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-rw-r--r--progs/tests/.gitignore39
-rw-r--r--progs/tests/Makefile94
-rw-r--r--progs/tests/SConscript143
-rw-r--r--progs/tests/afsmultiarb.c3
-rw-r--r--progs/tests/antialias.c16
-rw-r--r--progs/tests/api_speed.c5
-rw-r--r--progs/tests/arbfpspec.c3
-rw-r--r--progs/tests/arbfptest1.c3
-rw-r--r--progs/tests/arbfptexture.c3
-rw-r--r--progs/tests/arbfptrig.c3
-rw-r--r--progs/tests/arbgpuprog.c230
-rw-r--r--progs/tests/arbnpot-mipmap.c2
-rw-r--r--progs/tests/arbnpot.c2
-rw-r--r--progs/tests/arbvptest1.c3
-rw-r--r--progs/tests/arbvptest3.c3
-rw-r--r--progs/tests/arbvptorus.c3
-rw-r--r--progs/tests/arbvpwarpmesh.c3
-rw-r--r--progs/tests/arraytexture.c2
-rw-r--r--progs/tests/blendminmax.c2
-rw-r--r--progs/tests/blendsquare.c2
-rw-r--r--progs/tests/blendxor.c3
-rw-r--r--progs/tests/bufferobj.c238
-rw-r--r--progs/tests/bug_3050.c2
-rw-r--r--progs/tests/bug_3101.c2
-rw-r--r--progs/tests/bug_3195.c2
-rw-r--r--progs/tests/bug_texstore_i8.c196
-rw-r--r--progs/tests/bumpmap.c208
-rw-r--r--progs/tests/calibrate_rast.c397
-rw-r--r--progs/tests/copypixrate.c66
-rw-r--r--progs/tests/crossbar.c2
-rw-r--r--progs/tests/cva.c2
-rw-r--r--progs/tests/debugger.c6
-rw-r--r--progs/tests/descrip.mms84
-rw-r--r--progs/tests/dinoshade.c910
-rw-r--r--progs/tests/drawbuffers.c3
-rw-r--r--progs/tests/exactrast.c20
-rw-r--r--progs/tests/ext422square.c3
-rw-r--r--progs/tests/fbotest1.c20
-rw-r--r--progs/tests/fbotest2.c3
-rw-r--r--progs/tests/fbotexture.c451
-rw-r--r--progs/tests/fillrate.c204
-rw-r--r--progs/tests/floattex.c47
-rw-r--r--progs/tests/fog.c3
-rw-r--r--progs/tests/fogcoord.c3
-rw-r--r--progs/tests/fptest1.c3
-rw-r--r--progs/tests/fptexture.c3
-rw-r--r--progs/tests/getprocaddress.c3280
-rw-r--r--progs/tests/getprocaddress.py2
-rw-r--r--progs/tests/getteximage.c253
-rw-r--r--progs/tests/glutfx.c189
-rw-r--r--progs/tests/interleave.c2
-rw-r--r--progs/tests/invert.c2
-rw-r--r--progs/tests/jkrahntest.c2
-rw-r--r--progs/tests/lineclip.c2
-rw-r--r--progs/tests/manytex.c16
-rw-r--r--progs/tests/mapbufrange.c205
-rw-r--r--progs/tests/mapvbo.c139
-rw-r--r--progs/tests/minmag.c2
-rw-r--r--progs/tests/mipgen.c207
-rw-r--r--progs/tests/mipmap_comp.c295
-rw-r--r--progs/tests/mipmap_comp_tests.c318
-rw-r--r--progs/tests/mipmap_limits.c199
-rw-r--r--progs/tests/mipmap_view.c435
-rw-r--r--progs/tests/multipal.c2
-rw-r--r--progs/tests/multitexarray.c2
-rw-r--r--progs/tests/multiwindow.c3
-rw-r--r--progs/tests/no_s3tc.c2
-rw-r--r--progs/tests/occlude.c234
-rw-r--r--progs/tests/packedpixels.c2
-rw-r--r--progs/tests/pbo.c3
-rw-r--r--progs/tests/persp_hint.c149
-rw-r--r--progs/tests/prim.c559
-rw-r--r--progs/tests/prog_parameter.c2
-rw-r--r--progs/tests/projtex.c1028
-rw-r--r--progs/tests/quads.c259
-rw-r--r--progs/tests/random.c3
-rw-r--r--progs/tests/readrate.c3
-rw-r--r--progs/tests/rubberband.c3
-rw-r--r--progs/tests/scissor-viewport.c138
-rw-r--r--progs/tests/scissor.c168
-rw-r--r--progs/tests/seccolor.c3
-rw-r--r--progs/tests/shader_api.c19
-rw-r--r--progs/tests/stencil_twoside.c4
-rw-r--r--progs/tests/stencil_wrap.c2
-rw-r--r--progs/tests/stencilwrap.c2
-rw-r--r--progs/tests/streaming_rect.c327
-rw-r--r--progs/tests/subtex.c225
-rw-r--r--progs/tests/subtexrate.c3
-rw-r--r--progs/tests/tex1d.c2
-rw-r--r--progs/tests/texcmp.c3
-rw-r--r--progs/tests/texcomp_image.h4100
-rw-r--r--progs/tests/texcompress2.c27
-rw-r--r--progs/tests/texcompsub.c181
-rw-r--r--progs/tests/texdown.c477
-rw-r--r--progs/tests/texfilt.c14
-rw-r--r--progs/tests/texgenmix.c2
-rw-r--r--progs/tests/texline.c2
-rw-r--r--progs/tests/texobj.c284
-rw-r--r--progs/tests/texrect.c3
-rw-r--r--progs/tests/texwrap.c21
-rw-r--r--progs/tests/tkmap.c71
-rw-r--r--progs/tests/unfilledclip.c2
-rw-r--r--progs/tests/vao-01.c2
-rw-r--r--progs/tests/vao-02.c2
-rw-r--r--progs/tests/vparray.c3
-rw-r--r--progs/tests/vpeval.c3
-rw-r--r--progs/tests/vptest1.c5
-rw-r--r--progs/tests/vptest2.c3
-rw-r--r--progs/tests/vptest3.c3
-rw-r--r--progs/tests/vptorus.c3
-rw-r--r--progs/tests/vpwarpmesh.c3
-rw-r--r--progs/tests/yuvrect.c3
-rw-r--r--progs/tests/yuvsquare.c3
-rw-r--r--progs/tests/zcomp.c224
-rw-r--r--progs/tests/zdrawpix.c193
-rw-r--r--progs/tests/zreaddraw.c25
116 files changed, 14995 insertions, 2807 deletions
diff --git a/progs/tests/.gitignore b/progs/tests/.gitignore
index 6505c315a6..3479ff8b33 100644
--- a/progs/tests/.gitignore
+++ b/progs/tests/.gitignore
@@ -5,6 +5,7 @@ arbfpspec
arbfptest1
arbfptexture
arbfptrig
+arbgpuprog
arbnpot
arbnpot-mipmap
arbvptest1
@@ -14,20 +15,23 @@ arbvpwarpmesh
arraytexture
blendminmax
blendsquare
+blendxor
bufferobj
bug_3050
bug_3101
bug_3195
+bug_texstore_i8
+bumpmap
+calibrate_rast
copypixrate
crossbar
cva
-dinoshade
drawbuffers
extfuncs.h
exactrast
fbotest1
fbotest2
-fbotexture
+fillrate
floattex
fog
fogcoord
@@ -35,35 +39,54 @@ fptest1
fptexture
getprocaddress
getproclist.h
+getteximage
+glutfx
interleave
invert
jkrahntest
lineclip
manytex
+mapbufrange
+mapvbo
+minmag
+mipgen
+mipmap_comp
+mipmap_comp_tests
mipmap_limits
+mipmap_view
multipal
no_s3tc
packedpixels
+persp_hint
pbo
+prim
prog_parameter
-projtex
+quads
random
readrate
readtex.c
readtex.h
+rubberband
+scissor
+scissor-viewport
seccolor
-sharedtex
shader_api
+shaderutil.c
+shaderutil.h
+sharedtex
stencil_twoside
-stencil_wrap
stencilwrap
+stencil_wrap
+streaming_rect
+subtex
subtexrate
tex1d
-texcmp
texcompress2
+texcompsub
+texdown
texfilt
-texgenmix
texline
+texobj
texobjshare
texrect
texwrap
@@ -78,4 +101,6 @@ vptorus
vpwarpmesh
yuvrect
yuvsquare
+zcomp
+zdrawpix
zreaddraw
diff --git a/progs/tests/Makefile b/progs/tests/Makefile
index 5f17f88d36..4d9b4e8388 100644
--- a/progs/tests/Makefile
+++ b/progs/tests/Makefile
@@ -8,7 +8,7 @@ TOP = ../..
include $(TOP)/configs/current
-LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS)
+LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS)
SOURCES = \
afsmultiarb.c \
@@ -17,6 +17,7 @@ SOURCES = \
arbfptest1.c \
arbfptexture.c \
arbfptrig.c \
+ arbgpuprog.c \
arbnpot.c \
arbnpot-mipmap.c \
arbvptest1.c \
@@ -28,51 +29,70 @@ SOURCES = \
blendsquare.c \
blendxor.c \
bufferobj.c \
+ bumpmap.c \
bug_3050.c \
bug_3101.c \
bug_3195.c \
+ bug_texstore_i8.c \
+ calibrate_rast.c \
copypixrate.c \
crossbar.c \
cva.c \
- dinoshade.c \
drawbuffers.c \
exactrast.c \
floattex.c \
fbotest1.c \
fbotest2.c \
- fbotexture.c \
+ fillrate.c \
fog.c \
fogcoord.c \
fptest1.c \
fptexture.c \
getprocaddress.c \
+ getteximage.c \
+ glutfx.c \
interleave.c \
invert.c \
jkrahntest.c \
lineclip.c \
manytex.c \
+ mapbufrange.c \
+ mapvbo.c \
minmag.c \
+ mipgen.c \
+ mipmap_comp.c \
+ mipmap_comp_tests.c \
mipmap_limits.c \
+ mipmap_view.c \
multipal.c \
no_s3tc.c \
packedpixels.c \
pbo.c \
+ persp_hint.c \
+ prim.c \
prog_parameter.c \
- projtex.c \
+ quads.c \
random.c \
readrate.c \
rubberband.c \
+ scissor.c \
+ scissor-viewport.c \
seccolor.c \
shader_api.c \
sharedtex.c \
stencil_twoside.c \
stencilwrap.c \
stencil_wrap.c \
+ streaming_rect \
+ subtex \
subtexrate.c \
tex1d.c \
texcompress2.c \
+ texcompsub.c \
+ texdown \
texfilt.c \
texline.c \
+ texobj.c \
texobjshare.c \
texrect.c \
texwrap.c \
@@ -87,6 +107,8 @@ SOURCES = \
vpwarpmesh.c \
yuvrect.c \
yuvsquare.c \
+ zcomp.c \
+ zdrawpix.c \
zreaddraw.c
PROGS = $(SOURCES:%.c=%)
@@ -111,13 +133,13 @@ clean:
.SUFFIXES: .c
.c:
- $(CC) $(INCLUDES) $(CFLAGS) $(LDFLAGS) $< $(LIBS) -o $@
+ $(APP_CC) $(INCLUDES) $(CFLAGS) $(LDFLAGS) $< $(LIBS) -o $@
.c.o:
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
.S.o:
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
# auto code generation
getprocaddress: getprocaddress.c getproclist.h
@@ -126,51 +148,77 @@ getproclist.h: $(TOP)/src/mesa/glapi/gl_API.xml getprocaddress.c getprocaddress.
python getprocaddress.py > getproclist.h
arraytexture: arraytexture.o readtex.o
- $(CC) $(CFLAGS) arraytexture.o readtex.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) arraytexture.o readtex.o $(LIBS) -o $@
arraytexture.o: arraytexture.c readtex.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) arraytexture.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) arraytexture.c -o $@
afsmultiarb: afsmultiarb.o readtex.o
- $(CC) $(CFLAGS) $(LDFLAGS) afsmultiarb.o readtex.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) afsmultiarb.o readtex.o $(LIBS) -o $@
afsmultiarb.o: afsmultiarb.c readtex.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) afsmultiarb.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) afsmultiarb.c -o $@
+
+bumpmap: bumpmap.o readtex.o
+ $(CC) $(CFLAGS) $(LDFLAGS) bumpmap.o readtex.o $(LIBS) -o $@
+
+bumpmap.o: bumpmap.c readtex.h
+ $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) bumpmap.c -o $@
drawbuffers: drawbuffers.o
- $(CC) $(CFLAGS) $(LDFLAGS) drawbuffers.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) drawbuffers.o $(LIBS) -o $@
drawbuffers.o: drawbuffers.c extfuncs.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) drawbuffers.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) drawbuffers.c -o $@
texrect: texrect.o readtex.o
- $(CC) $(CFLAGS) $(LDFLAGS) texrect.o readtex.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) texrect.o readtex.o $(LIBS) -o $@
texrect.o: texrect.c readtex.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) texrect.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) texrect.c -o $@
bug_3195: bug_3195.o readtex.o
- $(CC) $(CFLAGS) $(LDFLAGS) bug_3195.o readtex.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) bug_3195.o readtex.o $(LIBS) -o $@
bug_3195.o: bug_3195.c readtex.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) bug_3195.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) bug_3195.c -o $@
invert: invert.o readtex.o
- $(CC) $(CFLAGS) $(LDFLAGS) invert.o readtex.o $(LIBS) -o $@
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) invert.o readtex.o $(LIBS) -o $@
invert.o: invert.c readtex.h
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) invert.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) invert.c -o $@
+
+mipmap_view: mipmap_view.o readtex.o
+ $(APP_CC) $(CFLAGS) mipmap_view.o readtex.o $(LIBS) -o $@
+
+mipmap_view.o: mipmap_view.c readtex.h
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+mipmap_limits: mipmap_limits.o readtex.o
+ $(APP_CC) $(CFLAGS) mipmap_limits.o readtex.o $(LIBS) -o $@
+
+mipmap_limits.o: mipmap_limits.c readtex.h
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+fillrate: fillrate.o readtex.o
+ $(APP_CC) $(CFLAGS) fillrate.o readtex.o $(LIBS) -o $@
+
+fillrate.o: fillrate.c readtex.h
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+
floattex: floattex.o readtex.o shaderutil.o
- $(CC) $(CFLAGS) $(LDFLAGS) floattex.o readtex.o shaderutil.o $(LIBS) -o $@
+ $(APP_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 $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) floattex.c -o $@
readtex.o: readtex.c
- $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) readtex.c -o $@
+ $(APP_CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) readtex.c -o $@
readtex.h: $(TOP)/progs/util/readtex.h
ln -s $(TOP)/progs/util/readtex.h .
@@ -192,7 +240,7 @@ shaderutil.h: $(TOP)/progs/util/shaderutil.h
cp $< .
shaderutil.o: shaderutil.c shaderutil.h
- $(CC) -c -I$(INCDIR) $(CFLAGS) shaderutil.c
+ $(APP_CC) -c -I$(INCDIR) $(INCLUDES) $(CFLAGS) shaderutil.c
diff --git a/progs/tests/SConscript b/progs/tests/SConscript
new file mode 100644
index 0000000000..bb6a1d2b8a
--- /dev/null
+++ b/progs/tests/SConscript
@@ -0,0 +1,143 @@
+Import('*')
+
+if not env['GLUT']:
+ Return()
+
+env = env.Clone()
+
+env.Prepend(CPPPATH = [
+ '../util',
+])
+
+env.Prepend(LIBS = [
+ util,
+ '$GLUT_LIB'
+])
+
+if env['platform'] == 'windows':
+ env.Append(CPPDEFINES = ['NOMINMAX'])
+ env.Prepend(LIBS = ['winmm'])
+
+linux_progs = [
+ 'api_speed',
+]
+
+glx_progs = [
+ 'auxbuffer',
+ 'getprocaddress',
+ 'jkrahntest',
+ 'sharedtex',
+ 'texcompress2',
+ 'texobjshare',
+]
+
+mesa_progs = [
+ 'debugger',
+]
+
+progs = [
+ 'afsmultiarb',
+ 'antialias',
+ 'arbfpspec',
+ 'arbfptest1',
+ 'arbfptexture',
+ 'arbfptrig',
+ 'arbnpot',
+ 'arbnpot-mipmap',
+ 'arbvptest1',
+ 'arbvptest3',
+ 'arbvptorus',
+ 'arbvpwarpmesh',
+ 'arraytexture',
+ 'blendminmax',
+ 'blendsquare',
+ 'blendxor',
+ 'bufferobj',
+ 'bug_3050',
+ 'bug_3101',
+ 'bug_3195',
+ 'bug_texstore_i8',
+ 'calibrate_rast',
+ 'copypixrate',
+ 'crossbar',
+ 'cva',
+ 'drawbuffers',
+ 'exactrast',
+ 'ext422square',
+ 'fbotest1',
+ 'fbotest2',
+ 'fillrate',
+ 'floattex',
+ 'fog',
+ 'fogcoord',
+ 'fptest1',
+ 'fptexture',
+ 'getteximage',
+ 'glutfx',
+ 'interleave',
+ 'invert',
+ 'lineclip',
+ 'manytex',
+ 'mapbufrange',
+ 'mapvbo',
+ 'minmag',
+ 'mipgen',
+ 'mipmap_comp',
+ 'mipmap_comp_tests',
+ 'mipmap_limits',
+ 'mipmap_view',
+ 'multipal',
+ 'multitexarray',
+ 'multiwindow',
+ 'no_s3tc',
+ 'packedpixels',
+ 'pbo',
+ 'persp_hint',
+ 'prog_parameter',
+ 'quads',
+ 'random',
+ 'readrate',
+ 'rubberband',
+ 'scissor',
+ 'scissor-viewport',
+ 'seccolor',
+ 'shader_api',
+ 'stencil_twoside',
+ 'stencil_wrap',
+ 'stencilwrap',
+ 'streaming_rect',
+ 'subtex',
+ 'subtexrate',
+ 'tex1d',
+ 'texcmp',
+ 'texcompress2',
+ 'texcompsub',
+ 'texdown',
+ 'texfilt',
+ 'texgenmix',
+ 'texline',
+ 'texobj',
+ 'texrect',
+ 'texwrap',
+ 'unfilledclip',
+ 'vao-01',
+ 'vao-02',
+ 'vparray',
+ 'vpeval',
+ 'vptest1',
+ 'vptest2',
+ 'vptest3',
+ 'vptorus',
+ 'vpwarpmesh',
+ 'yuvrect',
+ 'yuvsquare',
+ 'zcomp',
+ 'zdrawpix',
+ 'zreaddraw',
+]
+
+for prog in progs:
+ env.Program(
+ target = prog,
+ source = prog + '.c',
+ )
diff --git a/progs/tests/afsmultiarb.c b/progs/tests/afsmultiarb.c
index c026ecd4ce..ca25a4d75b 100644
--- a/progs/tests/afsmultiarb.c
+++ b/progs/tests/afsmultiarb.c
@@ -11,7 +11,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.h"
@@ -443,6 +443,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init( argc, argv );
diff --git a/progs/tests/antialias.c b/progs/tests/antialias.c
index f23b5aff32..656bf2471f 100644
--- a/progs/tests/antialias.c
+++ b/progs/tests/antialias.c
@@ -9,6 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -29,7 +30,7 @@ PrintString(const char *s)
static void
-Polygon( GLint verts, GLfloat radius, GLfloat z )
+doPolygon( GLint verts, GLfloat radius, GLfloat z )
{
int i;
for (i = 0; i < verts; i++) {
@@ -47,33 +48,33 @@ DrawObject( void )
glLineWidth(3.0);
glColor3f(1, 1, 1);
glBegin(GL_LINE_LOOP);
- Polygon(12, 1.2, 0);
+ doPolygon(12, 1.2, 0);
glEnd();
glLineWidth(1.0);
glColor3f(1, 1, 1);
glBegin(GL_LINE_LOOP);
- Polygon(12, 1.1, 0);
+ doPolygon(12, 1.1, 0);
glEnd();
glColor3f(1, 0, 0);
glBegin(GL_POLYGON);
- Polygon(12, 0.4, 0.3);
+ doPolygon(12, 0.4, 0.3);
glEnd();
glColor3f(0, 1, 0);
glBegin(GL_POLYGON);
- Polygon(12, 0.6, 0.2);
+ doPolygon(12, 0.6, 0.2);
glEnd();
glColor3f(0, 0, 1);
glBegin(GL_POLYGON);
- Polygon(12, 0.8, 0.1);
+ doPolygon(12, 0.8, 0.1);
glEnd();
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
- Polygon(12, 1.0, 0);
+ doPolygon(12, 1.0, 0);
glEnd();
}
@@ -225,6 +226,7 @@ main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE |
GLUT_DEPTH | GLUT_MULTISAMPLE );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/api_speed.c b/progs/tests/api_speed.c
index aed65b35fe..28e28e61d8 100644
--- a/progs/tests/api_speed.c
+++ b/progs/tests/api_speed.c
@@ -37,9 +37,7 @@
#include <stdio.h>
#include <stdlib.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#define inline __inline__
@@ -127,6 +125,7 @@ int main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB );
glutCreateWindow( argv[0] );
+ glewInit();
if ( argc > 1 ) {
count = strtoul( argv[1], NULL, 0 );
diff --git a/progs/tests/arbfpspec.c b/progs/tests/arbfpspec.c
index eac2a9100f..550e954340 100644
--- a/progs/tests/arbfpspec.c
+++ b/progs/tests/arbfpspec.c
@@ -8,7 +8,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
@@ -180,6 +180,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/arbfptest1.c b/progs/tests/arbfptest1.c
index 7949f87edd..e7237b76a8 100644
--- a/progs/tests/arbfptest1.c
+++ b/progs/tests/arbfptest1.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -201,6 +201,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/arbfptexture.c b/progs/tests/arbfptexture.c
index a854908c31..f66b060cbb 100644
--- a/progs/tests/arbfptexture.c
+++ b/progs/tests/arbfptexture.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c"
@@ -143,6 +143,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/arbfptrig.c b/progs/tests/arbfptrig.c
index 26b68c6b41..95f008a078 100644
--- a/progs/tests/arbfptrig.c
+++ b/progs/tests/arbfptrig.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c"
@@ -146,6 +146,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/arbgpuprog.c b/progs/tests/arbgpuprog.c
new file mode 100644
index 0000000000..23aa899d96
--- /dev/null
+++ b/progs/tests/arbgpuprog.c
@@ -0,0 +1,230 @@
+/**
+ * Just compile ARB vert/frag program from named file(s).
