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-rw-r--r--progs/tests/crossbar.c235
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diff --git a/progs/tests/crossbar.c b/progs/tests/crossbar.c
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+/*
+ * (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 <[email protected]>
+ */
+
+#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;
+}