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Diffstat (limited to 'nx-X11/extras/Mesa_6.4.1/progs/tests/fbotexture.c')
-rw-r--r--nx-X11/extras/Mesa_6.4.1/progs/tests/fbotexture.c288
1 files changed, 288 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa_6.4.1/progs/tests/fbotexture.c b/nx-X11/extras/Mesa_6.4.1/progs/tests/fbotexture.c
new file mode 100644
index 000000000..f348d202f
--- /dev/null
+++ b/nx-X11/extras/Mesa_6.4.1/progs/tests/fbotexture.c
@@ -0,0 +1,288 @@
+/*
+ * 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 <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+static int Width = 400, Height = 400;
+static int TexWidth = 512, TexHeight = 512;
+static GLuint MyFB;
+static GLuint TexObj;
+static GLuint DepthRB, StencilRB;
+static GLboolean Anim = GL_FALSE;
+static GLfloat Rot = 0.0;
+
+
+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) * 0.05;
+ glutPostRedisplay();
+}
+
+
+static void
+RenderTexture(void)
+{
+ GLint level = 0;
+ 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 */
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, TexObj, level);
+
+ 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);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_NEVER, 1, ~0);
+ glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE);
+
+ /* 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();
+
+ /* draw teapot where stencil != 1 */
+ glStencilFunc(GL_NOTEQUAL, 1, ~0);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+#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);
+#endif
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+
+ /* Bind normal framebuffer */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ CheckError(__LINE__);
+}
+
+
+
+static void
+Display(void)
+{
+ float ar = (float) Width / (float) Height;
+
+ RenderTexture();
+
+ /* draw textured quad in the window */
+
+ 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(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ glBegin(GL_POLYGON);
+ glColor3f(0.25, 0.25, 0.25);
+ 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);
+ glEnd();
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+
+ glutSwapBuffers();
+ CheckError(__LINE__);
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ Width = width;
+ Height = height;
+}
+
+
+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 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ GLint i;
+
+ 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));
+
+ /* 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 depth renderbuffer */
+ glGenRenderbuffersEXT(1, &DepthRB);
+ assert(DepthRB);
+ assert(!glIsRenderbufferEXT(DepthRB));
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
+ assert(glIsRenderbufferEXT(DepthRB));
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
+ TexWidth, TexHeight);
+ glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
+ printf("Depth renderbuffer size = %d bits\n", i);
+ assert(i > 0);
+
+ /* 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);
+ glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
+ printf("Stencil 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);
+
+ /* attach StencilRB to MyFB */
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, StencilRB);
+
+
+ /* bind regular framebuffer */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+
+ /* Make texture object/image */
+ glGenTextures(1, &TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ CheckError(__LINE__);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(Width, Height);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Display);
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}