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+
+static GLuint FragProg;
+static GLuint VertProg;
+static GLint Win;
+
+static PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB_func;
+static PFNGLPROGRAMLOCALPARAMETER4DARBPROC glProgramLocalParameter4dARB_func;
+static PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glGetProgramLocalParameterdvARB_func;
+static PFNGLGENPROGRAMSARBPROC glGenProgramsARB_func;
+static PFNGLPROGRAMSTRINGARBPROC glProgramStringARB_func;
+static PFNGLBINDPROGRAMARBPROC glBindProgramARB_func;
+static PFNGLISPROGRAMARBPROC glIsProgramARB_func;
+static PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB_func;
+
+
+static void Redisplay( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glutSwapBuffers();
+ exit(0);
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
+ 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:
+ glDeleteProgramsARB_func(1, &VertProg);
+ glDeleteProgramsARB_func(1, &FragProg);
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+/* A helper for finding errors in program strings */
+static int FindLine( const char *program, int position )
+{
+ int i, line = 1;
+ for (i = 0; i < position; i++) {
+ if (program[i] == '\n')
+ line++;
+ }
+ return line;
+}
+
+
+static void Init( const char *vertProgFile,
+ const char *fragProgFile )
+{
+ GLint errorPos;
+ char buf[10*1000];
+
+ if (!glutExtensionSupported("GL_ARB_vertex_program")) {
+ printf("Sorry, this demo requires GL_ARB_vertex_program\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported("GL_ARB_fragment_program")) {
+ printf("Sorry, this demo requires GL_ARB_fragment_program\n");
+ exit(1);
+ }
+
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ /*
+ * Get extension function pointers.
+ */
+ glProgramLocalParameter4fvARB_func = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) glutGetProcAddress("glProgramLocalParameter4fvARB");
+ assert(glProgramLocalParameter4fvARB_func);
+
+ glProgramLocalParameter4dARB_func = (PFNGLPROGRAMLOCALPARAMETER4DARBPROC) glutGetProcAddress("glProgramLocalParameter4dARB");
+ assert(glProgramLocalParameter4dARB_func);
+
+ glGetProgramLocalParameterdvARB_func = (PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) glutGetProcAddress("glGetProgramLocalParameterdvARB");
+ assert(glGetProgramLocalParameterdvARB_func);
+
+ glGenProgramsARB_func = (PFNGLGENPROGRAMSARBPROC) glutGetProcAddress("glGenProgramsARB");
+ assert(glGenProgramsARB_func);
+
+ glProgramStringARB_func = (PFNGLPROGRAMSTRINGARBPROC) glutGetProcAddress("glProgramStringARB");
+ assert(glProgramStringARB_func);
+
+ glBindProgramARB_func = (PFNGLBINDPROGRAMARBPROC) glutGetProcAddress("glBindProgramARB");
+ assert(glBindProgramARB_func);
+
+ glIsProgramARB_func = (PFNGLISPROGRAMARBPROC) glutGetProcAddress("glIsProgramARB");
+ assert(glIsProgramARB_func);
+
+ glDeleteProgramsARB_func = (PFNGLDELETEPROGRAMSARBPROC) glutGetProcAddress("glDeleteProgramsARB");
+ assert(glDeleteProgramsARB_func);
+
+ /*
+ * Vertex program
+ */
+ if (vertProgFile) {
+ FILE *f;
+ int len;
+
+ glGenProgramsARB_func(1, &VertProg);
+ assert(VertProg > 0);
+ glBindProgramARB_func(GL_VERTEX_PROGRAM_ARB, VertProg);
+
+ f = fopen(vertProgFile, "r");
+ if (!f) {
+ printf("Unable to open %s\n", fragProgFile);
+ exit(1);
+ }
+
+ len = fread(buf, 1, 10*1000,f);
+ glProgramStringARB_func(GL_VERTEX_PROGRAM_ARB,
+ GL_PROGRAM_FORMAT_ASCII_ARB,
+ len,
+ (const GLubyte *) buf);
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
+ if (glGetError() != GL_NO_ERROR || errorPos != -1) {
+ int l = FindLine(buf, errorPos);
+ printf("Vertex Program Error (pos=%d line=%d): %s\n", errorPos, l,
+ (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+ exit(0);
+ }
+ else {
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ printf("Vertex Program OK\n");
+ }
+ }
+
+ /*
+ * Fragment program
+ */
+ if (fragProgFile) {
+ FILE *f;
+ int len;
+
+ glGenProgramsARB_func(1, &FragProg);
+ assert(FragProg > 0);
+ glBindProgramARB_func(GL_FRAGMENT_PROGRAM_ARB, FragProg);
+
+ f = fopen(fragProgFile, "r");
+ if (!f) {
+ printf("Unable to open %s\n", fragProgFile);
+ exit(1);
+ }
+
+ len = fread(buf, 1, 10*1000,f);
+ glProgramStringARB_func(GL_FRAGMENT_PROGRAM_ARB,
+ GL_PROGRAM_FORMAT_ASCII_ARB,
+ len,
+ (const GLubyte *) buf);
+
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
+ if (glGetError() != GL_NO_ERROR || errorPos != -1) {
+ int l = FindLine(buf, errorPos);
+ printf("Fragment Program Error (pos=%d line=%d): %s\n", errorPos, l,
+ (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
+ exit(0);
+ }
+ else {
+ glEnable(GL_FRAGMENT_PROGRAM_ARB);
+ printf("Fragment Program OK\n");
+ }
+ }
+}
+
+
+int main( int argc, char *argv[] )
+{
+ const char *vertProgFile = NULL, *fragProgFile = NULL;
+ int i;
+
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 200, 200 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ Win = glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Redisplay );
+
+ if (argc == 1) {
+ printf("arbgpuprog:\n");
+ printf(" Compile GL_ARB_vertex/fragment_programs, report any errors.\n");
+ printf("Usage:\n");
+ printf(" arbgpuprog [--vp vertprogfile] [--fp fragprogfile]\n");
+ exit(1);
+ }
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "--vp") == 0) {
+ vertProgFile = argv[i+1];
+ i++;
+ }
+ else if (strcmp(argv[i], "--fp") == 0) {
+ fragProgFile = argv[i+1];
+ i++;
+ }
+ }
+
+ Init(vertProgFile, fragProgFile);
+
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/arbnpot-mipmap.c b/progs/tests/arbnpot-mipmap.c
index 4ed84e7ace..700ec0b09d 100644
--- a/progs/tests/arbnpot-mipmap.c
+++ b/progs/tests/arbnpot-mipmap.c
@@ -46,6 +46,7 @@
*/
#include <stdlib.h>
#include <stdio.h>
+#include <GL/glew.h>
#include <GL/glut.h>
GLubyte mipmapImage32[40][46][3];
@@ -175,6 +176,7 @@ int main(int argc, char** argv)
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (500, 500);
glutCreateWindow (argv[0]);
+ glewInit();
myinit();
glutReshapeFunc (myReshape);
glutDisplayFunc(display);
diff --git a/progs/tests/arbnpot.c b/progs/tests/arbnpot.c
index 05ba85dad9..c51a541641 100644
--- a/progs/tests/arbnpot.c
+++ b/progs/tests/arbnpot.c
@@ -8,6 +8,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c"
@@ -188,6 +189,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 400, 400 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/arbvptest1.c b/progs/tests/arbvptest1.c
index 0ebd3987f5..3a6d71a42b 100644
--- a/progs/tests/arbvptest1.c
+++ b/progs/tests/arbvptest1.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static void Display( void )
@@ -155,6 +155,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/arbvptest3.c b/progs/tests/arbvptest3.c
index 6437062900..56de7b4696 100644
--- a/progs/tests/arbvptest3.c
+++ b/progs/tests/arbvptest3.c
@@ -4,7 +4,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Zrot = 0.0;
@@ -118,6 +118,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/arbvptorus.c b/progs/tests/arbvptorus.c
index 9d19ef90da..f1f84d8774 100644
--- a/progs/tests/arbvptorus.c
+++ b/progs/tests/arbvptorus.c
@@ -7,7 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
@@ -174,6 +174,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/arbvpwarpmesh.c b/progs/tests/arbvpwarpmesh.c
index 3dfe94f759..973a157409 100644
--- a/progs/tests/arbvpwarpmesh.c
+++ b/progs/tests/arbvpwarpmesh.c
@@ -7,7 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Xrot = -60.0, Yrot = 0.0, Zrot = 0.0;
@@ -234,6 +234,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/arraytexture.c b/progs/tests/arraytexture.c
index 48c622be30..6c0484df0d 100644
--- a/progs/tests/arraytexture.c
+++ b/progs/tests/arraytexture.c
@@ -34,6 +34,7 @@
#include <stdio.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glext.h>
@@ -326,6 +327,7 @@ int main(int argc, char *argv[])
glutInitWindowSize(350, 350);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("Array texture test");
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/blendminmax.c b/progs/tests/blendminmax.c
index 2aab1a39d2..7297f41b78 100644
--- a/progs/tests/blendminmax.c
+++ b/progs/tests/blendminmax.c
@@ -34,6 +34,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400;
@@ -200,6 +201,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "GL_EXT_blend_minmax test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/blendsquare.c b/progs/tests/blendsquare.c
index 1694866a55..3ee3ae2230 100644
--- a/progs/tests/blendsquare.c
+++ b/progs/tests/blendsquare.c
@@ -34,6 +34,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400;
@@ -169,6 +170,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "GL_NV_blend_square test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/blendxor.c b/progs/tests/blendxor.c
index 8961a827ea..d6dcb8b848 100644
--- a/progs/tests/blendxor.c
+++ b/progs/tests/blendxor.c
@@ -3,10 +3,10 @@
*
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c"
@@ -183,6 +183,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/bufferobj.c b/progs/tests/bufferobj.c
index 50ab5cdfa8..d4ca270016 100644
--- a/progs/tests/bufferobj.c
+++ b/progs/tests/bufferobj.c
@@ -1,27 +1,33 @@
/*
* Test GL_ARB_vertex_buffer_object
+ * Also test GL_ARB_vertex_array_object if supported
*
* Brian Paul
* 16 Sep 2003
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#define NUM_OBJECTS 10
struct object
{
- GLuint BufferID;
+ GLuint ArrayObjectID; /** GL_ARB_vertex_array_object */
+ GLuint VertexBufferID;
+ GLuint ColorBufferID;
GLuint ElementsBufferID;
GLuint NumVerts;
GLuint VertexOffset;
GLuint ColorOffset;
+ GLuint VertexStride;
+ GLuint ColorStride;
GLuint NumElements;
};
@@ -32,6 +38,7 @@ static GLuint Win;
static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
static GLboolean Anim = GL_TRUE;
+static GLboolean Have_ARB_vertex_array_object = GL_FALSE;
static void CheckError(int line)
@@ -45,33 +52,54 @@ static void CheckError(int line)
static void DrawObject( const struct object *obj )
{
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->BufferID);
- glVertexPointer(3, GL_FLOAT, 0, (void *) obj->VertexOffset);
- glEnable(GL_VERTEX_ARRAY);
+ if (Have_ARB_vertex_array_object && obj->ArrayObjectID) {
+ glBindVertexArray(obj->ArrayObjectID);
+
+ if (obj->NumElements > 0) {
+ /* indexed arrays */
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
+ glDrawElements(GL_LINE_LOOP, obj->NumElements, GL_UNSIGNED_INT, NULL);
+ }
+ else {
+ /* non-indexed arrays */
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ glDrawArrays(GL_LINE_LOOP, 0, obj->NumVerts);
+ }
+
+ glBindVertexArray(0);
+ }
+ else {
+ /* no vertex array objects, must set vertex/color pointers per draw */
- /* test push/pop attrib */
- /* XXX this leads to a segfault with NVIDIA's 53.36 driver */
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
+ glVertexPointer(3, GL_FLOAT, obj->VertexStride, (void *) obj->VertexOffset);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ /* test push/pop attrib */
+ /* XXX this leads to a segfault with NVIDIA's 53.36 driver */
#if 0
- if (1)
- {
- glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
- /*glVertexPointer(3, GL_FLOAT, 0, (void *) (obj->VertexOffset + 10000));*/
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, 999999);
- glPopClientAttrib();
- }
+ if (1)
+ {
+ glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
+ /*glVertexPointer(3, GL_FLOAT, 0, (void *) (obj->VertexOffset + 10000));*/
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 999999);
+ glPopClientAttrib();
+ }
#endif
- glColorPointer(3, GL_FLOAT, 0, (void *) obj->ColorOffset);
- glEnable(GL_COLOR_ARRAY);
-
- if (obj->NumElements > 0) {
- /* indexed arrays */
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
- glDrawElements(GL_LINE_LOOP, obj->NumElements, GL_UNSIGNED_INT, NULL);
- }
- else {
- /* non-indexed arrays */
- glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- glDrawArrays(GL_LINE_LOOP, 0, obj->NumVerts);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
+ glColorPointer(3, GL_FLOAT, obj->ColorStride, (void *) obj->ColorOffset);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ if (obj->NumElements > 0) {
+ /* indexed arrays */
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, obj->ElementsBufferID);
+ glDrawElements(GL_LINE_LOOP, obj->NumElements, GL_UNSIGNED_INT, NULL);
+ }
+ else {
+ /* non-indexed arrays */
+ glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ glDrawArrays(GL_LINE_LOOP, 0, obj->NumVerts);
+ }
}
}
@@ -90,7 +118,7 @@ static void Display( void )
glClear( GL_COLOR_BUFFER_BIT );
for (i = 0; i < NumObjects; i++) {
- float x = 5.0 * ((float) i / (NumObjects-1) - 0.5);
+ float x = 7.0 * ((float) i / (NumObjects-1) - 0.5);
glPushMatrix();
glTranslatef(x, 0, 0);
glRotatef(Xrot, 1, 0, 0);
@@ -123,8 +151,11 @@ static void Reshape( int width, int height )
static void FreeBuffers(void)
{
int i;
- for (i = 0; i < NUM_OBJECTS; i++)
- glDeleteBuffersARB(1, &Objects[i].BufferID);
+ for (i = 0; i < NUM_OBJECTS; i++) {
+ glDeleteBuffersARB(1, &Objects[i].VertexBufferID);
+ glDeleteBuffersARB(1, &Objects[i].ColorBufferID);
+ glDeleteBuffersARB(1, &Objects[i].ElementsBufferID);
+ }
}
@@ -180,7 +211,31 @@ static void SpecialKey( int key, int x, int y )
}
+/**
+ * If GL_ARB_vertex_array_object is supported, create an array object
+ * and set all the per-array state.
+ */
+static void
+CreateVertexArrayObject(struct object *obj)
+{
+ glGenVertexArrays(1, &obj->ArrayObjectID);
+ glBindVertexArray(obj->ArrayObjectID);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
+ glVertexPointer(3, GL_FLOAT, obj->VertexStride, (void *) obj->VertexOffset);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
+ glColorPointer(3, GL_FLOAT, obj->ColorStride, (void *) obj->ColorOffset);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ glBindVertexArray(0);
+}
+
+/*
+ * Non-interleaved position/color data.
+ */
static void MakeObject1(struct object *obj)
{
GLfloat *v, *c;
@@ -191,10 +246,11 @@ static void MakeObject1(struct object *obj)
for (i = 0; i < 500; i++)
buffer[i] = i & 0xff;
- obj->BufferID = 0;
- glGenBuffersARB(1, &obj->BufferID);
- assert(obj->BufferID != 0);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->BufferID);
+ obj->VertexBufferID = 0;
+ glGenBuffersARB(1, &obj->VertexBufferID);
+ obj->ColorBufferID = obj->VertexBufferID;
+ assert(obj->VertexBufferID != 0);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 500, buffer, GL_STATIC_DRAW_ARB);
for (i = 0; i < 500; i++)
@@ -241,6 +297,8 @@ static void MakeObject1(struct object *obj)
obj->NumVerts = 4;
obj->VertexOffset = 0;
obj->ColorOffset = 3 * sizeof(GLfloat) * obj->NumVerts;
+ obj->VertexStride = 0;
+ obj->ColorStride = 0;
obj->NumElements = 0;
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
@@ -250,35 +308,55 @@ static void MakeObject1(struct object *obj)
glGetBufferParameterivARB(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB, &i);
assert(!i);
+
+ if (Have_ARB_vertex_array_object) {
+ CreateVertexArrayObject(obj);
+ }
}
+/*
+ * Interleaved position/color data.
+ */
static void MakeObject2(struct object *obj)
{
- GLfloat *v, *c;
+ GLfloat *v;
+ int start = 40; /* bytes, to test non-zero array offsets */
+
+ glGenBuffersARB(1, &obj->VertexBufferID);
+ obj->ColorBufferID = obj->VertexBufferID;
- glGenBuffersARB(1, &obj->BufferID);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->BufferID);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 1000, NULL, GL_STATIC_DRAW_ARB);
v = (GLfloat *) glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
- /* Make triangle */
- v[0] = -1; v[1] = -1; v[2] = 0;
- v[3] = 1; v[4] = -1; v[5] = 0;
- v[6] = 0; v[7] = 1; v[8] = 0;
- c = v + 9;
- c[0] = 0; c[1] = 1; c[2] = 0;
- c[3] = 0; c[4] = 1; c[5] = 0;
- c[6] = 1; c[7] = 1; c[8] = 0;
+ v += start / sizeof(GLfloat);
+
+ /* Make triangle: interleaved colors, then positions */
+ /* R G B X Y Z */
+ v[0] = 0; v[1] = 1; v[2] = 0; v[3] = -1; v[4] = -1; v[5] = 0;
+ v[6] = 0; v[7] = 1; v[8] = 0; v[9] = 1; v[10] = -1; v[11] = 0;
+ v[12] = 1; v[13] = 1; v[14] = 0; v[15] = 0; v[16] = 1; v[17] = 0;
+
obj->NumVerts = 3;
- obj->VertexOffset = 0;
- obj->ColorOffset = 3 * sizeof(GLfloat) * obj->NumVerts;
+ obj->VertexOffset = start + 3 * sizeof(GLfloat);
+ obj->ColorOffset = start;
+ obj->VertexStride = 6 * sizeof(GLfloat);
+ obj->ColorStride = 6 * sizeof(GLfloat);
+
obj->NumElements = 0;
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
+
+ if (Have_ARB_vertex_array_object) {
+ CreateVertexArrayObject(obj);
+ }
}
+/*
+ * Use an index buffer and glDrawElements().
+ */
static void MakeObject3(struct object *obj)
{
GLfloat vertexData[1000];
@@ -300,12 +378,16 @@ static void MakeObject3(struct object *obj)
obj->NumVerts = 4;
obj->VertexOffset = 0;
obj->ColorOffset = 3 * sizeof(GLfloat) * obj->NumVerts;
+ obj->VertexStride = 0;
+ obj->ColorStride = 0;
bytes = obj->NumVerts * (3 + 3) * sizeof(GLfloat);
/* Don't use glMap/UnmapBuffer for this object */
- glGenBuffersARB(1, &obj->BufferID);
- glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->BufferID);
+ glGenBuffersARB(1, &obj->VertexBufferID);
+ obj->ColorBufferID = obj->VertexBufferID;
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, bytes, vertexData, GL_STATIC_DRAW_ARB);
/* Setup a buffer of indices to test the ELEMENTS path */
@@ -319,6 +401,54 @@ static void MakeObject3(struct object *obj)
i[3] = 3;
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
obj->NumElements = 4;
+
+ if (Have_ARB_vertex_array_object) {
+ CreateVertexArrayObject(obj);
+ }
+}
+
+
+/*
+ * Vertex and color data in different buffers.
