diff options
Diffstat (limited to 'progs')
-rw-r--r-- | progs/tests/zreaddraw.c | 61 |
1 files changed, 44 insertions, 17 deletions
diff --git a/progs/tests/zreaddraw.c b/progs/tests/zreaddraw.c index 4d27b3a505b..0910eaaa799 100644 --- a/progs/tests/zreaddraw.c +++ b/progs/tests/zreaddraw.c @@ -11,7 +11,16 @@ #include <GL/glew.h> #include <GL/glut.h> -static GLint WinWidth = 500, WinHeight = 500; + +#define ZWIDTH 100 +#define ZHEIGHT 100 + +#define ZOOM 4 + +#define ZWIDTH2 (ZOOM * ZWIDTH) +#define ZHEIGHT2 (ZOOM * ZHEIGHT) + +static GLint WinWidth = ZWIDTH + ZWIDTH2, WinHeight = ZHEIGHT + ZHEIGHT2; static GLboolean Invert = GL_FALSE; static GLboolean TestPacking = GL_FALSE; static GLboolean TestList = GL_FALSE; @@ -19,8 +28,8 @@ static GLboolean TestList = GL_FALSE; static void Display(void) { - GLfloat depth[100 * 100 * 2]; - GLfloat depth2[400 * 400]; /* *2 to test pixelstore stuff */ + GLfloat depth[ZWIDTH * ZHEIGHT * 2]; + GLfloat depth2[ZWIDTH2 * ZHEIGHT2]; /* *2 to test pixelstore stuff */ GLuint list; GLenum depthType = GL_FLOAT; @@ -30,7 +39,7 @@ static void Display(void) glEnable(GL_DEPTH_TEST); /* draw a sphere */ - glViewport(0, 0, 100, 100); + glViewport(0, 0, ZWIDTH, ZHEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1, 1, -1, 1, -1, 0); /* clip away back half of sphere */ @@ -44,12 +53,12 @@ static void Display(void) } /* read the depth image */ - glReadPixels(0, 0, 100, 100, GL_DEPTH_COMPONENT, depthType, depth); + glReadPixels(0, 0, ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth); if (depthType == GL_FLOAT) { GLfloat min, max; int i; min = max = depth[0]; - for (i = 1; i < 100 * 100; i++) { + for (i = 1; i < ZWIDTH * ZHEIGHT; i++) { if (depth[i] < min) min = depth[i]; if (depth[i] > max) @@ -58,9 +67,22 @@ static void Display(void) printf("Depth value range: [%f, %f]\n", min, max); } + /* debug */ + if (0) { + int i; + float *z = depth + ZWIDTH * 50; + printf("z at y=50:\n"); + for (i = 0; i < ZWIDTH; i++) { + printf("%5.3f ", z[i]); + if ((i + 1) % 12 == 0) + printf("\n"); + } + printf("\n"); + } + /* Draw the Z image as luminance above original rendering */ - glWindowPos2i(0, 100); - glDrawPixels(100, 100, GL_LUMINANCE, depthType, depth); + glWindowPos2i(0, ZHEIGHT); + glDrawPixels(ZWIDTH, ZHEIGHT, GL_LUMINANCE, depthType, depth); if (TestPacking) { glPixelStorei(GL_PACK_ROW_LENGTH, 0); @@ -70,9 +92,9 @@ static void Display(void) } /* draw depth image with scaling (into z buffer) */ - glPixelZoom(4.0, 4.0); + glPixelZoom(ZOOM, ZOOM); glColor4f(1, 0, 0, 0); - glWindowPos2i(100, 0); + glWindowPos2i(ZWIDTH, 0); if (Invert) { glPixelTransferf(GL_DEPTH_SCALE, -1.0); glPixelTransferf(GL_DEPTH_BIAS, 1.0); @@ -80,13 +102,13 @@ static void Display(void) if (TestList) { list = glGenLists(1); glNewList(list, GL_COMPILE); - glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth); + glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth); glEndList(); glCallList(list); glDeleteLists(list, 1); } else { - glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth); + glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth); } if (Invert) { glPixelTransferf(GL_DEPTH_SCALE, 1.0); @@ -101,24 +123,25 @@ static void Display(void) glDisable(GL_DEPTH_TEST); /* read back scaled depth image */ - glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2); + glReadPixels(ZWIDTH, 0, ZWIDTH2, ZHEIGHT2, GL_DEPTH_COMPONENT, GL_FLOAT, depth2); /* debug */ if (0) { int i; - float *z = depth2 + 400 * 200; + float *z = depth2 + ZWIDTH2 * 200; printf("z at y=200:\n"); - for (i = 0; i < 400; i++) { + for (i = 0; i < ZWIDTH2; i++) { printf("%5.3f ", z[i]); if ((i + 1) % 12 == 0) printf("\n"); } + printf("\n"); } /* draw as luminance */ glPixelZoom(1.0, 1.0); - glWindowPos2i(100, 0); - glDrawPixels(400, 400, GL_LUMINANCE, GL_FLOAT, depth2); + glWindowPos2i(ZWIDTH, 0); + glDrawPixels(ZWIDTH2, ZHEIGHT2, GL_LUMINANCE, GL_FLOAT, depth2); glutSwapBuffers(); } @@ -162,9 +185,13 @@ static void Init(void) const GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0}; const GLfloat white[4] = {1.0, 1.0, 1.0, 1.0}; const GLfloat pos[4] = {0, 0, 10, 0}; + GLint z; + + glGetIntegerv(GL_DEPTH_BITS, &z); printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); + printf("GL_DEPTH_BITS = %d\n", z); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blue); glLightfv(GL_LIGHT0, GL_AMBIENT, gray); |