /* + PrintStencilHistogram(TexWidth, TexHeight); + */ +#endif + + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_CULL_FACE); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + +#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 + 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 'c': + Cull = !Cull; + break; + case 'w': + Wireframe = !Wireframe; + break; + case 's': + Rot += 2.0; + break; + case 'S': + Rot -= 2.0; + break; + case 27: + CleanUp(); + break; + } + glutPostRedisplay(); +} + + +/** + * Attach depth and stencil renderbuffer(s) to the given framebuffer object. + * \param tryDepthStencil if true, try to use a combined depth+stencil buffer + * \param bindDepthStencil if true, and tryDepthStencil is true, bind with + * the GL_DEPTH_STENCIL_ATTACHMENT target. + * \return GL_TRUE for success, GL_FALSE for failure + */ +static GLboolean +AttachDepthAndStencilBuffers(GLuint fbo, + GLsizei width, GLsizei height, + GLboolean tryDepthStencil, + GLboolean bindDepthStencil, + GLuint *depthRbOut, GLuint *stencilRbOut) +{ + GLenum status; + + *depthRbOut = *stencilRbOut = 0; + + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); + + if (tryDepthStencil) { + GLuint rb; + + glGenRenderbuffersEXT(1, &rb); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, + GL_DEPTH24_STENCIL8_EXT, + width, height); + if (glGetError()) + return GL_FALSE; + + if (bindDepthStencil) { + /* attach to both depth and stencil at once */ + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_DEPTH_STENCIL_ATTACHMENT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + } + else { + /* attach to depth attachment point */ + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + /* and attach to stencil attachment point */ + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + } + + status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + return GL_FALSE; + + *depthRbOut = *stencilRbOut = rb; + return GL_TRUE; + } + + /* just depth renderbuffer */ + { + GLuint rb; + + glGenRenderbuffersEXT(1, &rb); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, + GL_DEPTH_COMPONENT, + width, height); + if (glGetError()) + return GL_FALSE; + + /* attach to depth attachment point */ + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_DEPTH_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + return GL_FALSE; + + *depthRbOut = rb; + } + + /* just stencil renderbuffer */ + { + GLuint rb; + + glGenRenderbuffersEXT(1, &rb); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, + GL_STENCIL_INDEX, + width, height); + if (glGetError()) + return GL_FALSE; + + /* attach to depth attachment point */ + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, + GL_STENCIL_ATTACHMENT_EXT, + GL_RENDERBUFFER_EXT, rb); + if (glGetError()) + return GL_FALSE; + + status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { + glDeleteRenderbuffersEXT(1, depthRbOut); + *depthRbOut = 0; + glDeleteRenderbuffersEXT(1, &rb); + return GL_FALSE; + } + + *stencilRbOut = rb; + } + + return GL_TRUE; +} + + +static void +ParseArgs(int argc, char *argv[]) +{ + GLint i; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-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"); + } + else if (strcmp(argv[i], "-ds2") == 0) { + if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { + printf("GL_EXT_packed_depth_stencil not found!\n"); + exit(0); + } + if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { + printf("GL_ARB_framebuffer_object not found!\n"); + exit(0); + } + UsePackedDepthStencilBoth = GL_TRUE; + printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n"); + } + else if (strcmp(argv[i], "-arb") == 0) { + if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { + printf("Sorry, GL_ARB_framebuffer object not supported!\n"); + } + else { + Use_ARB_fbo = GL_TRUE; + } + } + else { + printf("Unknown option: %s\n", argv[i]); + } + } +} + + +/* + * Make FBO to render into given texture. + */ +static GLuint +MakeFBO_RenderTexture(GLuint TexObj) +{ + GLuint fb; + GLint sizeFudge = 0; + + glGenFramebuffersEXT(1, &fb); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); + /* Render color to texture */ + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + TexTarget, TexObj, TextureLevel); + + if (Use_ARB_fbo) { + /* use a smaller depth buffer to see what happens */ + sizeFudge = 90; + } + + /* Setup depth and stencil buffers */ + { + GLboolean b; + b = AttachDepthAndStencilBuffers(fb, + TexWidth - sizeFudge, + TexHeight - sizeFudge, + UsePackedDepthStencil, + UsePackedDepthStencilBoth, + &DepthRB, &StencilRB); + if (!b) { + /* try !UsePackedDepthStencil */ + b = AttachDepthAndStencilBuffers(fb, + TexWidth - sizeFudge, + TexHeight - sizeFudge, + !UsePackedDepthStencil, + UsePackedDepthStencilBoth, + &DepthRB, &StencilRB); + } + if (!b) { + printf("Unable to create/attach depth and stencil renderbuffers " + " to FBO!\n"); + exit(1); + } + } + + /* queries */ + { + GLint bits, w, h; + + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB); + glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_WIDTH_EXT, &w); + glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_HEIGHT_EXT, &h); + printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight); + printf("Depth buffer size: %d x %d\n", w, h); + + glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits); + printf("Depth renderbuffer size = %d bits\n", bits); + + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB); + glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, + GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits); + printf("Stencil renderbuffer size = %d bits\n", bits); + } + + /* bind the regular framebuffer */ + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + + return fb; +} + + +static void +Init(void) +{ + if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { + printf("GL_EXT_framebuffer_object not found!\n"); + exit(0); + } + + printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); + + /* lighting */ + { + static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 }; + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); + } + + /* + * Make texture object/image (we'll render into this texture) + */ + { + glGenTextures(1, &TexObj); + glBindTexture(TexTarget, TexObj); + + /* make two image levels */ + glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + if (TexTarget == GL_TEXTURE_2D) { + 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_MAX_LEVEL, TextureLevel); + } + + glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + } + + MyFB = MakeFBO_RenderTexture(TexObj); +} + + +static void +Usage(void) +{ + printf("Usage:\n"); + printf(" -ds Use combined depth/stencil renderbuffer\n"); + printf(" -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n"); + printf(" -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n"); + printf("Keys:\n"); + printf(" a Toggle animation\n"); + printf(" s/s Step/rotate\n"); + printf(" c Toggle back-face culling\n"); + printf(" w Toggle wireframe mode (front-face only)\n"); + printf(" Esc Exit\n"); +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition(0, 0); + glutInitWindowSize(Width, Height); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); + Win = glutCreateWindow(argv[0]); + glewInit(); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutDisplayFunc(Display); + if (Anim) + glutIdleFunc(Idle); + + ParseArgs(argc, argv); + Init(); + Usage(); + + glutMainLoop(); + return 0; +} |