+ */
+static void MakeObject4(struct object *obj)
+{
+ static const GLfloat vertexData[] = {
+ 0, -1, 0,
+ 0.5, 0, 0,
+ 0, 1, 0,
+ -0.5, 0, 0
+ };
+ static const GLfloat colorData[] = {
+ 1, 1, 1,
+ 1, 1, 0,
+ .5, .5, 0,
+ 1, 1, 0
+ };
+
+ obj->VertexOffset = 0;
+ obj->VertexStride = 0;
+ obj->ColorOffset = 0;
+ obj->ColorStride = 0;
+ obj->NumVerts = 4;
+
+ glGenBuffersARB(1, &obj->VertexBufferID);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->VertexBufferID);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertexData), vertexData,
+ GL_STATIC_DRAW_ARB);
+
+ glGenBuffersARB(1, &obj->ColorBufferID);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, obj->ColorBufferID);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(colorData), colorData,
+ GL_STATIC_DRAW_ARB);
+
+ /* Setup a buffer of indices to test the ELEMENTS path */
+ obj->ElementsBufferID = 0;
+ obj->NumElements = 0;
+
+ if (Have_ARB_vertex_array_object) {
+ CreateVertexArrayObject(obj);
+ }
}
@@ -331,6 +461,13 @@ static void Init( void )
}
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ Have_ARB_vertex_array_object =
+ glutExtensionSupported("GL_ARB_vertex_array_object");
+
+ printf("Using GL_ARB_vertex_array_object: %s\n",
+ (Have_ARB_vertex_array_object ? "yes" : "no"));
+
+
/* Test buffer object deletion */
if (1) {
static GLubyte data[1000];
@@ -345,10 +482,12 @@ static void Init( void )
assert(!glIsBufferARB(id));
}
+ memset(Objects, 0, sizeof(Objects));
MakeObject1(Objects + 0);
MakeObject2(Objects + 1);
MakeObject3(Objects + 2);
- NumObjects = 3;
+ MakeObject4(Objects + 3);
+ NumObjects = 4;
}
@@ -359,6 +498,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 600, 300 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/bug_3050.c b/progs/tests/bug_3050.c
index 4ea7b80f23..a04e40eaf6 100644
--- a/progs/tests/bug_3050.c
+++ b/progs/tests/bug_3050.c
@@ -39,6 +39,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400;
@@ -154,6 +155,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "Bug #3050 Test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/bug_3101.c b/progs/tests/bug_3101.c
index 761dcbb951..06a9776155 100644
--- a/progs/tests/bug_3101.c
+++ b/progs/tests/bug_3101.c
@@ -34,6 +34,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400;
@@ -119,6 +120,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "Bug #3101 Test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/bug_3195.c b/progs/tests/bug_3195.c
index 4aceae04ab..a075b94e37 100644
--- a/progs/tests/bug_3195.c
+++ b/progs/tests/bug_3195.c
@@ -36,6 +36,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glext.h>
@@ -264,6 +265,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 350, 350 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "Bug #3195 Test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/bug_texstore_i8.c b/progs/tests/bug_texstore_i8.c
new file mode 100644
index 0000000000..10e5eba7c5
--- /dev/null
+++ b/progs/tests/bug_texstore_i8.c
@@ -0,0 +1,196 @@
+/*
+ * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that (i) the above copyright notices and this permission notice appear in
+ * all copies of the software and related documentation, and (ii) the name of
+ * Silicon Graphics may not be used in any advertising or
+ * publicity relating to the software without the specific, prior written
+ * permission of Silicon Graphics.
+ *
+ * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
+ * ANY KIND,
+ * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
+ * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
+ * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
+ * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
+ * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
+ * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
+ * OF THIS SOFTWARE.
+ */
+/*
+ * Based on the trivial/quad-tex-2d program.
+ * Modified by Jakob Bornecrantz <jakob@tungstengraphics.com>
+ */
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+static GLenum Target = GL_TEXTURE_2D;
+static GLenum Filter = GL_NEAREST;
+GLenum doubleBuffer;
+static float Rot = 0;
+static int win = 0;
+
+static void Init(void)
+{
+ int internalFormat;
+ int sourceFormat;
+
+ fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+
+ glClearColor(0.0, 0.0, 1.0, 0.0);
+
+#define SIZE 16
+ {
+ GLubyte tex2d[SIZE][SIZE][4];
+ GLint s, t;
+
+ for (s = 0; s < SIZE; s++) {
+ for (t = 0; t < SIZE; t++) {
+ tex2d[t][s][0] = 0xff;
+ tex2d[t][s][1] = 0xff;
+ tex2d[t][s][2] = 0xff;
+ tex2d[t][s][3] = 0xff;
+ }
+ }
+
+ internalFormat = GL_LUMINANCE8;
+ sourceFormat = GL_RGBA;
+
+ glTexImage2D(Target,
+ 0,
+ internalFormat,
+ SIZE, SIZE,
+ 0,
+ sourceFormat,
+ GL_UNSIGNED_BYTE,
+ //GL_UNSIGNED_INT,
+ tex2d);
+
+ glEnable(Target);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glTexParameterf(Target, GL_TEXTURE_WRAP_R, GL_REPEAT);
+ glTexParameterf(Target, GL_TEXTURE_MIN_FILTER, Filter);
+ glTexParameterf(Target, GL_TEXTURE_MAG_FILTER, Filter);
+ }
+}
+
+static void Reshape(int width, int height)
+{
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+#if 0
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+#else
+ glFrustum(-1, 1, -1, 1, 10, 20);
+#endif
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0, 0, -15);
+}
+
+static void Key(unsigned char key, int x, int y)
+{
+ switch (key) {
+ case 'r':
+ Rot += 10.0;
+ break;
+ case 'R':
+ Rot -= 10.0;
+ break;
+ case 27:
+ glutDestroyWindow(win);
+ exit(0);
+ default:
+ return;
+ }
+ glutPostRedisplay();
+}
+
+static void Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glPushMatrix();
+ glRotatef(Rot, 0, 1, 0);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(1,0);
+ glVertex3f( 0.9, -0.9, 0.0);
+ glTexCoord2f(1,1);
+ glVertex3f( 0.9, 0.9, 0.0);
+ glTexCoord2f(0,1);
+ glVertex3f(-0.9, 0.9, 0.0);
+ glTexCoord2f(0,0);
+ glVertex3f(-0.9, -0.9, 0.0);
+ glEnd();
+
+ glPopMatrix();
+
+ glFlush();
+
+ if (doubleBuffer) {
+ glutSwapBuffers();
+ }
+}
+
+static GLenum Args(int argc, char **argv)
+{
+ GLint i;
+
+ doubleBuffer = GL_FALSE;
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-sb") == 0) {
+ doubleBuffer = GL_FALSE;
+ } else if (strcmp(argv[i], "-db") == 0) {
+ doubleBuffer = GL_TRUE;
+ } else {
+ fprintf(stderr, "%s (Bad option).\n", argv[i]);
+ return GL_FALSE;
+ }
+ }
+ return GL_TRUE;
+}
+
+int main(int argc, char **argv)
+{
+ GLenum type;
+
+ glutInit(&argc, argv);
+
+ if (Args(argc, argv) == GL_FALSE) {
+ exit(1);
+ }
+
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(250, 250);
+
+ type = GLUT_RGB;
+ type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
+ glutInitDisplayMode(type);
+
+ win = glutCreateWindow("Tex test");
+ glewInit();
+ if (!win) {
+ exit(1);
+ }
+
+ Init();
+
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Draw);
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/bumpmap.c b/progs/tests/bumpmap.c
new file mode 100644
index 0000000000..1b7ec2c135
--- /dev/null
+++ b/progs/tests/bumpmap.c
@@ -0,0 +1,208 @@
+/*
+ * Copyright (c) 2009 VMware, Inc.
+ * 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.
+ */
+
+/**
+ * Simple test for testing ATI_envmap_bumpmap support.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <GL/glut.h>
+
+#include "readtex.h"
+
+static PFNGLGETTEXBUMPPARAMETERFVATIPROC glGetTexBumpParameterfvATI_func = NULL;
+static PFNGLGETTEXBUMPPARAMETERIVATIPROC glGetTexBumpParameterivATI_func = NULL;
+static PFNGLTEXBUMPPARAMETERFVATIPROC glTexBumpParameterfvATI_func = NULL;
+
+static const char *TexFile = "../images/arch.rgb";
+
+static const GLfloat Near = 5.0, Far = 25.0;
+
+static void Display( void )
+{
+ /* together with the construction of dudv map, do fixed translation
+ in y direction (up), some cosine deformation in x and more
+ deformation in y dir */
+ GLfloat bumpMatrix[4] = {0.1, 0.0, 0.2, 0.1};
+
+
+ glClearColor(0.2, 0.2, 0.8, 0);
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glPushMatrix();
+
+ /* this is the base map */
+ glActiveTexture( GL_TEXTURE0 );
+ glEnable( GL_TEXTURE_2D );
+ glBindTexture( GL_TEXTURE_2D, 1 );
+ glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
+ glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
+ glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
+
+ /* bump map */
+ glActiveTexture( GL_TEXTURE1 );
+ glEnable( GL_TEXTURE_2D );
+ glBindTexture( GL_TEXTURE_2D, 2 );
+ glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
+ glTexEnvf( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_BUMP_ENVMAP_ATI );
+ glTexEnvf( GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0);
+
+ glTexBumpParameterfvATI_func(GL_BUMP_ROT_MATRIX_ATI, bumpMatrix);
+
+ glCallList(1);
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ GLfloat ar = (float) width / (float) 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, -6.0 );
+}
+
+
+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 );
+ GLfloat temp[16][16][2];
+ GLubyte *image = NULL;
+ GLint imgWidth, imgHeight;
+ GLenum imgFormat;
+ GLint i,j;
+ GLint param, paramArray[16];
+ GLfloat paramMat[4];
+
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", ver_string);
+
+ if ( !glutExtensionSupported("GL_ATI_envmap_bumpmap")) {
+ printf("\nSorry, this program requires GL_ATI_envmap_bumpmap\n");
+ exit(1);
+ }
+
+ glGetTexBumpParameterfvATI_func = glutGetProcAddress("glGetTexBumpParameterfvATI");
+ glGetTexBumpParameterivATI_func = glutGetProcAddress("glGetTexBumpParameterivATI");
+ glTexBumpParameterfvATI_func = glutGetProcAddress("glTexBumpParameterfvATI");
+
+ glGetTexBumpParameterivATI_func(GL_BUMP_ROT_MATRIX_SIZE_ATI, &param);
+ printf("BUMP_ROT_MATRIX_SIZE_ATI = %d\n", param);
+ glGetTexBumpParameterivATI_func(GL_BUMP_NUM_TEX_UNITS_ATI, &param);
+ printf("BUMP_NUM_TEX_UNITS_ATI = %d\n", param);
+ glGetTexBumpParameterfvATI_func(GL_BUMP_ROT_MATRIX_ATI, paramMat);
+ printf("initial rot matrix %f %f %f %f\n", paramMat[0], paramMat[1], paramMat[2], paramMat[3]);
+ glGetTexBumpParameterivATI_func(GL_BUMP_TEX_UNITS_ATI, paramArray);
+ printf("units supporting bump mapping: ");
+ for (i = 0; i < param; i++)
+ printf("%d ", paramArray[i] - GL_TEXTURE0);
+ printf("\n");
+
+ image = LoadRGBImage(TexFile, &imgWidth, &imgHeight, &imgFormat);
+ if (!image) {
+ printf("Couldn't read %s\n", TexFile);
+ exit(0);
+ }
+
+ 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 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexImage2D( GL_TEXTURE_2D, 0, imgFormat, imgWidth, imgHeight, 0,
+ imgFormat, GL_UNSIGNED_BYTE, image );
+
+ for (j = 0; j < 16; j++) {
+ for (i = 0; i < 16; i++) {
+ temp[j][i][0] = cos((float)(i) * 3.1415 / 16.0);
+ temp[j][i][1] = -0.5;
+ }
+ }
+ glBindTexture( GL_TEXTURE_2D, 2 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_DU8DV8_ATI, 16, 16, 0,
+ GL_DUDV_ATI, GL_FLOAT, temp );
+
+
+ glNewList( 1, GL_COMPILE );
+ glBegin(GL_QUADS);
+ glColor3f( 0.9, 0.0, 0.0 );
+ glMultiTexCoord2f( GL_TEXTURE0, 0.0, 0.0 );
+ glMultiTexCoord2f( GL_TEXTURE1, 0.0, 0.0 );
+ glVertex2f(-1, -1);
+ glMultiTexCoord2f( GL_TEXTURE0, 1.0, 0.0 );
+ glMultiTexCoord2f( GL_TEXTURE1, 1.0, 0.0 );
+ glVertex2f( 1, -1);
+ glMultiTexCoord2f( GL_TEXTURE0, 1.0, 1.0 );
+ glMultiTexCoord2f( GL_TEXTURE1, 1.0, 1.0 );
+ glVertex2f( 1, 1);
+ glMultiTexCoord2f( GL_TEXTURE0, 0.0, 1.0 );
+ glMultiTexCoord2f( GL_TEXTURE1, 0.0, 1.0 );
+ glVertex2f(-1, 1);
+ glEnd();
+ glEndList();
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 400, 400 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+ glutCreateWindow( "GL_ATI_envmap_bumpmap test" );
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/calibrate_rast.c b/progs/tests/calibrate_rast.c
new file mode 100644
index 0000000000..5d89ff79c5
--- /dev/null
+++ b/progs/tests/calibrate_rast.c
@@ -0,0 +1,397 @@
+/*
+ * Automatic primitive rasterization precision test.
+ *
+ * Draw prims at various sub-pixel offsets and examine where the quad is
+ * actually drawn.
+ * Check if the range of offsets which paint the right pixels falls within
+ * OpenGL's specification.
+ * In case of failures, report the coordinate bias needed to fix the problem.
+ *
+ * Note that even Mesa/swrast fails some line tests. This is because some
+ * window coordinates wind up as 53.9999 instead of 54, for example. Enabling
+ * the small translation factor below fixes that. Revisit someday...
+ *
+ * Brian Paul
+ * 28 Feb 2008
+ */
+
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+
+static int Width = 100, Height = 100;
+static int Win;
+static float Step = 0.125;
+#if 0
+/* This tiny offset fixes errors in Mesa/Xlib */
+static float Xtrans = 0.5 * 0.125;
+static float Ytrans = 0.5 * 0.125;
+#else
+static float Xtrans = 0.0;
+static float Ytrans = 0.0;
+#endif
+
+
+static void
+PointCalibrate(int xpos, int ypos)
+{
+ GLfloat rgba[4];
+ float x, y;
+ float xmin, ymin, xmax, ymax;
+
+ xmin = ymin = 1000.0;
+ xmax = ymax = -1000.0;
+
+ for (y = -1.0; y <= 1.0; y += Step) {
+ for (x = -1.0; x <= 1.0; x += Step) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBegin(GL_POINTS);
+ glVertex2f(xpos + x, ypos + y);
+ glEnd();
+ glReadPixels(xpos, ypos, 1, 1, GL_RGBA, GL_FLOAT, rgba);
+ if (rgba[0] == 1.0 && rgba[1] == 1.0 && rgba[2] == 1.0) {
+ /* hit */
+ if (x < xmin)
+ xmin = x;
+ if (y < ymin)
+ ymin = y;
+ if (x > xmax)
+ xmax = x;
+ if (y > ymax)
+ ymax = y;
+ }
+ }
+ }
+
+ printf("Point at (%2d, %2d) drawn for x in [%6.3f, %6.3f] and y in [%6.3f, %6.3f]\n",
+ xpos, ypos,
+ xpos + xmin, xpos + xmax,
+ ypos + ymin, ypos + ymax);
+
+ if (xmax - xmin != 1.0 - Step) {
+ printf(" => Inconsistant X-axis rasterization!\n");
+ }
+ if (ymax - ymin != 1.0 - Step) {
+ printf(" => Inconsistant Y-axis rasterization!\n");
+ }
+ if (xmin < 0.0) {
+ printf(" => Points should be X biased by about %f\n", xmin);
+ }
+ if (ymin < 0.0) {
+ printf(" => Points should be Y biased by about %f\n", ymin);
+ }
+ if (xmax > 1.0) {
+ printf(" => Points should be X biased by about %f\n", 1.0 - xmax);
+ }
+ if (ymax > 1.0) {
+ printf(" => Points should be Y biased by about %f\n", 1.0 - ymax);
+ }
+
+}
+
+
+/**
+ * XXX Implement VLineCalibrate() someday
+ */
+static void
+HLineCalibrate(int xpos, int ypos, int len)
+{
+ GLfloat rgba[2][4];
+ float x, y;
+ float ymin, ymax;
+ float xmin_left, xmax_left, xmin_right, xmax_right;
+
+ xmin_left = xmin_right = 1000.0;
+ xmax_left = xmax_right = -1000.0;
+ ymin = 1000;
+ ymax = -1000.0;
+
+ /*
+ * First, check vertical positioning of the horizontal line
+ */
+ for (y = -1.0; y <= 1.0; y += Step) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBegin(GL_LINES);
+ glVertex2f(xpos, ypos + y);
+ glVertex2f(xpos + len, ypos + y);
+ glEnd();
+
+ glReadPixels(xpos + len / 2, ypos, 1, 1, GL_RGBA, GL_FLOAT, rgba);
+ if (rgba[0][0] == 1.0) {
+ /* hit */
+ if (y < ymin)
+ ymin = y;
+ if (y > ymax)
+ ymax = y;
+ }
+ }
+
+ printf("H-line at Y=%2d drawn for y in [%6.3f, %6.3f]\n",
+ ypos,
+ ypos + ymin, ypos + ymax);
+
+ if (ymax - ymin != 1.0 - Step) {
+ printf(" => Inconsistant Y-axis rasterization!\n");
+ }
+
+ if (ymin > 0.5 ) {
+ printf(" => Lines should be Y biased by about %f\n", ymin - 0.5);
+ }
+
+ if (ymax < 0.5 ) {
+ printf(" => Lines should be Y biased by about %f\n", 0.5 - ymax);
+ }
+
+ /*
+ * Second, check endpoints (for Y at 1/2 pixel)
+ */
+ for (x = -1.0; x <= 1.0; x += Step) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBegin(GL_LINES);
+ glVertex2f(xpos + x, ypos + 0.5f);
+ glVertex2f(xpos + x + len, ypos + 0.5f);
+ glEnd();
+
+ /* left end */
+ glReadPixels(xpos - 1, ypos, 2, 1, GL_RGBA, GL_FLOAT, rgba);
+ if (rgba[0][0] == 0.0 && rgba[1][0] == 1.0) {
+ /* hit */
+ if (x < xmin_left)
+ xmin_left = x;
+ if (x > xmax_left)
+ xmax_left = x;
+ }
+
+ /* right end */
+ glReadPixels(xpos + len - 1, ypos, 2, 1, GL_RGBA, GL_FLOAT, rgba);
+ if (rgba[0][0] == 1.0 && rgba[1][0] == 0.0) {
+ /* hit */
+ if (x < xmin_right)
+ xmin_right = x;
+ if (x > xmax_right)
+ xmax_right = x;
+ }
+ }
+
+ printf("H-line [%d..%d) hit left end for x in [%6.3f, %6.3f] "
+ "hit right end for x in [%6.3f, %6.3f]\n",
+ xpos, xpos + len,
+ xpos + xmin_left, xpos + xmax_left,
+ xpos + len + xmin_right, xpos + len + xmax_right);
+
+ if (xmax_left - xmin_left > 1.0 - Step) {
+ printf(" => Inconsistant left-end rasterization!\n");
+ }
+ if (xmax_right - xmin_right > 1.0 - Step) {
+ printf(" => Inconsistant right-end rasterization!\n");
+ }
+
+ if (xmin_left != xmin_right ||
+ xmax_left != xmax_right) {
+ printf(" => Inconsistant length!\n");
+ }
+
+ if (xmin_left < 0.0) {
+ printf(" => Coords should be X biased by about %f\n", xmin_left );
+ }
+ if (xmin_right < 0.0) {
+ printf(" => Coords should be X biased by about %f\n", xmin_right );
+ }
+ if (xmax_left >= 1.0) {
+ printf(" => Coords should be X biased by about %f\n", -xmax_right + 1.0);
+ }
+ if (xmax_right >= 1.0) {
+ printf(" => Coords should be X biased by about %f\n", -xmax_right + 1.0);
+ }
+
+}
+
+
+static void
+QuadCalibrate(int xpos, int ypos, int width, int height)
+{
+ GLfloat rgba1[2][4];
+ GLfloat rgba2[2][4];
+ float x, y;
+ float xmin, ymin, xmax, ymax;
+
+ xmin = ymin = 1000.0;
+ xmax = ymax = -1000.0;
+
+ for (y = -1.0; y <= 1.0; y += Step) {
+ for (x = -1.0; x <= 1.0; x += Step) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBegin(GL_QUADS);
+ glVertex2f(xpos + x, ypos + y);
+ glVertex2f(xpos + x + width, ypos + y);
+ glVertex2f(xpos + x + width, ypos + y + height);
+ glVertex2f(xpos + x, ypos + y + height);
+ glEnd();
+
+ /* horizontal measurement */
+ glReadPixels(xpos - 1, ypos + 2, 2, 1, GL_RGBA, GL_FLOAT, rgba1);
+ glReadPixels(xpos + width - 1, ypos + 2, 2, 1, GL_RGBA, GL_FLOAT, rgba2);
+ if (rgba1[0][0] == 0.0 && rgba1[1][0] == 1.0 &&
+ rgba2[0][0] == 1.0 && rgba2[1][0] == 0.0) {
+ if (x < xmin)
+ xmin = x;
+ if (x > xmax)
+ xmax = x;
+ }
+
+ /* vertical measurement */
+ glReadPixels(xpos + 2, ypos - 1, 1, 2, GL_RGBA, GL_FLOAT, rgba1);
+ glReadPixels(xpos + 2, ypos + height - 1, 1, 2, GL_RGBA, GL_FLOAT, rgba2);
+ if (rgba1[0][0] == 0.0 && rgba1[1][0] == 1.0 &&
+ rgba2[0][0] == 1.0 && rgba2[1][0] == 0.0) {
+ if (y < ymin)
+ ymin = y;
+ if (y > ymax)
+ ymax = y;
+ }
+ }
+ }
+
+ printf("Quad at (%2d, %2d)..(%2d, %2d) drawn"
+ " for x in [%6.3f, %6.3f] and y in [%6.3f, %6.3f]\n",
+ xpos, ypos,
+ xpos + width, ypos + height,
+ xpos + xmin, xpos + xmax,
+ ypos + ymin, ypos + ymax);
+
+ if (xmax - xmin != 1.0 - Step) {
+ printf(" => Inconsistant X-axis rasterization/size!\n");
+ }
+ if (ymax - ymin != 1.0 - Step) {
+ printf(" => Inconsistant Y-axis rasterization/size!\n");
+ }
+
+ if (xmin < -0.5) {
+ printf(" => Coords should be X biased by about %f\n", 0.5 + xmin );
+ }
+ if (ymin < -0.5) {
+ printf(" => Coords should be Y biased by about %f\n", 0.5 + ymin);
+ }
+ if (xmax > 0.5) {
+ printf(" => Coords should be X biased by about %f\n", -xmax + 0.5);
+ }
+ if (ymax > 0.5) {
+ printf(" => Coords should be Y biased by about %f\n", -ymax + 0.5);
+ }
+}
+
+
+/**
+ * Misc/disabled code for debugging.
+ */
+static void
+DebugTest(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ glColor3f(.5, .5, .5);
+
+ glBegin(GL_LINES);
+ glVertex2f(30, 35.5);
+ glVertex2f(54, 35.5);
+ glVertex2f(54, 35.5);
+ glVertex2f(66, 35.5);
+ glEnd();
+
+ glDisable(GL_BLEND);
+ glColor3f(1,1,1);
+}
+
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(Xtrans, Ytrans, 0);
+
+ PointCalibrate(1, 1);
+ PointCalibrate(50, 50);
+ PointCalibrate(28, 17);
+ PointCalibrate(17, 18);
+ printf("\n");
+
+ HLineCalibrate(5, 10, 10);
+ HLineCalibrate(25, 22, 12);
+ HLineCalibrate(54, 33, 12);
+ HLineCalibrate(54+12, 33, 12);
+ printf("\n");
+
+ QuadCalibrate(2, 2, 10, 10);
+ QuadCalibrate(50, 50, 10, 10);
+ QuadCalibrate(28, 17, 12, 12);
+ QuadCalibrate(17, 28, 12, 12);
+
+ (void) DebugTest;
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ Width = width;
+ Height = height;
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ printf("Measurement/callibration for basic prim rasterization...\n");
+ printf("GL_RENDERER: %s\n", (char*) glGetString(GL_RENDERER));
+}
+
+
+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(Draw);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/copypixrate.c b/progs/tests/copypixrate.c
index e9a42a1c8c..aa4acfc18b 100644
--- a/progs/tests/copypixrate.c
+++ b/progs/tests/copypixrate.c
@@ -5,11 +5,11 @@
* 26 Jan 2006
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static GLint WinWidth = 1000, WinHeight = 800;
@@ -73,6 +73,32 @@ Rand(int max)
}
+static void
+BlitOne(void)
+{
+ int x, y;
+
+ do {
+ x = Rand(WinWidth);
+ y = Rand(WinHeight);
+ } while (x <= ImgWidth && y <= ImgHeight);
+
+#ifdef GL_EXT_framebuffer_blit
+ if (UseBlit)
+ {
+ glBlitFramebufferEXT_func(0, 0, ImgWidth, ImgHeight,
+ x, y, x + ImgWidth, y + ImgHeight,
+ GL_COLOR_BUFFER_BIT, GL_LINEAR);
+ }
+ else
+#endif
+ {
+ glWindowPos2iARB(x, y);
+ glCopyPixels(0, 0, ImgWidth, ImgHeight, GL_COLOR);
+ }
+}
+
+
/**
* Measure glCopyPixels rate
*/
@@ -96,30 +122,14 @@ RunTest(void)
bpp = (r + g + b + a) / 8;
do {
- int x, y;
- x = Rand(WinWidth);
- y = Rand(WinHeight);
+ BlitOne();
- if (x > ImgWidth || y > ImgHeight) {
-#ifdef GL_EXT_framebuffer_blit
- if (UseBlit)
- {
- glBlitFramebufferEXT_func(0, 0, ImgWidth, ImgHeight,
- x, y, x + ImgWidth, y + ImgHeight,
- GL_COLOR_BUFFER_BIT, GL_LINEAR);
- }
- else
-#endif
- {
- glWindowPos2iARB(x, y);
- glCopyPixels(0, 0, ImgWidth, ImgHeight, GL_COLOR);
- }
- glFinish(); /* XXX OK? */
+ if (Buffer == GL_FRONT)
+ glFinish(); /* XXX to view progress */
- iters++;
+ iters++;
- t1 = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- }
+ t1 = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
} while (t1 - t0 < 5.0);
glDisable(GL_ALPHA_TEST);
@@ -151,8 +161,10 @@ Draw(void)
else
glutSwapBuffers();
+#if 1
printf("exiting\n");
exit(0);
+#endif
}
@@ -175,9 +187,12 @@ Key(unsigned char key, int x, int y)
(void) x;
(void) y;
switch (key) {
- case 27:
- exit(0);
- break;
+ case 'b':
+ BlitOne();
+ break;
+ case 27:
+ exit(0);
+ break;
}
glutPostRedisplay();
}
@@ -245,6 +260,7 @@ main(int argc, char *argv[])
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(mode);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/crossbar.c b/progs/tests/crossbar.c
index 12aabb1c9a..3dd21372f9 100644
--- a/progs/tests/crossbar.c
+++ b/progs/tests/crossbar.c
@@ -35,6 +35,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static const GLint tests[][8] = {
@@ -226,6 +227,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "GL_ARB_texture_env_crossbar test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/cva.c b/progs/tests/cva.c
index a9393aef0c..80483900cb 100644
--- a/progs/tests/cva.c
+++ b/progs/tests/cva.c
@@ -15,6 +15,7 @@
#include <windows.h>
#endif
#define GL_GLEXT_LEGACY
+#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glext.h>
@@ -129,6 +130,7 @@ int main( int argc, char **argv )
glutInitWindowSize( 250, 250 );
glutInitWindowPosition( 100, 100 );
glutCreateWindow( "CVA Test" );
+ glewInit();
/* Make sure the server supports GL 1.2 vertex arrays.
*/
diff --git a/progs/tests/debugger.c b/progs/tests/debugger.c
index 4c6955bcfc..1c2f9bebca 100644
--- a/progs/tests/debugger.c
+++ b/progs/tests/debugger.c
@@ -9,7 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -81,6 +81,7 @@ find_line_column(const GLubyte *string, const GLubyte *pos,
#define NV_FRAGMENT_PROGRAM 4
+
struct breakpoint {
enum {PIXEL, LINE} type;
int x, y;
@@ -101,7 +102,7 @@ static void Debugger2(GLenum target, GLvoid *data)
{
static GLuint skipCount = 0;
const GLubyte *ln;
- GLint pos, line, column;
+ GLint pos = 0, line, column;
GLint id;
int progType;
GLint len;
@@ -721,6 +722,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 200, 200 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/descrip.mms b/progs/tests/descrip.mms
deleted file mode 100644
index b6ba3e1aeb..0000000000
--- a/progs/tests/descrip.mms
+++ /dev/null
@@ -1,84 +0,0 @@
-# Makefile for GLUT-based demo programs for VMS
-# contributed by Jouk Jansen joukj@hrem.stm.tudelft.nl
-
-
-.first
- define gl [--.include.gl]
-
-.include [--]mms-config.
-
-##### MACROS #####
-
-INCDIR = ([--.include],[-.util])
-CFLAGS = /include=$(INCDIR)/prefix=all/name=(as_is,short)/float=ieee/ieee=denorm
-
-.ifdef SHARE
-GL_LIBS = $(XLIBS)
-.else
-GL_LIBS = [--.lib]libGLUT/l,libMesaGLU/l,libMesaGL/l,$(XLIBS)
-.endif
-
-LIB_DEP = [--.lib]$(GL_LIB) [--.lib]$(GLU_LIB) [--.lib]$(GLUT_LIB)
-
-PROGS = cva.exe,\
- dinoshade.exe,\
- fogcoord.exe,\
- manytex.exe,\
- multipal.exe,\
- projtex.exe,\
- seccolor.exe,\
- sharedtex.exe,\
- texline.exe,\
- texwrap.exe,\
- vptest1.exe,\
- vptest2.exe,\
- vptest3.exe,\
- vptorus.exe,\
- vpwarpmesh.exe
-
-##### RULES #####
-.obj.exe :
- cxxlink $(MMS$TARGET_NAME),$(GL_LIBS)
-
-##### TARGETS #####
-default :
- $(MMS)$(MMSQUALIFIERS) $(PROGS)
-
-clean :
- delete *.obj;*
-
-realclean :
- delete $(PROGS)
- delete *.obj;*
-
-cva.exe : cva.obj $(LIB_DEP)
-dinoshade.exe : dinoshade.obj $(LIB_DEP)
-fogcoord.exe : fogcoord.obj $(LIB_DEP)
-manytex.exe : manytex.obj $(LIB_DEP)
-multipal.exe : multipal.obj $(LIB_DEP)
-projtex.exe : projtex.obj $(LIB_DEP)
-seccolor.exe : seccolor.obj $(LIB_DEP)
-sharedtex.exe : sharedtex.obj $(LIB_DEP)
-texline.exe : texline.obj $(LIB_DEP)
-texwrap.exe : texwrap.obj $(LIB_DEP)
-vptest1.exe : vptest1.obj $(LIB_DEP)
-vptest2.exe : vptest2.obj $(LIB_DEP)
-vptest3.exe : vptest3.obj $(LIB_DEP)
-vptorus.exe : vptorus.obj $(LIB_DEP)
-vpwarpmesh.exe : vpwarpmesh.obj $(LIB_DEP)
-
-cva.obj : cva.c
-dinoshade.obj : dinoshade.c
-fogcoord.obj : fogcoord.c
-manytex.obj : manytex.c
-multipal.obj : multipal.c
-projtex.obj : projtex.c
-seccolor.obj : seccolor.c
-sharedtex.obj : sharedtex.c
-texline.obj : texline.c
-texwrap.obj : texwrap.c
-vptest1.obj : vptest1.c
-vptest2.obj : vptest2.c
-vptest3.obj : vptest3.c
-vptorus.obj : vptorus.c
-vpwarpmesh.obj : vpwarpmesh.c
diff --git a/progs/tests/dinoshade.c b/progs/tests/dinoshade.c
deleted file mode 100644
index 44115b9209..0000000000
--- a/progs/tests/dinoshade.c
+++ /dev/null
@@ -1,910 +0,0 @@
-
-/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
-
-/* This program is freely distributable without licensing fees
- and is provided without guarantee or warrantee expressed or
- implied. This program is -not- in the public domain. */
-
-/* Example for PC game developers to show how to *combine* texturing,
- reflections, and projected shadows all in real-time with OpenGL.
- Robust reflections use stenciling. Robust projected shadows
- use both stenciling and polygon offset. PC game programmers
- should realize that neither stenciling nor polygon offset are
- supported by Direct3D, so these real-time rendering algorithms
- are only really viable with OpenGL.
-
- The program has modes for disabling the stenciling and polygon
- offset uses. It is worth running this example with these features
- toggled off so you can see the sort of artifacts that result.
-
- Notice that the floor texturing, reflections, and shadowing
- all co-exist properly. */
-
-/* When you run this program: Left mouse button controls the
- view. Middle mouse button controls light position (left &
- right rotates light around dino; up & down moves light
- position up and down). Right mouse button pops up menu. */
-
-/* Check out the comments in the "redraw" routine to see how the
- reflection blending and surface stenciling is done. You can
- also see in "redraw" how the projected shadows are rendered,
- including the use of stenciling and polygon offset. */
-
-/* This program is derived from glutdino.c */
-
-/* Compile: cc -o dinoshade dinoshade.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <math.h> /* for cos(), sin(), and sqrt() */
-#include <stddef.h> /* for ptrdiff_t, referenced by GL.h when GL_GLEXT_LEGACY defined */
-#ifdef _WIN32
-#include <windows.h>
-#endif
-#define GL_GLEXT_LEGACY
-#include <GL/glut.h> /* OpenGL Utility Toolkit header */
-
-/* Some <math.h> files do not define M_PI... */
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-/* Variable controlling various rendering modes. */
-static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1;
-static int renderShadow = 1, renderDinosaur = 1, renderReflection = 1;
-static int linearFiltering = 0, useMipmaps = 0, useTexture = 1;
-static int reportSpeed = 0;
-static int animation = 1;
-static GLboolean lightSwitch = GL_TRUE;
-static int directionalLight = 1;
-static int forceExtension = 0;
-
-/* Time varying or user-controled variables. */
-static float jump = 0.0;
-static float lightAngle = 0.0, lightHeight = 20;
-GLfloat angle = -150; /* in degrees */
-GLfloat angle2 = 30; /* in degrees */
-
-int moving, startx, starty;
-int lightMoving = 0, lightStartX, lightStartY;
-
-enum {
- MISSING, EXTENSION, ONE_DOT_ONE
-};
-int polygonOffsetVersion;
-
-static GLdouble bodyWidth = 3.0;
-/* *INDENT-OFF* */
-static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
- {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
- {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
- {1, 2} };
-static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
- {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
- {13, 9}, {11, 11}, {9, 11} };
-static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
- {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
-static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
- {9.6, 15.25}, {9, 15.25} };
-static GLfloat lightPosition[4];
-static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
-static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
-/* *INDENT-ON* */
-
-/* Nice floor texture tiling pattern. */
-static char *circles[] = {
- "....xxxx........",
- "..xxxxxxxx......",
- ".xxxxxxxxxx.....",
- ".xxx....xxx.....",
- "xxx......xxx....",
- "xxx......xxx....",
- "xxx......xxx....",
- "xxx......xxx....",
- ".xxx....xxx.....",
- ".xxxxxxxxxx.....",
- "..xxxxxxxx......",
- "....xxxx........",
- "................",
- "................",
- "................",
- "................",
-};
-
-static void
-makeFloorTexture(void)
-{
- GLubyte floorTexture[16][16][3];
- GLubyte *loc;
- int s, t;
-
- /* Setup RGB image for the texture. */
- loc = (GLubyte*) floorTexture;
- for (t = 0; t < 16; t++) {
- for (s = 0; s < 16; s++) {
- if (circles[t][s] == 'x') {
- /* Nice green. */
- loc[0] = 0x1f;
- loc[1] = 0x8f;
- loc[2] = 0x1f;
- } else {
- /* Light gray. */
- loc[0] = 0xaa;
- loc[1] = 0xaa;
- loc[2] = 0xaa;
- }
- loc += 3;
- }
- }
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- if (useMipmaps) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16,
- GL_RGB, GL_UNSIGNED_BYTE, floorTexture);
- } else {
- if (linearFiltering) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- }
- glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0,
- GL_RGB, GL_UNSIGNED_BYTE, floorTexture);
- }
-}
-
-enum {
- X, Y, Z, W
-};
-enum {
- A, B, C, D
-};
-
-/* Create a matrix that will project the desired shadow. */
-void
-shadowMatrix(GLfloat shadowMat[4][4],
- GLfloat groundplane[4],
- GLfloat lightpos[4])
-{
- GLfloat dot;
-
- /* Find dot product between light position vector and ground plane normal. */
- dot = groundplane[X] * lightpos[X] +
- groundplane[Y] * lightpos[Y] +
- groundplane[Z] * lightpos[Z] +
- groundplane[W] * lightpos[W];
-
- shadowMat[0][0] = dot - lightpos[X] * groundplane[X];
- shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];
- shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];
- shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];
-
- shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];
- shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];
- shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];
- shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];
-
- shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];
- shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];
- shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];
- shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];
-
- shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];
- shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];
- shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];
- shadowMat[3][3] = dot - lightpos[W] * groundplane[W];
-
-}
-
-/* Find the plane equation given 3 points. */
-void
-findPlane(GLfloat plane[4],
- GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
-{
- GLfloat vec0[3], vec1[3];
-
- /* Need 2 vectors to find cross product. */
- vec0[X] = v1[X] - v0[X];
- vec0[Y] = v1[Y] - v0[Y];
- vec0[Z] = v1[Z] - v0[Z];
-
- vec1[X] = v2[X] - v0[X];
- vec1[Y] = v2[Y] - v0[Y];
- vec1[Z] = v2[Z] - v0[Z];
-
- /* find cross product to get A, B, and C of plane equation */
- plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
- plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
- plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
-
- plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);
-}
-
-void
-extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
- GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
-{
- static GLUtriangulatorObj *tobj = NULL;
- GLdouble vertex[3], dx, dy, len;
- int i;
- int count = (int) (dataSize / (2 * sizeof(GLfloat)));
-
- if (tobj == NULL) {
- tobj = gluNewTess(); /* create and initialize a GLU
- polygon tesselation object */
- gluTessCallback(tobj, GLU_BEGIN, glBegin);
- gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */
- gluTessCallback(tobj, GLU_END, glEnd);
- }
- glNewList(side, GL_COMPILE);
- glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
- tessellation */
- gluBeginPolygon(tobj);
- for (i = 0; i < count; i++) {
- vertex[0] = data[i][0];
- vertex[1] = data[i][1];
- vertex[2] = 0;
- gluTessVertex(tobj, vertex, data[i]);
- }
- gluEndPolygon(tobj);
- glEndList();
- glNewList(edge, GL_COMPILE);
- glShadeModel(GL_FLAT); /* flat shade keeps angular hands
- from being "smoothed" */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= count; i++) {
-#if 1 /* weird, but seems to be legal */
- /* mod function handles closing the edge */
- glVertex3f(data[i % count][0], data[i % count][1], 0.0);
- glVertex3f(data[i % count][0], data[i % count][1], thickness);
- /* Calculate a unit normal by dividing by Euclidean
- distance. We * could be lazy and use
- glEnable(GL_NORMALIZE) so we could pass in * arbitrary
- normals for a very slight performance hit. */
- dx = data[(i + 1) % count][1] - data[i % count][1];
- dy = data[i % count][0] - data[(i + 1) % count][0];
- len = sqrt(dx * dx + dy * dy);
- glNormal3f(dx / len, dy / len, 0.0);
-#else /* the nice way of doing it */
- /* Calculate a unit normal by dividing by Euclidean
- distance. We * could be lazy and use
- glEnable(GL_NORMALIZE) so we could pass in * arbitrary
- normals for a very slight performance hit. */
- dx = data[i % count][1] - data[(i - 1 + count) % count][1];
- dy = data[(i - 1 + count) % count][0] - data[i % count][0];
- len = sqrt(dx * dx + dy * dy);
- glNormal3f(dx / len, dy / len, 0.0);
- /* mod function handles closing the edge */
- glVertex3f(data[i % count][0], data[i % count][1], 0.0);
- glVertex3f(data[i % count][0], data[i % count][1], thickness);
-#endif
- }
- glEnd();
- glEndList();
- glNewList(whole, GL_COMPILE);
- glFrontFace(GL_CW);
- glCallList(edge);
- glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
- glCallList(side);
- glPushMatrix();
- glTranslatef(0.0, 0.0, thickness);
- glFrontFace(GL_CCW);
- glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */
- glCallList(side);
- glPopMatrix();
- glEndList();
-}
-
-/* Enumerants for refering to display lists. */
-typedef enum {
- RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
- LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE
-} displayLists;
-
-static void
-makeDinosaur(void)
-{
- extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
- BODY_SIDE, BODY_EDGE, BODY_WHOLE);
- extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
- ARM_SIDE, ARM_EDGE, ARM_WHOLE);
- extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
- LEG_SIDE, LEG_EDGE, LEG_WHOLE);
- extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
- EYE_SIDE, EYE_EDGE, EYE_WHOLE);
-}
-
-static void
-drawDinosaur(void)
-
-{
- glPushMatrix();
- /* Translate the dinosaur to be at (0,8,0). */
- glTranslatef(-8, 0, -bodyWidth / 2);
- glTranslatef(0.0, jump, 0.0);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
- glCallList(BODY_WHOLE);
- glTranslatef(0.0, 0.0, bodyWidth);
- glCallList(ARM_WHOLE);
- glCallList(LEG_WHOLE);
- glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
- glCallList(ARM_WHOLE);
- glTranslatef(0.0, 0.0, -bodyWidth / 4);
- glCallList(LEG_WHOLE);
- glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
- glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
- glCallList(EYE_WHOLE);
- glPopMatrix();
-}
-
-static GLfloat floorVertices[4][3] = {
- { -20.0, 0.0, 20.0 },
- { 20.0, 0.0, 20.0 },
- { 20.0, 0.0, -20.0 },
- { -20.0, 0.0, -20.0 },
-};
-
-/* Draw a floor (possibly textured). */
-static void
-drawFloor(void)
-{
- glDisable(GL_LIGHTING);
-
- if (useTexture) {
- glEnable(GL_TEXTURE_2D);
- }
-
- glBegin(GL_QUADS);
- glTexCoord2f(0.0, 0.0);
- glVertex3fv(floorVertices[0]);
- glTexCoord2f(0.0, 16.0);
- glVertex3fv(floorVertices[1]);
- glTexCoord2f(16.0, 16.0);
- glVertex3fv(floorVertices[2]);
- glTexCoord2f(16.0, 0.0);
- glVertex3fv(floorVertices[3]);
- glEnd();
-
- if (useTexture) {
- glDisable(GL_TEXTURE_2D);
- }
-
- glEnable(GL_LIGHTING);
-}
-
-static GLfloat floorPlane[4];
-static GLfloat floorShadow[4][4];
-
-static void
-redraw(void)
-{
- int start, end;
-
- if (reportSpeed) {
- start = glutGet(GLUT_ELAPSED_TIME);
- }
-
- /* Clear; default stencil clears to zero. */
- if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow)) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- } else {
- /* Avoid clearing stencil when not using it. */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
-
- /* Reposition the light source. */
- lightPosition[0] = 12*cos(lightAngle);
- lightPosition[1] = lightHeight;
- lightPosition[2] = 12*sin(lightAngle);
- if (directionalLight) {
- lightPosition[3] = 0.0;
- } else {
- lightPosition[3] = 1.0;
- }
-
- shadowMatrix(floorShadow, floorPlane, lightPosition);
-
- glPushMatrix();
- /* Perform scene rotations based on user mouse input. */
- glRotatef(angle2, 1.0, 0.0, 0.0);
- glRotatef(angle, 0.0, 1.0, 0.0);
-
- /* Tell GL new light source position. */
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
-
- if (renderReflection) {
- if (stencilReflection) {
- /* We can eliminate the visual "artifact" of seeing the "flipped"
- dinosaur underneath the floor by using stencil. The idea is
- draw the floor without color or depth update but so that
- a stencil value of one is where the floor will be. Later when
- rendering the dinosaur reflection, we will only update pixels
- with a stencil value of 1 to make sure the reflection only
- lives on the floor, not below the floor. */
-
- /* Don't update color or depth. */
- glDisable(GL_DEPTH_TEST);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- /* Draw 1 into the stencil buffer. */
- glEnable(GL_STENCIL_TEST);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
-
- /* Now render floor; floor pixels just get their stencil set to 1. */
- drawFloor();
-
- /* Re-enable update of color and depth. */
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glEnable(GL_DEPTH_TEST);
-
- /* Now, only render where stencil is set to 1. */
- glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- }
-
- glPushMatrix();
-
- /* The critical reflection step: Reflect dinosaur through the floor
- (the Y=0 plane) to make a relection. */
- glScalef(1.0, -1.0, 1.0);
-
- /* Reflect the light position. */
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
-
- /* To avoid our normals getting reversed and hence botched lighting
- on the reflection, turn on normalize. */
- glEnable(GL_NORMALIZE);
- glCullFace(GL_FRONT);
-
- /* Draw the reflected dinosaur. */
- drawDinosaur();
-
- /* Disable noramlize again and re-enable back face culling. */
- glDisable(GL_NORMALIZE);
- glCullFace(GL_BACK);
-
- glPopMatrix();
-
- /* Switch back to the unreflected light position. */
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
-
- if (stencilReflection) {
- glDisable(GL_STENCIL_TEST);
- }
- }
-
- /* Back face culling will get used to only draw either the top or the
- bottom floor. This let's us get a floor with two distinct
- appearances. The top floor surface is reflective and kind of red.
- The bottom floor surface is not reflective and blue. */
-
- /* Draw "bottom" of floor in blue. */
- glFrontFace(GL_CW); /* Switch face orientation. */
- glColor4f(0.1, 0.1, 0.7, 1.0);
- drawFloor();
- glFrontFace(GL_CCW);
-
- if (renderShadow) {
- if (stencilShadow) {
- /* Draw the floor with stencil value 3. This helps us only
- draw the shadow once per floor pixel (and only on the
- floor pixels). */
- glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 3, 0xffffffff);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
- }
-
- /* Draw "top" of floor. Use blending to blend in reflection. */
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor4f(0.7, 0.0, 0.0, 0.3);
- glColor4f(1.0, 1.0, 1.0, 0.3);
- drawFloor();
- glDisable(GL_BLEND);
-
- if (renderDinosaur) {
- /* Draw "actual" dinosaur, not its reflection. */
- drawDinosaur();
- }
-
- if (renderShadow) {
-
- /* Render the projected shadow. */
-
- if (stencilShadow) {
-
- /* Now, only render where stencil is set above 2 (ie, 3 where
- the top floor is). Update stencil with 2 where the shadow
- gets drawn so we don't redraw (and accidently reblend) the
- shadow). */
- glStencilFunc(GL_LESS, 2, 0xffffffff); /* draw if ==1 */
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- }
-
- /* To eliminate depth buffer artifacts, we use polygon offset
- to raise the depth of the projected shadow slightly so
- that it does not depth buffer alias with the floor. */
- if (offsetShadow) {
- switch (polygonOffsetVersion) {
- case EXTENSION:
-#ifdef GL_EXT_polygon_offset
- glEnable(GL_POLYGON_OFFSET_EXT);
- break;
-#endif
-#ifdef GL_VERSION_1_1
- case ONE_DOT_ONE:
- glEnable(GL_POLYGON_OFFSET_FILL);
- break;
-#endif
- case MISSING:
- /* Oh well. */
- break;
- }
- }
-
- /* Render 50% black shadow color on top of whatever the
- floor appareance is. */
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_LIGHTING); /* Force the 50% black. */
- glColor4f(0.0, 0.0, 0.0, 0.5);
-
- glPushMatrix();
- /* Project the shadow. */
- glMultMatrixf((GLfloat *) floorShadow);
- drawDinosaur();
- glPopMatrix();
-
- glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
-
- if (offsetShadow) {
- switch (polygonOffsetVersion) {
-#ifdef GL_EXT_polygon_offset
- case EXTENSION:
- glDisable(GL_POLYGON_OFFSET_EXT);
- break;
-#endif
-#ifdef GL_VERSION_1_1
- case ONE_DOT_ONE:
- glDisable(GL_POLYGON_OFFSET_FILL);
- break;
-#endif
- case MISSING:
- /* Oh well. */
- break;
- }
- }
- if (stencilShadow) {
- glDisable(GL_STENCIL_TEST);
- }
- }
-
- glPushMatrix();
- glDisable(GL_LIGHTING);
- glColor3f(1.0, 1.0, 0.0);
- if (directionalLight) {
- /* Draw an arrowhead. */
- glDisable(GL_CULL_FACE);
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
- glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);
- glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1);
- glBegin(GL_TRIANGLE_FAN);
- glVertex3f(0, 0, 0);
- glVertex3f(2, 1, 1);
- glVertex3f(2, -1, 1);
- glVertex3f(2, -1, -1);
- glVertex3f(2, 1, -1);
- glVertex3f(2, 1, 1);
- glEnd();
- /* Draw a white line from light direction. */
- glColor3f(1.0, 1.0, 1.0);
- glBegin(GL_LINES);
- glVertex3f(0, 0, 0);
- glVertex3f(5, 0, 0);
- glEnd();
- glEnable(GL_CULL_FACE);
- } else {
- /* Draw a yellow ball at the light source. */
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);
- glutSolidSphere(1.0, 5, 5);
- }
- glEnable(GL_LIGHTING);
- glPopMatrix();
-
- glPopMatrix();
-
- if (reportSpeed) {
- glFinish();
- end = glutGet(GLUT_ELAPSED_TIME);
- printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start);
- }
-
- glutSwapBuffers();
-}
-
-/* ARGSUSED2 */
-static void
-mouse(int button, int state, int x, int y)
-{
- if (button == GLUT_LEFT_BUTTON) {
- if (state == GLUT_DOWN) {
- moving = 1;
- startx = x;
- starty = y;
- }
- if (state == GLUT_UP) {
- moving = 0;
- }
- }
- if (button == GLUT_MIDDLE_BUTTON) {
- if (state == GLUT_DOWN) {
- lightMoving = 1;
- lightStartX = x;
- lightStartY = y;
- }
- if (state == GLUT_UP) {
- lightMoving = 0;
- }
- }
-}
-
-/* ARGSUSED1 */
-static void
-motion(int x, int y)
-{
- if (moving) {
- angle = angle + (x - startx);
- angle2 = angle2 + (y - starty);
- startx = x;
- starty = y;
- glutPostRedisplay();
- }
- if (lightMoving) {
- lightAngle += (x - lightStartX)/40.0;
- lightHeight += (lightStartY - y)/20.0;
- lightStartX = x;
- lightStartY = y;
- glutPostRedisplay();
- }
-}
-
-/* Advance time varying state when idle callback registered. */
-static void
-idle(void)
-{
- static float time = 0.0;
-
- time = glutGet(GLUT_ELAPSED_TIME) / 500.0;
-
- jump = 4.0 * fabs(sin(time)*0.5);
- if (!lightMoving) {
- lightAngle += 0.03;
- }
- glutPostRedisplay();
-}
-
-enum {
- M_NONE, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR,
- M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW,
- M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE
-};
-
-static void
-controlLights(int value)
-{
- switch (value) {
- case M_NONE:
- return;
- case M_MOTION:
- animation = 1 - animation;
- if (animation) {
- glutIdleFunc(idle);
- } else {
- glutIdleFunc(NULL);
- }
- break;
- case M_LIGHT:
- lightSwitch = !lightSwitch;
- if (lightSwitch) {
- glEnable(GL_LIGHT0);
- } else {
- glDisable(GL_LIGHT0);
- }
- break;
- case M_TEXTURE:
- useTexture = !useTexture;
- break;
- case M_SHADOWS:
- renderShadow = 1 - renderShadow;
- break;
- case M_REFLECTION:
- renderReflection = 1 - renderReflection;
- break;
- case M_DINOSAUR:
- renderDinosaur = 1 - renderDinosaur;
- break;
- case M_STENCIL_REFLECTION:
- stencilReflection = 1 - stencilReflection;
- break;
- case M_STENCIL_SHADOW:
- stencilShadow = 1 - stencilShadow;
- break;
- case M_OFFSET_SHADOW:
- offsetShadow = 1 - offsetShadow;
- break;
- case M_POSITIONAL:
- directionalLight = 0;
- break;
- case M_DIRECTIONAL:
- directionalLight = 1;
- break;
- case M_PERFORMANCE:
- reportSpeed = 1 - reportSpeed;
- break;
- }
- glutPostRedisplay();
-}
-
-/* When not visible, stop animating. Restart when visible again. */
-static void
-visible(int vis)
-{
- if (vis == GLUT_VISIBLE) {
- if (animation)
- glutIdleFunc(idle);
- } else {
- if (!animation)
- glutIdleFunc(NULL);
- }
-}
-
-/* Press any key to redraw; good when motion stopped and
- performance reporting on. */
-/* ARGSUSED */
-static void
-key(unsigned char c, int x, int y)
-{
- if (c == 27) {
- exit(0); /* IRIS GLism, Escape quits. */
- }
- glutPostRedisplay();
-}
-
-/* Press any key to redraw; good when motion stopped and
- performance reporting on. */
-/* ARGSUSED */
-static void
-special(int k, int x, int y)
-{
- glutPostRedisplay();
-}
-
-static int
-supportsOneDotOne(void)
-{
- const char *version;
- int major, minor;
-
- version = (char *) glGetString(GL_VERSION);
- if (sscanf(version, "%d.%d", &major, &minor) == 2)
- return major * 10 + minor >= 11;
- return 0; /* OpenGL version string malformed! */
-}
-
-int
-main(int argc, char **argv)
-{
- int i;
-
- glutInit(&argc, argv);
-
- for (i=1; i<argc; i++) {
- if (!strcmp("-linear", argv[i])) {
- linearFiltering = 1;
- } else if (!strcmp("-mipmap", argv[i])) {
- useMipmaps = 1;
- } else if (!strcmp("-ext", argv[i])) {
- forceExtension = 1;
- }
- }
-
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
-
-#if 0
- /* In GLUT 4.0, you'll be able to do this an be sure to
- get 2 bits of stencil if the machine has it for you. */
- glutInitDisplayString("samples stencil>=2 rgb double depth");
-#endif
-
- glutCreateWindow("Shadowy Leapin' Lizards");
-
- if (glutGet(GLUT_WINDOW_STENCIL_SIZE) <= 1) {
- printf("dinoshade: Sorry, I need at least 2 bits of stencil.\n");
- exit(1);
- }
-
- /* Register GLUT callbacks. */
- glutDisplayFunc(redraw);
- glutMouseFunc(mouse);
- glutMotionFunc(motion);
- glutVisibilityFunc(visible);
- glutKeyboardFunc(key);
- glutSpecialFunc(special);
-
- glutCreateMenu(controlLights);
-
- glutAddMenuEntry("Toggle motion", M_MOTION);
- glutAddMenuEntry("-----------------------", M_NONE);
- glutAddMenuEntry("Toggle light", M_LIGHT);
- glutAddMenuEntry("Toggle texture", M_TEXTURE);
- glutAddMenuEntry("Toggle shadows", M_SHADOWS);
- glutAddMenuEntry("Toggle reflection", M_REFLECTION);
- glutAddMenuEntry("Toggle dinosaur", M_DINOSAUR);
- glutAddMenuEntry("-----------------------", M_NONE);
- glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);
- glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);
- glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);
- glutAddMenuEntry("----------------------", M_NONE);
- glutAddMenuEntry("Positional light", M_POSITIONAL);
- glutAddMenuEntry("Directional light", M_DIRECTIONAL);
- glutAddMenuEntry("-----------------------", M_NONE);
- glutAddMenuEntry("Toggle performance", M_PERFORMANCE);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- makeDinosaur();
-
-#ifdef GL_VERSION_1_1
- if (supportsOneDotOne() && !forceExtension) {
- polygonOffsetVersion = ONE_DOT_ONE;
- glPolygonOffset(-2.0, -9.0);
- } else
-#endif
- {
-#ifdef GL_EXT_polygon_offset
- /* check for the polygon offset extension */
- if (glutExtensionSupported("GL_EXT_polygon_offset")) {
- polygonOffsetVersion = EXTENSION;
- glPolygonOffsetEXT(-2.0, -0.002);
- } else
-#endif
- {
- polygonOffsetVersion = MISSING;
- printf("\ndinoshine: Missing polygon offset.\n");
- printf(" Expect shadow depth aliasing artifacts.\n\n");
- }
- }
-
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_TEXTURE_2D);
- glLineWidth(3.0);
-
- glMatrixMode(GL_PROJECTION);
- gluPerspective( /* field of view in degree */ 40.0,
- /* aspect ratio */ 1.0,
- /* Z near */ 20.0, /* Z far */ 100.0);
- glMatrixMode(GL_MODELVIEW);
- gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */
- 0.0, 8.0, 0.0, /* center is at (0,8,0) */
- 0.0, 1.0, 0.); /* up is in postivie Y direction */
-
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
- glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
- glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHTING);
-
- makeFloorTexture();
-
- /* Setup floor plane for projected shadow calculations. */
- findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);
-
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
-}
diff --git a/progs/tests/drawbuffers.c b/progs/tests/drawbuffers.c
index 5e89569380..d75a870c26 100644
--- a/progs/tests/drawbuffers.c
+++ b/progs/tests/drawbuffers.c
@@ -7,11 +7,11 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "extfuncs.h"
@@ -294,6 +294,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
diff --git a/progs/tests/exactrast.c b/progs/tests/exactrast.c
index 56c0c79c3f..63b8336d97 100644
--- a/progs/tests/exactrast.c
+++ b/progs/tests/exactrast.c
@@ -26,6 +26,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400, Height = 400;
@@ -34,14 +35,14 @@ static float Xtrans = 0, Ytrans = 0;
static float Step = 0.125;
enum {
- POINTS,
- HLINES,
- VLINES,
- QUADS,
+ MODE_POINTS,
+ MODE_HLINES,
+ MODE_VLINES,
+ MODE_QUADS,
NUM_MODES
};
-static int Mode = POINTS;
+static int Mode = MODE_POINTS;
static void
@@ -58,7 +59,7 @@ Draw(void)
glPushMatrix();
glTranslatef(tx + Xtrans, ty + Ytrans, 0);
- if (Mode == POINTS) {
+ if (Mode == MODE_POINTS) {
glBegin(GL_POINTS);
for (j = 0; j < Height; j += 2) {
for (i = 0; i < Width; i += 2) {
@@ -67,7 +68,7 @@ Draw(void)
}
glEnd();
}
- else if (Mode == HLINES) {
+ else if (Mode == MODE_HLINES) {
glBegin(GL_LINES);
for (i = 0; i < Height; i += 2) {
glVertex2f(0, i);
@@ -75,7 +76,7 @@ Draw(void)
}
glEnd();
}
- else if (Mode == VLINES) {
+ else if (Mode == MODE_VLINES) {
glBegin(GL_LINES);
for (i = 0; i < Width; i += 2) {
glVertex2f(i, 0 );
@@ -83,7 +84,7 @@ Draw(void)
}
glEnd();
}
- else if (Mode == QUADS) {
+ else if (Mode == MODE_QUADS) {
glBegin(GL_QUADS);
for (j = 0; j < Height; j += 4) {
for (i = 0; i < Width; i += 4) {
@@ -189,6 +190,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/ext422square.c b/progs/tests/ext422square.c
index 6533514d69..89e99f0292 100644
--- a/progs/tests/ext422square.c
+++ b/progs/tests/ext422square.c
@@ -12,7 +12,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include <assert.h>
@@ -249,6 +249,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/fbotest1.c b/progs/tests/fbotest1.c
index 8f4569ff3b..0cd7f95c35 100644
--- a/progs/tests/fbotest1.c
+++ b/progs/tests/fbotest1.c
@@ -6,11 +6,11 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Win;
@@ -122,27 +122,32 @@ Key( unsigned char key, int x, int y )
static void
Init( void )
{
+ GLboolean ARB_fbo = glutExtensionSupported("GL_ARB_framebuffer_object");
GLint i;
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
printf("GL_EXT_framebuffer_object not found!\n");
- /*exit(0);*/
+ exit(0);
}
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
glGenFramebuffersEXT(1, &MyFB);
assert(MyFB);
assert(!glIsFramebufferEXT(MyFB));
- glDeleteFramebuffersEXT(1, &MyFB);
- assert(!glIsFramebufferEXT(MyFB));
+ if (!ARB_fbo) {
+ glDeleteFramebuffersEXT(1, &MyFB);
+ assert(!glIsFramebufferEXT(MyFB));
+ }
/* Note, continue to use MyFB below */
glGenRenderbuffersEXT(1, &MyRB);
assert(MyRB);
assert(!glIsRenderbufferEXT(MyRB));
- glDeleteRenderbuffersEXT(1, &MyRB);
- assert(!glIsRenderbufferEXT(MyRB));
- MyRB = 42; /* an arbitrary ID */
+ if (!ARB_fbo) {
+ glDeleteRenderbuffersEXT(1, &MyRB);
+ assert(!glIsRenderbufferEXT(MyRB));
+ MyRB = 42; /* an arbitrary ID */
+ }
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
assert(glIsFramebufferEXT(MyFB));
@@ -197,6 +202,7 @@ main( int argc, char *argv[] )
glutInitWindowSize(Width, Height);
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/fbotest2.c b/progs/tests/fbotest2.c
index 5283c7e1fd..f9c506193f 100644
--- a/progs/tests/fbotest2.c
+++ b/progs/tests/fbotest2.c
@@ -6,11 +6,11 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Win = 0;
@@ -191,6 +191,7 @@ main( int argc, char *argv[] )
glutInitWindowSize(Width, Height);
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/fbotexture.c b/progs/tests/fbotexture.c
deleted file mode 100644
index 88d0549c80..0000000000
--- a/progs/tests/fbotexture.c
+++ /dev/null
@@ -1,451 +0,0 @@
-/*
- * 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 <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;
-
-static GLenum TexTarget = GL_TEXTURE_2D; /*GL_TEXTURE_RECTANGLE_ARB;*/
-static int TexWidth = 512, TexHeight = 512;
-/*static int TexWidth = 600, TexHeight = 600;*/
-
-static GLuint MyFB;
-static GLuint TexObj;
-static GLuint DepthRB, StencilRB;
-static GLboolean Anim = GL_FALSE;
-static GLfloat Rot = 0.0;
-static GLboolean UsePackedDepthStencil = GL_FALSE;
-static GLuint TextureLevel = 1; /* which texture level to render to */
-static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
-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
- if (!UsePackedDepthStencil)
- 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();
-}
-
-
-static void
-Usage(void)
-{
- printf("Usage:\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");
-}
-
-
-static void
-Init(int argc, char *argv[])
-{
- static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
- GLint i;
-
- if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
- printf("GL_EXT_framebuffer_object not found!\n");
- exit(0);
- }
-
- if (argc > 1 && strcmp(argv[1], "-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");
- }
-
- 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 texture object/image */
- glGenTextures(1, &TexObj);
- glBindTexture(TexTarget, TexObj);
- /* make two image levels */
- glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- 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_MIN_FILTER, GL_NEAREST);
- glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
- glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
-
- CheckError(__LINE__);
-
- /* Render color to texture */
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- TexTarget, TexObj, TextureLevel);
-
-
-#if DEPTH
- /* make depth renderbuffer */
- glGenRenderbuffersEXT(1, &DepthRB);
- assert(DepthRB);
- assert(!glIsRenderbufferEXT(DepthRB));
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
- assert(glIsRenderbufferEXT(DepthRB));
- if (UsePackedDepthStencil)
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
- TexWidth, TexHeight);
- else
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
- TexWidth, TexHeight);
- CheckError(__LINE__);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
- CheckError(__LINE__);
- printf("Depth 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);
-#endif
-
- CheckError(__LINE__);
-
-#if STENCIL
- if (UsePackedDepthStencil) {
- /* DepthRb is a combined depth/stencil renderbuffer */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, DepthRB);
- }
- else {
- /* 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);
- /* attach StencilRB to MyFB */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
- GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, StencilRB);
- }
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
- CheckError(__LINE__);
- printf("Stencil renderbuffer size = %d bits\n", i);
- assert(i > 0);
-#endif
-
- CheckError(__LINE__);
-
- /* bind regular framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-
-
- /* lighting */
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
-}
-
-
-int
-main(int argc, char *argv[])
-{
- glutInit(&argc, argv);
- glutInitWindowPosition(0, 0);
- glutInitWindowSize(Width, Height);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- Win = glutCreateWindow(argv[0]);
- glutReshapeFunc(Reshape);
- glutKeyboardFunc(Key);
- glutDisplayFunc(Display);
- if (Anim)
- glutIdleFunc(Idle);
- Init(argc, argv);
- Usage();
- glutMainLoop();
- return 0;
-}
diff --git a/progs/tests/fillrate.c b/progs/tests/fillrate.c
new file mode 100644
index 0000000000..1e58df281e
--- /dev/null
+++ b/progs/tests/fillrate.c
@@ -0,0 +1,204 @@
+/**
+ * Measure fill rates for basic shading/texturing modes.
+ *
+ * Brian Paul
+ * 1 April 2008
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "readtex.h"
+
+#define TEXTURE_1_FILE "../images/tile.rgb"
+#define TEXTURE_2_FILE "../images/reflect.rgb"
+
+static int Win;
+static int Width = 1010, Height = 1010;
+static GLuint Textures[2];
+
+
+/**
+ * Draw quad 10 pixels shorter, narrower than window size.
+ */
+static void
+DrawQuad(void)
+{
+ glBegin(GL_POLYGON);
+
+ glColor3f(1.0, 0.5, 0.5);
+ glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
+ glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
+ glVertex2f(5, 5);
+
+ glColor3f(0.5, 1.0, 0.5);
+ glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
+ glMultiTexCoord2f(GL_TEXTURE1, 1, 0);
+ glVertex2f(Width - 5, 5);
+
+ glColor3f(0.5, 0.5, 1.0);
+ glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
+ glMultiTexCoord2f(GL_TEXTURE1, 1, 1);
+ glVertex2f(Width - 5, Height - 5);
+
+ glColor3f(1.0, 0.5, 1.0);
+ glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
+ glMultiTexCoord2f(GL_TEXTURE1, 0, 1);
+ glVertex2f(5, Height - 5);
+
+ glEnd();
+}
+
+
+/**
+ * Compute rate for drawing large quad with given shading/texture state.
+ */
+static void
+RunTest(GLenum shading, GLuint numTextures, GLenum texFilter)
+{
+ const GLdouble minPeriod = 2.0;
+ GLdouble t0, t1;
+ GLdouble pixels, rate;
+ GLint i, iters;
+
+ glActiveTexture(GL_TEXTURE0);
+ if (numTextures > 0) {
+ glBindTexture(GL_TEXTURE_2D, Textures[0]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texFilter);
+ glEnable(GL_TEXTURE_2D);
+ }
+ else {
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ glActiveTexture(GL_TEXTURE1);
+ if (numTextures > 1) {
+ glBindTexture(GL_TEXTURE_2D, Textures[1]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texFilter);
+ glEnable(GL_TEXTURE_2D);
+ }
+ else {
+ glDisable(GL_TEXTURE_2D);
+ }
+
+ glShadeModel(shading);
+
+
+ glFinish();
+
+ iters = 1;
+ do {
+ iters *= 4;
+ t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ for (i = 0; i < iters; i++) {
+ DrawQuad();
+ }
+ glFinish();
+ t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ } while (t1 - t0 < minPeriod);
+
+ glutSwapBuffers();
+
+ pixels = (double) iters * (Width - 10) * (Height - 10);
+ rate = pixels / (t1 - t0);
+ rate /= 1000000.0; /* megapixels/second */
+
+ printf("%s ", shading == GL_FLAT ? "GL_FLAT" : "GL_SMOOTH");
+ printf("Textures=%u ", numTextures);
+ printf("Filter=%s: ", texFilter == GL_LINEAR ? "GL_LINEAR" : "GL_NEAREST");
+ printf("%g MPixels/sec\n", rate);
+}
+
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ RunTest(GL_FLAT, 0, GL_NEAREST);
+ RunTest(GL_SMOOTH, 0, GL_NEAREST);
+ RunTest(GL_SMOOTH, 1, GL_NEAREST);
+ RunTest(GL_SMOOTH, 1, GL_LINEAR);
+ RunTest(GL_SMOOTH, 2, GL_NEAREST);
+ RunTest(GL_SMOOTH, 2, GL_LINEAR);
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ Width = width;
+ Height = height;
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ glGenTextures(2, Textures);
+
+ glBindTexture(GL_TEXTURE_2D, Textures[0]);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image\n");
+ exit(1);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, Textures[1]);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image\n");
+ exit(1);
+ }
+
+}
+
+
+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(Draw);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/floattex.c b/progs/tests/floattex.c
index dd6d882089..39302ce3af 100644
--- a/progs/tests/floattex.c
+++ b/progs/tests/floattex.c
@@ -1,6 +1,5 @@
/*
* Test floating point textures.
- * No actual rendering, yet.
*/
@@ -8,6 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "extfuncs.h"
#include "readtex.h"
@@ -33,7 +33,7 @@ static const char *VertShaderText =
"} \n";
static struct uniform_info Uniforms[] = {
- { "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
+ { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
END_OF_UNIFORMS
};
@@ -102,7 +102,6 @@ Key(unsigned char key, int x, int y)
}
-
static void
InitTexture(void)
{
@@ -140,6 +139,8 @@ InitTexture(void)
GL_RGB, GL_FLOAT, ftex);
+ CheckError(__LINE__);
+
/* sanity checks */
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_TYPE_ARB, &t);
assert(t == GL_FLOAT);
@@ -151,32 +152,26 @@ InitTexture(void)
assert(t == GL_FLOAT);
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__);
- for (i = 0; i < 16; i++) {
- for (j = 0; j < 16; j++) {
- if (tex[i][j][0] != tex2[i][j][0] ||
- tex[i][j][1] != tex2[i][j][1] ||
- tex[i][j][2] != tex2[i][j][2] ||
- tex[i][j][3] != tex2[i][j][3]) {
- printf("tex[%d][%d] %g %g %g %g != tex2[%d][%d] %g %g %g %g\n",
- i, j,
- tex[i][j][0], tex[i][j][1], tex[i][j][2], tex[i][j][3],
- i, j,
- tex2[i][j][0], tex2[i][j][1], tex2[i][j][2], tex2[i][j][3]);
+ if (1) {
+ /* read back the texture and make sure values are correct */
+ GLfloat *tex2 = (GLfloat *)
+ malloc(imgWidth * imgHeight * 4 * sizeof(GLfloat));
+ glGetTexImage(GL_TEXTURE_2D, 0, imgFormat, GL_FLOAT, tex2);
+ CheckError(__LINE__);
+ for (i = 0; i < imgWidth * imgHeight * 4; i++) {
+ if (ftex[i] != tex2[i]) {
+ printf("tex[%d] %g != tex2[%d] %g\n",
+ i, ftex[i], i, tex2[i]);
}
}
}
-#endif
+
+ free(ftex);
}
@@ -192,7 +187,9 @@ CreateProgram(void)
assert(program);
- // InitUniforms(program, Uniforms);
+ glUseProgram_func(program);
+
+ SetUniformValues(program, Uniforms);
return program;
}
@@ -210,8 +207,9 @@ Init(void)
exit(1);
}
- if (!glutExtensionSupported("GL_MESAX_texture_float")) {
- printf("Sorry, this test requires GL_MESAX_texture_float\n");
+ if (!glutExtensionSupported("GL_MESAX_texture_float") &&
+ !glutExtensionSupported("GL_ARB_texture_float")) {
+ printf("Sorry, this test requires GL_MESAX/ARB_texture_float\n");
exit(1);
}
@@ -230,6 +228,7 @@ main(int argc, char *argv[])
glutInitWindowSize(400, 400);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Draw);
diff --git a/progs/tests/fog.c b/progs/tests/fog.c
index ecd9f533f9..b6cea8c080 100644
--- a/progs/tests/fog.c
+++ b/progs/tests/fog.c
@@ -30,10 +30,10 @@
* Test to exercise fog modes and for comparison with GL_EXT_fog_coord.
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 600;
@@ -190,6 +190,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/fogcoord.c b/progs/tests/fogcoord.c
index 89355742aa..7822d33b09 100644
--- a/progs/tests/fogcoord.c
+++ b/progs/tests/fogcoord.c
@@ -3,10 +3,10 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 600;
@@ -93,6 +93,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/fptest1.c b/progs/tests/fptest1.c
index 095190a8ae..2b8f8d0f5e 100644
--- a/progs/tests/fptest1.c
+++ b/progs/tests/fptest1.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -216,6 +216,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/fptexture.c b/progs/tests/fptexture.c
index f57ad62828..332e07182d 100644
--- a/progs/tests/fptexture.c
+++ b/progs/tests/fptexture.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c"
@@ -141,6 +141,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/getprocaddress.c b/progs/tests/getprocaddress.c
index ca66025d2d..a09ea58e1d 100644
--- a/progs/tests/getprocaddress.c
+++ b/progs/tests/getprocaddress.c
@@ -39,13 +39,2600 @@ typedef void (*generic_func)();
#define EQUAL(X, Y) (fabs((X) - (Y)) < 0.001)
-/**
+/* This macro simplifies the task of querying an extension function
+ * pointer and checking to see whether it resolved.
+ */
+#define DECLARE_GLFUNC_PTR(name,type) \
+ type name = (type) glXGetProcAddressARB((const GLubyte *) "gl" #name)
+
+/********************************************************************
+ * Generic helper functions used by the test functions.
+ */
+
+static void CheckGLError(int line, const char *file, const char *function)
+{
+ int errorCode;
+ glFinish();
+ errorCode = glGetError();
+ if (errorCode == GL_NO_ERROR) return;
+ while (errorCode != GL_NO_ERROR) {
+ fprintf(stderr, "OpenGL error 0x%x (%s) at line %d of file %s in function %s()\n",
+ errorCode,
+ errorCode == GL_INVALID_VALUE? "GL_INVALID_VALUE":
+ errorCode == GL_INVALID_ENUM? "GL_INVALID_ENUM":
+ errorCode == GL_INVALID_OPERATION? "GL_INVALID_OPERATION":
+ errorCode == GL_STACK_OVERFLOW? "GL_STACK_OVERFLOW":
+ errorCode == GL_STACK_UNDERFLOW? "GL_STACK_UNDERFLOW":
+ errorCode == GL_OUT_OF_MEMORY? "GL_OUT_OF_MEMORY":
+ "unknown",
+ line, file, function);
+ errorCode = glGetError();
+ }
+ fflush(stderr);
+}
+
+static GLboolean
+compare_bytes(const char *errorLabel, GLuint expectedSize,
+ const GLubyte *expectedData, GLuint actualSize, const GLubyte *actualData)
+{
+ int i;
+
+ if (expectedSize == actualSize &&
+ memcmp(expectedData, actualData, actualSize) == 0) {
+ /* All is well */
+ return GL_TRUE;
+ }
+
+ /* Trouble; we don't match. Print out why. */
+ fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
+ for (i = 0; i <= 1; i++) {
+ const GLubyte *ptr;
+ int size;
+ char *label;
+ int j;
+
+ switch(i) {
+ case 0:
+ label = "expected";
+ size = expectedSize;
+ ptr = expectedData;
+ break;
+ case 1:
+ label = " actual";
+ size = actualSize;
+ ptr = actualData;
+ break;
+ }
+
+ fprintf(stderr, " %s: size %d: {", label, size);
+ for (j = 0; j < size; j++) {
+ fprintf(stderr, "%s0x%02x", j > 0 ? ", " : "", ptr[j]);
+ }
+ fprintf(stderr, "}\n");
+ }
+
+ /* We fail if the data is unexpected. */
+ return GL_FALSE;
+}
+
+
+static GLboolean
+compare_ints(const char *errorLabel, GLuint expectedSize,
+ const GLint *expectedData, GLuint actualSize, const GLint *actualData)
+{
+ int i;
+
+ if (expectedSize == actualSize &&
+ memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
+ /* All is well */
+ return GL_TRUE;
+ }
+
+ /* Trouble; we don't match. Print out why. */
+ fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
+ for (i = 0; i <= 1; i++) {
+ const GLint *ptr;
+ int size;
+ char *label;
+ int j;
+
+ switch(i) {
+ case 0:
+ label = "expected";
+ size = expectedSize;
+ ptr = expectedData;
+ break;
+ case 1:
+ label = " actual";
+ size = actualSize;
+ ptr = actualData;
+ break;
+ }
+
+ fprintf(stderr, " %s: size %d: {", label, size);
+ for (j = 0; j < size; j++) {
+ fprintf(stderr, "%s%d", j > 0 ? ", " : "", ptr[j]);
+ }
+ fprintf(stderr, "}\n");
+ }
+
+ /* We fail if the data is unexpected. */
+ return GL_FALSE;
+}
+
+#define MAX_CONVERTED_VALUES 4
+static GLboolean
+compare_shorts_to_ints(const char *errorLabel, GLuint expectedSize,
+ const GLshort *expectedData, GLuint actualSize, const GLint *actualData)
+{
+ int i;
+ GLint convertedValues[MAX_CONVERTED_VALUES];
+
+ if (expectedSize > MAX_CONVERTED_VALUES) {
+ fprintf(stderr, "%s: too much data [need %d values, have %d values]\n",
+ errorLabel, expectedSize, MAX_CONVERTED_VALUES);
+ return GL_FALSE;
+ }
+
+ for (i = 0; i < expectedSize; i++) {
+ convertedValues[i] = (GLint) expectedData[i];
+ }
+
+ return compare_ints(errorLabel, expectedSize, convertedValues,
+ actualSize, actualData);
+}
+
+static GLboolean
+compare_floats(const char *errorLabel, GLuint expectedSize,
+ const GLfloat *expectedData, GLuint actualSize, const GLfloat *actualData)
+{
+ int i;
+
+ if (expectedSize == actualSize &&
+ memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
+ /* All is well */
+ return GL_TRUE;
+ }
+
+ /* Trouble; we don't match. Print out why. */
+ fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
+ for (i = 0; i <= 1; i++) {
+ const GLfloat *ptr;
+ int size;
+ char *label;
+ int j;
+
+ switch(i) {
+ case 0:
+ label = "expected";
+ size = expectedSize;
+ ptr = expectedData;
+ break;
+ case 1:
+ label = " actual";
+ size = actualSize;
+ ptr = actualData;
+ break;
+ }
+
+ fprintf(stderr, " %s: size %d: {", label, size);
+ for (j = 0; j < size; j++) {
+ fprintf(stderr, "%s%f", j > 0 ? ", " : "", ptr[j]);
+ }
+ fprintf(stderr, "}\n");
+ }
+
+ /* We fail if the data is unexpected. */
+ return GL_FALSE;
+}
+
+static GLboolean
+compare_doubles(const char *errorLabel, GLuint expectedSize,
+ const GLdouble *expectedData, GLuint actualSize, const GLdouble *actualData)
+{
+ int i;
+
+ if (expectedSize == actualSize ||
+ memcmp(expectedData, actualData, actualSize*sizeof(*expectedData)) == 0) {
+ /* All is well */
+ return GL_TRUE;
+ }
+
+ /* Trouble; we don't match. Print out why. */
+ fprintf(stderr, "%s: actual data is not as expected\n", errorLabel);
+ for (i = 0; i <= 1; i++) {
+ const GLdouble *ptr;
+ int size;
+ char *label;
+ int j;
+
+ switch(i) {
+ case 0:
+ label = "expected";
+ size = expectedSize;
+ ptr = expectedData;
+ break;
+ case 1:
+ label = " actual";
+ size = actualSize;
+ ptr = actualData;
+ break;
+ }
+
+ fprintf(stderr, " %s: size %d: {", label, size);
+ for (j = 0; j < size; j++) {
+ fprintf(stderr, "%s%f", j > 0 ? ", " : "", ptr[j]);
+ }
+ fprintf(stderr, "}\n");
+ }
+
+ /* We fail if the data is unexpected. */
+ return GL_FALSE;
+}
+
+/********************************************************************
+ * Functions to assist with GL_ARB_texture_compressiong testing
+ */
+
+static GLboolean
+check_texture_format_supported(GLenum format)
+{
+ GLint numFormats;
+ GLint *formats;
+ register int i;
+
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, &numFormats);
+ formats = malloc(numFormats * sizeof(GLint));
+ if (formats == NULL) {
+ fprintf(stderr, "check_texture_format_supported: could not allocate memory for %d GLints\n",
+ numFormats);
+ return GL_FALSE;
+ }
+
+ memset(formats, 0, numFormats * sizeof(GLint));
+ glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS_ARB, formats);
+
+ for (i = 0; i < numFormats; i++) {
+ if (formats[i] == format) {
+ free(formats);
+ return GL_TRUE;
+ }
+ }
+
+ /* We didn't find the format we were looking for. Give an error. */
+#define FORMAT_NAME(x) (\
+ x == GL_COMPRESSED_RGB_FXT1_3DFX ? "GL_COMPRESSED_RGB_FXT1_3DFX" : \
+ x == GL_COMPRESSED_RGBA_FXT1_3DFX ? "GL_COMPRESSED_RGBA_FXT1_3DFX" : \
+ x == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? "GL_COMPRESSED_RGB_S3TC_DXT1_EXT" : \
+ x == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT" : \
+ x == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT" : \
+ x == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ? "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT" : \
+ x == GL_RGB_S3TC ? "GL_RGB_S3TC" : \
+ x == GL_RGB4_S3TC ? "GL_RGB4_S3TC" : \
+ x == GL_RGBA_S3TC ? "GL_RGBA_S3TC" : \
+ x == GL_RGBA4_S3TC ? "GL_RGBA4_S3TC" : \
+ "unknown")
+ fprintf(stderr, "check_texture_format_supported: unsupported format 0x%04x [%s]\n",
+ format, FORMAT_NAME(format));
+ fprintf(stderr, "supported formats:");
+ for (i = 0; i < numFormats; i++) {
+ fprintf(stderr, " 0x%04x [%s]", formats[i], FORMAT_NAME(formats[i]));
+ }
+ fprintf(stderr, "\n");
+ return GL_FALSE;
+}
+
+/* This helper function compresses an RGBA texture and compares it
+ * against the expected compressed data. It returns GL_TRUE if all
+ * went as expected, or GL_FALSE in the case of error.
+ */
+static GLboolean
+check_texture_compression(const char *message, GLenum dimension,
+ GLint width, GLint height, GLint depth, const GLubyte *texture,
+ int expectedCompressedSize, const GLubyte *expectedCompressedData)
+{
+ /* These are the data we query about the texture. */
+ GLint isCompressed;
+ GLenum compressedFormat;
+ GLint compressedSize;
+ GLubyte *compressedData;
+
+ /* We need this function pointer to operate. */
+ DECLARE_GLFUNC_PTR(GetCompressedTexImageARB, PFNGLGETCOMPRESSEDTEXIMAGEARBPROC);
+ if (GetCompressedTexImageARB == NULL) {
+ fprintf(stderr,
+ "%s: could not query GetCompressedTexImageARB function pointer\n",
+ message);
+ return GL_FALSE;
+ }
+
+ /* Verify that we actually have the GL_COMPRESSED_RGBA_S3TC_DXT3_EXT format available. */
+ if (!check_texture_format_supported(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)) {
+ return GL_FALSE;
+ }
+
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ /* Set up the base image, requesting that the GL library compress it. */
+ switch(dimension) {
+ case GL_TEXTURE_1D:
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ width, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texture);
+ break;
+ case GL_TEXTURE_2D:
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ width, height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texture);
+ break;
+ case GL_TEXTURE_3D:
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ width, height, depth, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, texture);
+ break;
+ default:
+ fprintf(stderr, "%s: unknown dimension 0x%04x.\n", message, dimension);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Make sure the texture is compressed, and pull it out if it is. */
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_ARB,
+ &isCompressed);
+ if (!isCompressed) {
+ fprintf(stderr, "%s: could not compress GL_COMPRESSED_RGBA_S3TC_DXT3_EXT texture\n",
+ message);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_INTERNAL_FORMAT,
+ (GLint *)&compressedFormat);
+ if (compressedFormat != GL_COMPRESSED_RGBA_S3TC_DXT3_EXT) {
+ fprintf(stderr, "%s: got internal format 0x%04x, expected GL_COMPRESSED_RGBA_S3TC_DXT3_EXT [0x%04x]\n",
+ __FUNCTION__, compressedFormat, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &compressedSize);
+ compressedData = malloc(compressedSize);
+ if (compressedData == NULL) {
+ fprintf(stderr, "%s: could not malloc %d bytes for compressed texture\n",
+ message, compressedSize);
+ return GL_FALSE;
+ }
+ memset(compressedData, 0, compressedSize);
+ (*GetCompressedTexImageARB)(dimension, 0, compressedData);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Compare it to the expected compressed data. The compare_bytes()
+ * call will print out diagnostics in the case of failure.
+ */
+ if (!compare_bytes(message,
+ expectedCompressedSize, expectedCompressedData,
+ compressedSize, compressedData)) {
+
+ free(compressedData);
+ return GL_FALSE;
+ }
+
+ /* All done. Free our allocated data and return success. */
+ free(compressedData);
+ return GL_TRUE;
+}
+
+/* We'll use one function to exercise 1D, 2D, and 3D textures. */
+
+/* The test function for compressed 3D texture images requires several
+ * different function pointers that have to be queried. This function
+ * gets all the function pointers it needs itself, and so is suitable for
+ * use to test any and all of the incorporated functions.
+ */
+
+static GLboolean
+exercise_CompressedTextures(GLenum dimension)
+{
+ /* Set up a basic (uncompressed) texture. We're doing a blue/yellow
+ * checkerboard. The 8x4/32-pixel board is well-suited to S3TC
+ * compression, which works on 4x4 blocks of pixels.
+ */
+#define B 0,0,255,255
+#define Y 255,255,0,255
+#define TEXTURE_WIDTH 16
+#define TEXTURE_HEIGHT 4
+#define TEXTURE_DEPTH 1
+ static GLubyte texture[TEXTURE_WIDTH*TEXTURE_HEIGHT*TEXTURE_DEPTH*4] = {
+ B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y,
+ B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y,
+ Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B,
+ Y, Y, B, B, Y, Y, B, B, Y, Y, B, B, Y, Y, B, B,
+ };
+#undef B
+#undef Y
+ GLubyte uncompressedTexture[TEXTURE_WIDTH*TEXTURE_HEIGHT*TEXTURE_DEPTH*4];
+
+ /* We'll use this as a texture subimage. */
+#define R 255,0,0,255
+#define G 0,255,0,255
+#define SUBTEXTURE_WIDTH 4
+#define SUBTEXTURE_HEIGHT 4
+#define SUBTEXTURE_DEPTH 1
+ static GLubyte subtexture[SUBTEXTURE_WIDTH*SUBTEXTURE_HEIGHT*SUBTEXTURE_DEPTH*4] = {
+ G, G, R, R,
+ G, G, R, R,
+ R, R, G, G,
+ R, R, G, G,
+ };
+#undef R
+#undef G
+
+ /* These are the expected compressed textures. (In the case of
+ * a failed comparison, the test program will print out the
+ * actual compressed data in a format that can be directly used
+ * here, if desired.) The brave of heart can calculate the compression
+ * themselves based on the formulae described at:
+ * http://en.wikipedia.org/wiki/S3_Texture_Compression
+ * In a nutshell, each group of 16 bytes encodes a 4x4 texture block.
+ * The first eight bytes of each group are 4-bit alpha values
+ * for each of the 16 pixels in the texture block.
+ * The next four bytes in each group are LSB-first RGB565 colors; the
+ * first two bytes are identified as the color C0, and the next two
+ * are the color C1. (Two more colors C2 and C3 will be calculated
+ * from these, but do not appear in the compression data.) The
+ * last 4 bytes of the group are sixteen 2-bit indices that, for
+ * each of the 16 pixels in the texture block, select one of the
+ * colors C0, C1, C2, or C3.
+ *
+ * For example, our blue/yellow checkerboard is made up of
+ * four identical 4x4 blocks. Each of those blocks will
+ * be encoded as: eight bytes of 0xff (16 alpha values, each 0xf),
+ * C0 as the RGB565 color yellow (0xffe0), encoded LSB-first;
+ * C1 as the RGB565 color blue (0x001f), encoded LSB-first;
+ * and 4 bytes of 16 2-bit color indices reflecting the
+ * choice of color for each of the 16 pixels:
+ * 00, 00, 01, 01, = 0x05
+ * 00, 00, 01, 01, = 0x05
+ * 01, 01, 00, 00, = 0x50
+ * 01, 01, 00, 00, = 0x50
+ */
+ static GLubyte compressedTexture[] = {
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50
+ };
+
+ /* The similar calculations for the 4x4 subtexture are left
+ * as an exercise for the reader.
+ */
+ static GLubyte compressedSubTexture[] = {
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0xf8, 0xe0, 0x07, 0x05, 0x05, 0x50, 0x50,
+ };
+
+ /* The combined texture replaces the initial blue/yellow
+ * block with the green/red block. (I'd wanted to do
+ * the more interesting exercise of putting the
+ * green/red block in the middle of the blue/yellow
+ * texture, which is a non-trivial replacement, but
+ * the attempt produces GL_INVALID_OPERATION, showing
+ * that you can only replace whole blocks of
+ * subimages with S3TC.) The combined texture looks
+ * like:
+ * G G R R B B Y Y B B Y Y B B Y Y
+ * G G R R B B Y Y B B Y Y B B Y Y
+ * R R G G Y Y B B Y Y B B Y Y B B
+ * R R G G Y Y B B Y Y B B Y Y B B
+ * which encodes just like the green/red block followed
+ * by 3 copies of the yellow/blue block.
+ */
+ static GLubyte compressedCombinedTexture[] = {
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0x00, 0xf8, 0xe0, 0x07, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50,
+ 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
+ 0xe0, 0xff, 0x1f, 0x00, 0x05, 0x05, 0x50, 0x50
+ };
+
+ /* These are the data we query about the texture. */
+ GLint queryIsCompressed;
+ GLenum queryCompressedFormat;
+ GLint queryCompressedSize;
+ GLubyte queryCompressedData[sizeof(compressedTexture)];
+
+ /* Query the function pointers we need. We actually won't need most
+ * of these (the "dimension" parameter dictates whether we're testing
+ * 1D, 2D, or 3D textures), but we'll have them all ready just in case.
+ */
+ DECLARE_GLFUNC_PTR(GetCompressedTexImageARB, PFNGLGETCOMPRESSEDTEXIMAGEARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexImage3DARB, PFNGLCOMPRESSEDTEXIMAGE3DARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexSubImage3DARB, PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexImage2DARB, PFNGLCOMPRESSEDTEXIMAGE2DARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexSubImage2DARB, PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexImage1DARB, PFNGLCOMPRESSEDTEXIMAGE1DARBPROC);
+ DECLARE_GLFUNC_PTR(CompressedTexSubImage1DARB, PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC);
+
+ /* If the necessary functions are missing, we can't continue */
+ if (GetCompressedTexImageARB == NULL) {
+ fprintf(stderr, "%s: GetCompressedTexImageARB function is missing\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ }
+ switch (dimension) {
+ case GL_TEXTURE_1D:
+ if (CompressedTexImage1DARB == NULL || CompressedTexSubImage1DARB == NULL) {
+ fprintf(stderr, "%s: 1D compressed texture functions are missing\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ };
+ break;
+ case GL_TEXTURE_2D:
+ if (CompressedTexImage2DARB == NULL || CompressedTexSubImage2DARB == NULL) {
+ fprintf(stderr, "%s: 2D compressed texture functions are missing\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ };
+ break;
+ case GL_TEXTURE_3D:
+ if (CompressedTexImage3DARB == NULL || CompressedTexSubImage3DARB == NULL) {
+ fprintf(stderr, "%s: 3D compressed texture functions are missing\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ };
+ break;
+ default:
+ fprintf(stderr, "%s: unknown texture dimension 0x%04x passed.\n",
+ __FUNCTION__, dimension);
+ return GL_FALSE;
+ }
+
+ /* Check the compression of our base texture image. */
+ if (!check_texture_compression("texture compression", dimension,
+ TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH, texture,
+ sizeof(compressedTexture), compressedTexture)) {
+
+ /* Something's wrong with texture compression. The function
+ * above will have printed an appropriate error.
+ */
+ return GL_FALSE;
+ }
+
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Do the same for our texture subimage */
+ if (!check_texture_compression("subtexture compression", dimension,
+ SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT, SUBTEXTURE_DEPTH, subtexture,
+ sizeof(compressedSubTexture), compressedSubTexture)) {
+
+ /* Something's wrong with texture compression. The function
+ * above will have printed an appropriate error.
+ */
+ return GL_FALSE;
+ }
+
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Send the base compressed texture down to the hardware. */
+ switch(dimension) {
+ case GL_TEXTURE_3D:
+ (*CompressedTexImage3DARB)(GL_TEXTURE_3D, 0,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ TEXTURE_WIDTH, TEXTURE_HEIGHT, TEXTURE_DEPTH, 0,
+ sizeof(compressedTexture), compressedTexture);
+ break;
+
+ case GL_TEXTURE_2D:
+ (*CompressedTexImage2DARB)(GL_TEXTURE_2D, 0,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ TEXTURE_WIDTH, TEXTURE_HEIGHT, 0,
+ sizeof(compressedTexture), compressedTexture);
+ break;
+
+ case GL_TEXTURE_1D:
+ (*CompressedTexImage1DARB)(GL_TEXTURE_1D, 0,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ TEXTURE_WIDTH, 0,
+ sizeof(compressedTexture), compressedTexture);
+ break;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* For grins, query it to make sure it is as expected. */
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_ARB,
+ &queryIsCompressed);
+ if (!queryIsCompressed) {
+ fprintf(stderr, "%s: compressed texture did not come back as compressed\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ }
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_INTERNAL_FORMAT,
+ (GLint *)&queryCompressedFormat);
+ if (queryCompressedFormat != GL_COMPRESSED_RGBA_S3TC_DXT3_EXT) {
+ fprintf(stderr, "%s: got internal format 0x%04x, expected GL_COMPRESSED_RGBA_S3TC_DXT3_EXT [0x%04x]\n",
+ __FUNCTION__, queryCompressedFormat, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT);
+ return GL_FALSE;
+ }
+ glGetTexLevelParameteriv(dimension, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB,
+ &queryCompressedSize);
+ if (queryCompressedSize != sizeof(compressedTexture)) {
+ fprintf(stderr, "%s: compressed 3D texture changed size: expected %d, actual %d\n",
+ __FUNCTION__, sizeof(compressedTexture), queryCompressedSize);
+ return GL_FALSE;
+ }
+ (*GetCompressedTexImageARB)(dimension, 0, queryCompressedData);
+ if (!compare_bytes(
+ "exercise_CompressedTextures:doublechecking compressed texture",
+ sizeof(compressedTexture), compressedTexture,
+ queryCompressedSize, queryCompressedData)) {
+ return GL_FALSE;
+ }
+
+ /* Now apply the texture subimage. The current implementation of
+ * S3TC requires that subimages be only applied to whole blocks.
+ */
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ switch(dimension) {
+ case GL_TEXTURE_3D:
+ (*CompressedTexSubImage3DARB)(GL_TEXTURE_3D, 0,
+ 0, 0, 0, /* offsets */
+ SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT, SUBTEXTURE_DEPTH,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ sizeof(compressedSubTexture), compressedSubTexture);
+ break;
+ case GL_TEXTURE_2D:
+ (*CompressedTexSubImage2DARB)(GL_TEXTURE_2D, 0,
+ 0, 0, /* offsets */
+ SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ sizeof(compressedSubTexture), compressedSubTexture);
+ break;
+ case GL_TEXTURE_1D:
+ (*CompressedTexSubImage2DARB)(GL_TEXTURE_2D, 0,
+ 0, 0, /* offsets */
+ SUBTEXTURE_WIDTH, SUBTEXTURE_HEIGHT,
+ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
+ sizeof(compressedSubTexture), compressedSubTexture);
+ break;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query the compressed texture back now, and see that it
+ * is as expected.
+ */
+ (*GetCompressedTexImageARB)(dimension, 0, queryCompressedData);
+ if (!compare_bytes("exercise_CompressedTextures:combined texture",
+ sizeof(compressedCombinedTexture), compressedCombinedTexture,
+ queryCompressedSize, queryCompressedData)) {
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Just for the exercise, uncompress the texture and pull it out.
+ * We don't check it because the compression is lossy, so it won't
+ * compare exactly to the source texture; we just
+ * want to exercise the code paths that convert it.
+ */
+ glGetTexImage(dimension, 0, GL_RGBA, GL_UNSIGNED_BYTE, uncompressedTexture);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* If we survived this far, we pass. */
+ return GL_TRUE;
+}
+
+/**************************************************************************
+ * Functions to assist with GL_EXT_framebuffer_object and
+ * GL_EXT_framebuffer_blit testing.
+ */
+
+#define FB_STATUS_NAME(x) (\
+ x == GL_FRAMEBUFFER_COMPLETE_EXT ? "GL_FRAMEBUFFER_COMPLETE_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT" : \
+ x == GL_FRAMEBUFFER_UNSUPPORTED_EXT ? "GL_FRAMEBUFFER_UNSUPPORTED_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT" : \
+ x == GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT ? "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT" : \
+ "unknown")
+
+static GLboolean
+exercise_framebuffer(void)
+{
+ GLuint framebufferID = 0;
+ GLuint renderbufferID = 0;
+
+ /* Dimensions of the framebuffer and renderbuffers are arbitrary.
+ * Since they won't be shown on-screen, we can use whatever we want.
+ */
+ const GLint Width = 100;
+ const GLint Height = 100;
+
+ /* Every function we use will be referenced through function pointers.
+ * This will allow this test program to run on OpenGL implementations
+ * that *don't* implement these extensions (though the implementation
+ * used to compile them must have up-to-date header files).
+ */
+ DECLARE_GLFUNC_PTR(GenFramebuffersEXT, PFNGLGENFRAMEBUFFERSEXTPROC);
+ DECLARE_GLFUNC_PTR(IsFramebufferEXT, PFNGLISFRAMEBUFFEREXTPROC);
+ DECLARE_GLFUNC_PTR(DeleteFramebuffersEXT, PFNGLDELETEFRAMEBUFFERSEXTPROC);
+ DECLARE_GLFUNC_PTR(BindFramebufferEXT, PFNGLBINDFRAMEBUFFEREXTPROC);
+ DECLARE_GLFUNC_PTR(GenRenderbuffersEXT, PFNGLGENRENDERBUFFERSEXTPROC);
+ DECLARE_GLFUNC_PTR(IsRenderbufferEXT, PFNGLISRENDERBUFFEREXTPROC);
+ DECLARE_GLFUNC_PTR(DeleteRenderbuffersEXT, PFNGLDELETERENDERBUFFERSEXTPROC);
+ DECLARE_GLFUNC_PTR(BindRenderbufferEXT, PFNGLBINDRENDERBUFFEREXTPROC);
+ DECLARE_GLFUNC_PTR(FramebufferRenderbufferEXT, PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC);
+ DECLARE_GLFUNC_PTR(RenderbufferStorageEXT, PFNGLRENDERBUFFERSTORAGEEXTPROC);
+ DECLARE_GLFUNC_PTR(CheckFramebufferStatusEXT, PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC);
+
+ /* The BlitFramebuffer function comes from a different extension.
+ * It's possible for an implementation to implement all the above,
+ * but not BlitFramebuffer; so it's okay if this one comes back
+ * NULL, as we can still test the rest.
+ */
+ DECLARE_GLFUNC_PTR(BlitFramebufferEXT, PFNGLBLITFRAMEBUFFEREXTPROC);
+
+ /* We cannot test unless we have all the function pointers. */
+ if (
+ GenFramebuffersEXT == NULL ||
+ IsFramebufferEXT == NULL ||
+ DeleteFramebuffersEXT == NULL ||
+ BindFramebufferEXT == NULL ||
+ GenRenderbuffersEXT == NULL ||
+ IsRenderbufferEXT == NULL ||
+ DeleteRenderbuffersEXT == NULL ||
+ BindRenderbufferEXT == NULL ||
+ FramebufferRenderbufferEXT == NULL ||
+ RenderbufferStorageEXT == NULL ||
+ CheckFramebufferStatusEXT == NULL
+ ) {
+ fprintf(stderr, "%s: could not locate all framebuffer functions\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ }
+
+ /* Generate a framebuffer for us to play with. */
+ (*GenFramebuffersEXT)(1, &framebufferID);
+ if (framebufferID == 0) {
+ fprintf(stderr, "%s: failed to generate a frame buffer ID.\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ }
+ /* The generated name is not a framebuffer object until bound. */
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, framebufferID);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ if (!(*IsFramebufferEXT)(framebufferID)) {
+ fprintf(stderr, "%s: generated a frame buffer ID 0x%x that wasn't a framebuffer\n",
+ __FUNCTION__, framebufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ {
+ GLint queriedFramebufferID;
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &queriedFramebufferID);
+ if (queriedFramebufferID != framebufferID) {
+ fprintf(stderr, "%s: bound frame buffer 0x%x, but queried 0x%x\n",
+ __FUNCTION__, framebufferID, queriedFramebufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Create a color buffer to attach to the frame buffer object, so
+ * we can actually operate on it. We go through the same basic checks
+ * with the renderbuffer that we do with the framebuffer.
+ */
+ (*GenRenderbuffersEXT)(1, &renderbufferID);
+ if (renderbufferID == 0) {
+ fprintf(stderr, "%s: could not generate a renderbuffer ID\n",
+ __FUNCTION__);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ (*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, renderbufferID);
+ if (!(*IsRenderbufferEXT)(renderbufferID)) {
+ fprintf(stderr, "%s: generated renderbuffer 0x%x is not a renderbuffer\n",
+ __FUNCTION__, renderbufferID);
+ (*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
+ (*DeleteRenderbuffersEXT)(1, &renderbufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ {
+ GLint queriedRenderbufferID = 0;
+ glGetIntegerv(GL_RENDERBUFFER_BINDING_EXT, &queriedRenderbufferID);
+ if (renderbufferID != queriedRenderbufferID) {
+ fprintf(stderr, "%s: bound renderbuffer 0x%x, but got 0x%x\n",
+ __FUNCTION__, renderbufferID, queriedRenderbufferID);
+ (*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
+ (*DeleteRenderbuffersEXT)(1, &renderbufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Add the renderbuffer as a color attachment to the current
+ * framebuffer (which is our generated framebuffer).
+ */
+ (*FramebufferRenderbufferEXT)(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
+ GL_RENDERBUFFER_EXT, renderbufferID);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* The renderbuffer will need some dimensions and storage space. */
+ (*RenderbufferStorageEXT)(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* That should be everything we need. If we set up to draw and to
+ * read from our color attachment, we should be "framebuffer complete",
+ * meaning the framebuffer is ready to go.
+ */
+ glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
+ glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
+ {
+ GLenum status = (*CheckFramebufferStatusEXT)(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ fprintf(stderr, "%s: framebuffer not complete; status = %s [0x%x]\n",
+ __FUNCTION__, FB_STATUS_NAME(status), status);
+ glReadBuffer(0);
+ glDrawBuffer(0);
+ (*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
+ (*DeleteRenderbuffersEXT)(1, &renderbufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ return GL_FALSE;
+ }
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Define the contents of the frame buffer */
+ glClearColor(0.5, 0.5, 0.5, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* If the GL_EXT_framebuffer_blit is supported, attempt a framebuffer
+ * blit from (5,5)-(10,10) to (90,90)-(95,95). This is *not* an
+ * error if framebuffer_blit is *not* supported (as we can still
+ * effectively test the other functions).
+ */
+ if (BlitFramebufferEXT != NULL) {
+ (*BlitFramebufferEXT)(5, 5, 10, 10, 90, 90, 95, 95,
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* We could now test to see whether the framebuffer had the desired
+ * contents. As this is just a touch test, we'll leave that for now.
+ * Clean up and go home.
+ */
+ glReadBuffer(0);
+ glDrawBuffer(0);
+ (*BindRenderbufferEXT)(GL_RENDERBUFFER_EXT, 0);
+ (*DeleteRenderbuffersEXT)(1, &renderbufferID);
+ (*BindFramebufferEXT)(GL_FRAMEBUFFER_EXT, 0);
+ (*DeleteFramebuffersEXT)(1, &framebufferID);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ return GL_TRUE;
+}
+
+/**************************************************************************
+ * Functions to assist with GL_ARB_shader_objects testing.
+ */
+
+static void
+print_info_log(const char *message, GLhandleARB object)
+{
+ DECLARE_GLFUNC_PTR(GetObjectParameterivARB, PFNGLGETOBJECTPARAMETERIVARBPROC);
+ DECLARE_GLFUNC_PTR(GetInfoLogARB, PFNGLGETINFOLOGARBPROC);
+ int logLength, queryLength;
+ char *log;
+
+ if (GetObjectParameterivARB == NULL) {
+ fprintf(stderr, "%s: could not get GetObjectParameterivARB address\n",
+ message);
+ return;
+ }
+ if (GetInfoLogARB == NULL) {
+ fprintf(stderr, "%s: could not get GetInfoLogARB address\n",
+ message);
+ return;
+ }
+
+ (*GetObjectParameterivARB)(object, GL_OBJECT_INFO_LOG_LENGTH_ARB,
+ &logLength);
+ if (logLength == 0) {
+ fprintf(stderr, "%s: info log length is 0\n", message);
+ return;
+ }
+ log = malloc(logLength);
+ if (log == NULL) {
+ fprintf(stderr, "%s: could not malloc %d bytes for info log\n",
+ message, logLength);
+ }
+ else {
+ (*GetInfoLogARB)(object, logLength, &queryLength, log);
+ fprintf(stderr, "%s: info log says '%s'\n",
+ message, log);
+ }
+ free(log);
+}
+
+static GLboolean
+exercise_uniform_start(const char *fragmentShaderText, const char *uniformName,
+ GLhandleARB *returnProgram, GLint *returnUniformLocation)
+{
+ DECLARE_GLFUNC_PTR(CreateShaderObjectARB, PFNGLCREATESHADEROBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(ShaderSourceARB, PFNGLSHADERSOURCEARBPROC);
+ DECLARE_GLFUNC_PTR(CompileShaderARB, PFNGLCOMPILESHADERARBPROC);
+ DECLARE_GLFUNC_PTR(CreateProgramObjectARB, PFNGLCREATEPROGRAMOBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(AttachObjectARB, PFNGLATTACHOBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(LinkProgramARB, PFNGLLINKPROGRAMARBPROC);
+ DECLARE_GLFUNC_PTR(UseProgramObjectARB, PFNGLUSEPROGRAMOBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(ValidateProgramARB, PFNGLVALIDATEPROGRAMARBPROC);
+ DECLARE_GLFUNC_PTR(GetUniformLocationARB, PFNGLGETUNIFORMLOCATIONARBPROC);
+ DECLARE_GLFUNC_PTR(DeleteObjectARB, PFNGLDELETEOBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(GetObjectParameterivARB, PFNGLGETOBJECTPARAMETERIVARBPROC);
+ GLhandleARB fs, program;
+ GLint uniformLocation;
+ GLint shaderCompiled, programValidated;
+
+ if (CreateShaderObjectARB == NULL ||
+ ShaderSourceARB == NULL ||
+ CompileShaderARB == NULL ||
+ CreateProgramObjectARB == NULL ||
+ AttachObjectARB == NULL ||
+ LinkProgramARB == NULL ||
+ UseProgramObjectARB == NULL ||
+ ValidateProgramARB == NULL ||
+ GetUniformLocationARB == NULL ||
+ DeleteObjectARB == NULL ||
+ GetObjectParameterivARB == NULL ||
+ 0) {
+ return GL_FALSE;
+ }
+
+ /* Create the trivial fragment shader and program. For safety
+ * we'll check to make sure they compile and link correctly.
+ */
+ fs = (*CreateShaderObjectARB)(GL_FRAGMENT_SHADER_ARB);
+ (*ShaderSourceARB)(fs, 1, &fragmentShaderText, NULL);
+ (*CompileShaderARB)(fs);
+ (*GetObjectParameterivARB)(fs, GL_OBJECT_COMPILE_STATUS_ARB,
+ &shaderCompiled);
+ if (!shaderCompiled) {
+ print_info_log("shader did not compile", fs);
+ (*DeleteObjectARB)(fs);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ program = (*CreateProgramObjectARB)();
+ (*AttachObjectARB)(program, fs);
+ (*LinkProgramARB)(program);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Make sure we're going to run successfully */
+ (*ValidateProgramARB)(program);
+ (*GetObjectParameterivARB)(program, GL_OBJECT_VALIDATE_STATUS_ARB,
+ &programValidated);
+ if (!programValidated) {;
+ print_info_log("program did not validate", program);
+ (*DeleteObjectARB)(program);
+ (*DeleteObjectARB)(fs);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ return GL_FALSE;
+ }
+
+ /* Put the program in place. We're not allowed to assign to uniform
+ * variables used by the program until the program is put into use.
+ */
+ (*UseProgramObjectARB)(program);
+
+ /* Once the shader is in place, we're free to delete it; this
+ * won't affect the copy that's part of the program.
+ */
+ (*DeleteObjectARB)(fs);
+
+ /* Find the location index of the uniform variable we declared;
+ * the caller will ned that to set the value.
+ */
+ uniformLocation = (*GetUniformLocationARB)(program, uniformName);
+ if (uniformLocation == -1) {
+ fprintf(stderr, "%s: could not determine uniform location\n",
+ __FUNCTION__);
+ (*DeleteObjectARB)(program);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ return GL_FALSE;
+ }
+
+ /* All done with what we're supposed to do - return the program
+ * handle and the uniform location to the caller.
+ */
+ *returnProgram = program;
+ *returnUniformLocation = uniformLocation;
+ return GL_TRUE;
+}
+
+static void
+exercise_uniform_end(GLhandleARB program)
+{
+ DECLARE_GLFUNC_PTR(UseProgramObjectARB, PFNGLUSEPROGRAMOBJECTARBPROC);
+ DECLARE_GLFUNC_PTR(DeleteObjectARB, PFNGLDELETEOBJECTARBPROC);
+ if (UseProgramObjectARB == NULL || DeleteObjectARB == NULL) {
+ return;
+ }
+
+ /* Turn off our program by setting the special value 0, and
+ * then delete the program object.
+ */
+ (*UseProgramObjectARB)(0);
+ (*DeleteObjectARB)(program);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+}
+
+/**************************************************************************
+ * Exercises for fences
+ */
+static GLboolean
+exercise_fences(void)
+{
+ DECLARE_GLFUNC_PTR(DeleteFencesNV, PFNGLDELETEFENCESNVPROC);
+ DECLARE_GLFUNC_PTR(FinishFenceNV, PFNGLFINISHFENCENVPROC);
+ DECLARE_GLFUNC_PTR(GenFencesNV, PFNGLGENFENCESNVPROC);
+ DECLARE_GLFUNC_PTR(GetFenceivNV, PFNGLGETFENCEIVNVPROC);
+ DECLARE_GLFUNC_PTR(IsFenceNV, PFNGLISFENCENVPROC);
+ DECLARE_GLFUNC_PTR(SetFenceNV, PFNGLSETFENCENVPROC);
+ DECLARE_GLFUNC_PTR(TestFenceNV, PFNGLTESTFENCENVPROC);
+ GLuint fence;
+ GLint fenceStatus, fenceCondition;
+ int count;
+
+ /* Make sure we have all the function pointers we need. */
+ if (GenFencesNV == NULL ||
+ SetFenceNV == NULL ||
+ IsFenceNV == NULL ||
+ GetFenceivNV == NULL ||
+ TestFenceNV == NULL ||
+ FinishFenceNV == NULL ||
+ DeleteFencesNV == NULL) {
+ fprintf(stderr, "%s: don't have all the fence functions\n",
+ __FUNCTION__);
+ return GL_FALSE;
+ }
+
+ /* Create and set a simple fence. */
+ (*GenFencesNV)(1, &fence);
+ (*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Make sure it reads as a fence. */
+ if (!(*IsFenceNV)(fence)) {
+ fprintf(stderr, "%s: set fence is not a fence\n", __FUNCTION__);
+ (*DeleteFencesNV)(1, &fence);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Try to read back its current status and condition. */
+ (*GetFenceivNV)(fence, GL_FENCE_CONDITION_NV, &fenceCondition);
+ if (fenceCondition != GL_ALL_COMPLETED_NV) {
+ fprintf(stderr, "%s: expected fence condition 0x%x, got 0x%x\n",
+ __FUNCTION__, GL_ALL_COMPLETED_NV, fenceCondition);
+ (*DeleteFencesNV)(1, &fence);
+ return GL_FALSE;
+ }
+ (*GetFenceivNV)(fence, GL_FENCE_STATUS_NV, &fenceStatus);
+ if (fenceStatus != GL_TRUE && fenceStatus != GL_FALSE) {
+ fprintf(stderr,"%s: fence status should be GL_TRUE or GL_FALSE, got 0x%x\n",
+ __FUNCTION__, fenceStatus);
+ (*DeleteFencesNV)(1, &fence);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Set the fence again, query its status, and wait for it to finish
+ * two different ways: once by looping on TestFence(), and a
+ * second time by a simple call to FinishFence();
+ */
+ (*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
+ glFlush();
+ count = 1;
+ while (!(*TestFenceNV)(fence)) {
+ count++;
+ if (count == 0) {
+ break;
+ }
+ }
+ if (count == 0) {
+ fprintf(stderr, "%s: fence never returned true\n", __FUNCTION__);
+ (*DeleteFencesNV)(1, &fence);
+ return GL_FALSE;
+ }
+ (*SetFenceNV)(fence, GL_ALL_COMPLETED_NV);
+ (*FinishFenceNV)(fence);
+ if ((*TestFenceNV)(fence) != GL_TRUE) {
+ fprintf(stderr, "%s: finished fence does not have status GL_TRUE\n",
+ __FUNCTION__);
+ (*DeleteFencesNV)(1, &fence);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* All done. Delete the fence and return. */
+ (*DeleteFencesNV)(1, &fence);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ return GL_TRUE;
+}
+
+/**************************************************************************
+ * Exercises for buffer objects
+ */
+enum Map_Buffer_Usage{ Use_Map_Buffer, Use_Map_Buffer_Range};
+static GLboolean
+exercise_buffer_objects(enum Map_Buffer_Usage usage)
+{
+#define BUFFER_DATA_SIZE 1024
+ GLuint bufferID;
+ GLint bufferMapped;
+ static GLubyte data[BUFFER_DATA_SIZE] = {0};
+ float *dataPtr;
+
+ /* Get the function pointers we need. These are from
+ * GL_ARB_vertex_buffer_object and are required in all
+ * cases.
+ */
+ DECLARE_GLFUNC_PTR(GenBuffersARB, PFNGLGENBUFFERSARBPROC);
+ DECLARE_GLFUNC_PTR(BindBufferARB, PFNGLBINDBUFFERARBPROC);
+ DECLARE_GLFUNC_PTR(BufferDataARB, PFNGLBUFFERDATAARBPROC);
+ DECLARE_GLFUNC_PTR(MapBufferARB, PFNGLMAPBUFFERARBPROC);
+ DECLARE_GLFUNC_PTR(UnmapBufferARB, PFNGLUNMAPBUFFERARBPROC);
+ DECLARE_GLFUNC_PTR(DeleteBuffersARB, PFNGLDELETEBUFFERSARBPROC);
+ DECLARE_GLFUNC_PTR(GetBufferParameterivARB, PFNGLGETBUFFERPARAMETERIVARBPROC);
+
+ /* These are from GL_ARB_map_buffer_range, and are optional
+ * unless we're given Use_Map_Buffer_Range. Note that they do *not*
+ * have the standard "ARB" suffixes; this is because the extension
+ * was introduced *after* a superset was standardized in OpenGL 3.0.
+ * (The extension really only exists to allow the functionality on
+ * devices that cannot implement a full OpenGL 3.0 driver.)
+ */
+ DECLARE_GLFUNC_PTR(FlushMappedBufferRange, PFNGLFLUSHMAPPEDBUFFERRANGEPROC);
+ DECLARE_GLFUNC_PTR(MapBufferRange, PFNGLMAPBUFFERRANGEPROC);
+
+ /* This is from APPLE_flush_buffer_range, and is optional even if
+ * we're given Use_Map_Buffer_Range. Test it before using it.
+ */
+ DECLARE_GLFUNC_PTR(BufferParameteriAPPLE, PFNGLBUFFERPARAMETERIAPPLEPROC);
+
+ /* Make sure we have all the function pointers we need. */
+ if (GenBuffersARB == NULL ||
+ BindBufferARB == NULL ||
+ BufferDataARB == NULL ||
+ MapBufferARB == NULL ||
+ UnmapBufferARB == NULL ||
+ DeleteBuffersARB == NULL ||
+ GetBufferParameterivARB == NULL) {
+ fprintf(stderr, "%s: missing basic MapBuffer functions\n", __FUNCTION__);
+ return GL_FALSE;
+ }
+ if (usage == Use_Map_Buffer_Range) {
+ if (FlushMappedBufferRange == NULL || MapBufferRange == NULL) {
+ fprintf(stderr, "%s: missing MapBufferRange functions\n", __FUNCTION__);
+ return GL_FALSE;
+ }
+ }
+
+ /* Create and define a buffer */
+ (*GenBuffersARB)(1, &bufferID);
+ (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, bufferID);
+ (*BufferDataARB)(GL_ARRAY_BUFFER_ARB, BUFFER_DATA_SIZE, data,
+ GL_DYNAMIC_DRAW_ARB);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* If we're using MapBufferRange, and if the BufferParameteriAPPLE
+ * function is present, use it before mapping. This particular
+ * use is a no-op, intended just to exercise the entry point.
+ */
+ if (usage == Use_Map_Buffer_Range && BufferParameteriAPPLE != NULL) {
+ (*BufferParameteriAPPLE)(GL_ARRAY_BUFFER_ARB,
+ GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE);
+ }
+
+ /* Map it, and make sure it's mapped. */
+ switch(usage) {
+ case Use_Map_Buffer:
+ dataPtr = (float *) (*MapBufferARB)(
+ GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ break;
+ case Use_Map_Buffer_Range:
+ dataPtr = (float *)(*MapBufferRange)(GL_ARRAY_BUFFER_ARB,
+ 4, 16, GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
+ break;
+ }
+ if (dataPtr == NULL) {
+ fprintf(stderr, "%s: %s returned NULL\n", __FUNCTION__,
+ usage == Use_Map_Buffer ? "MapBuffer" : "MapBufferRange");
+ (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
+ (*DeleteBuffersARB)(1, &bufferID);
+ return GL_FALSE;
+ }
+ (*GetBufferParameterivARB)(GL_ARRAY_BUFFER_ARB, GL_BUFFER_MAPPED_ARB,
+ &bufferMapped);
+ if (!bufferMapped) {
+ fprintf(stderr, "%s: buffer should be mapped but isn't\n", __FUNCTION__);
+ (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
+ (*DeleteBuffersARB)(1, &bufferID);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Write something to it, just to make sure we don't segfault. */
+ *dataPtr = 1.5;
+
+ /* Unmap to show we're finished with the buffer. Note that if we're
+ * using MapBufferRange, we first have to flush the range we modified.
+ */
+ if (usage == Use_Map_Buffer_Range) {
+ (*FlushMappedBufferRange)(GL_ARRAY_BUFFER_ARB, 4, 16);
+ }
+ if (!(*UnmapBufferARB)(GL_ARRAY_BUFFER_ARB)) {
+ fprintf(stderr, "%s: UnmapBuffer failed\n", __FUNCTION__);
+ (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
+ (*DeleteBuffersARB)(1, &bufferID);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* All done. */
+ (*BindBufferARB)(GL_ARRAY_BUFFER_ARB, 0);
+ (*DeleteBuffersARB)(1, &bufferID);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+ return GL_TRUE;
+
+#undef BUFFER_DATA_SIZE
+}
+
+/**************************************************************************
+ * Exercises for occlusion query
+ */
+static GLboolean
+exercise_occlusion_query(void)
+{
+ GLuint queryObject;
+ GLint queryReady;
+ GLuint querySampleCount;
+ GLint queryCurrent;
+ GLint queryCounterBits;
+
+ /* Get the function pointers we need. These are from
+ * GL_ARB_vertex_buffer_object and are required in all
+ * cases.
+ */
+ DECLARE_GLFUNC_PTR(GenQueriesARB, PFNGLGENQUERIESARBPROC);
+ DECLARE_GLFUNC_PTR(BeginQueryARB, PFNGLBEGINQUERYARBPROC);
+ DECLARE_GLFUNC_PTR(GetQueryivARB, PFNGLGETQUERYIVARBPROC);
+ DECLARE_GLFUNC_PTR(EndQueryARB, PFNGLENDQUERYARBPROC);
+ DECLARE_GLFUNC_PTR(IsQueryARB, PFNGLISQUERYARBPROC);
+ DECLARE_GLFUNC_PTR(GetQueryObjectivARB, PFNGLGETQUERYOBJECTIVARBPROC);
+ DECLARE_GLFUNC_PTR(GetQueryObjectuivARB, PFNGLGETQUERYOBJECTUIVARBPROC);
+ DECLARE_GLFUNC_PTR(DeleteQueriesARB, PFNGLDELETEQUERIESARBPROC);
+
+ /* Make sure we have all the function pointers we need. */
+ if (GenQueriesARB == NULL ||
+ BeginQueryARB == NULL ||
+ GetQueryivARB == NULL ||
+ EndQueryARB == NULL ||
+ IsQueryARB == NULL ||
+ GetQueryObjectivARB == NULL ||
+ GetQueryObjectuivARB == NULL ||
+ DeleteQueriesARB == NULL) {
+ fprintf(stderr, "%s: don't have all the Query functions\n", __FUNCTION__);
+ return GL_FALSE;
+ }
+
+ /* Create a query object, and start a query. */
+ (*GenQueriesARB)(1, &queryObject);
+ (*BeginQueryARB)(GL_SAMPLES_PASSED_ARB, queryObject);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* While we're in the query, check the functions that are supposed
+ * to return which query we're in and how many bits of resolution
+ * we get.
+ */
+ (*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_CURRENT_QUERY_ARB, &queryCurrent);
+ if (queryCurrent != queryObject) {
+ fprintf(stderr, "%s: current query 0x%x != set query 0x%x\n",
+ __FUNCTION__, queryCurrent, queryObject);
+ (*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
+ (*DeleteQueriesARB)(1, &queryObject);
+ return GL_FALSE;
+ }
+ (*GetQueryivARB)(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB,
+ &queryCounterBits);
+ if (queryCounterBits < 1) {
+ fprintf(stderr, "%s: query counter bits is too small (%d)\n",
+ __FUNCTION__, queryCounterBits);
+ (*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
+ (*DeleteQueriesARB)(1, &queryObject);
+ return GL_FALSE;
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Finish up the query. Since we didn't draw anything, the result
+ * should be 0 passed samples.
+ */
+ (*EndQueryARB)(GL_SAMPLES_PASSED_ARB);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Routine existence test */
+ if (!(*IsQueryARB)(queryObject)) {
+ fprintf(stderr, "%s: query object 0x%x fails existence test\n",
+ __FUNCTION__, queryObject);
+ (*DeleteQueriesARB)(1, &queryObject);
+ return GL_FALSE;
+ }
+
+ /* Loop until the query is ready, then get back the result. We use
+ * the signed query for the boolean value of whether the result is
+ * available, but the unsigned query to actually pull the result;
+ * this is just to test both entrypoints, but in a real query you may
+ * need the extra bit of resolution.
+ */
+ queryReady = GL_FALSE;
+ do {
+ (*GetQueryObjectivARB)(queryObject, GL_QUERY_RESULT_AVAILABLE_ARB,
+ &queryReady);
+ } while (!queryReady);
+ (*GetQueryObjectuivARB)(queryObject, GL_QUERY_RESULT_ARB, &querySampleCount);
+ (*DeleteQueriesARB)(1, &queryObject);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* If sample count isn't 0, something's funny. */
+ if (querySampleCount > 0) {
+ fprintf(stderr, "%s: expected query result of 0, got %ud\n",
+ __FUNCTION__, querySampleCount);
+ return GL_FALSE;
+ }
+
+ /* Here, all is well. */
+ return GL_TRUE;
+}
+
+/**************************************************************************
* The following functions are used to check that the named OpenGL function
* actually does what it's supposed to do.
- * The naming of these functions is signficant. The getprocaddress.py script
+ * The naming of these functions is significant. The getprocaddress.py script
* scans this file and extracts these function names.
*/
+static GLboolean
+test_WeightPointerARB(generic_func func)
+{
+ /* Assume we have at least 2 vertex units (or this extension makes
+ * no sense), and establish a set of 2-element vector weights.
+ * We use floats that can be represented exactly in binary
+ * floating point formats so we can compare correctly later.
+ * We also make sure the 0th entry matches the default weights,
+ * so we can restore the default easily.
+ */
+#define USE_VERTEX_UNITS 2
+#define USE_WEIGHT_INDEX 3
+ static GLfloat weights[] = {
+ 1.0, 0.0,
+ 0.875, 0.125,
+ 0.75, 0.25,
+ 0.625, 0.375,
+ 0.5, 0.5,
+ 0.375, 0.625,
+ 0.25, 0.75,
+ 0.125, 0.875,
+ 0.0, 1.0,
+ };
+ GLint numVertexUnits;
+ GLfloat *currentWeights;
+ int i;
+ int errorCount = 0;
+
+ PFNGLWEIGHTPOINTERARBPROC WeightPointerARB = (PFNGLWEIGHTPOINTERARBPROC) func;
+
+ /* Make sure we have at least two vertex units */
+ glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &numVertexUnits);
+ if (numVertexUnits < USE_VERTEX_UNITS) {
+ fprintf(stderr, "%s: need %d vertex units, got %d\n",
+ __FUNCTION__, USE_VERTEX_UNITS, numVertexUnits);
+ return GL_FALSE;
+ }
+
+ /* Make sure we allocate enough room to query all the current weights */
+ currentWeights = (GLfloat *)malloc(numVertexUnits * sizeof(GLfloat));
+ if (currentWeights == NULL) {
+ fprintf(stderr, "%s: couldn't allocate room for %d floats\n",
+ __FUNCTION__, numVertexUnits);
+ return GL_FALSE;
+ }
+
+ /* Set up the pointer, enable the state, and try to send down a
+ * weight vector (we'll arbitrarily send index 2).
+ */
+ (*WeightPointerARB)(USE_VERTEX_UNITS, GL_FLOAT, 0, weights);
+ glEnableClientState(GL_WEIGHT_ARRAY_ARB);
+ glArrayElement(USE_WEIGHT_INDEX);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Verify that it changed the current state. */
+ glGetFloatv(GL_CURRENT_WEIGHT_ARB, currentWeights);
+ for (i = 0; i < numVertexUnits; i++) {
+ if (i < USE_VERTEX_UNITS) {
+ /* This is one of the units we explicitly set. */
+ if (currentWeights[i] != weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]) {
+ fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n",
+ __FUNCTION__, i, currentWeights[i],
+ weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]);
+ errorCount++;
+ }
+ }
+ else {
+ /* All other weights should be 0. */
+ if (currentWeights[i] != 0.0) {
+ fprintf(stderr, "%s: current weight at index %d is %f, should be %f\n",
+ __FUNCTION__, i, 0.0,
+ weights[USE_VERTEX_UNITS*USE_WEIGHT_INDEX + i]);
+ errorCount++;
+ }
+ }
+ }
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Restore the old state. We know the default set of weights is in
+ * index 0.
+ */
+ glArrayElement(0);
+ glDisableClientState(GL_WEIGHT_ARRAY_ARB);
+ (*WeightPointerARB)(0, GL_FLOAT, 0, NULL);
+ free(currentWeights);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* We're fine if we didn't get any mismatches. */
+ if (errorCount == 0) {
+ return GL_TRUE;
+ }
+ else {
+ return GL_FALSE;
+ }
+}
+
+/* Wrappers on the exercise_occlusion_query function */
+static GLboolean
+test_GenQueriesARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_BeginQueryARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_GetQueryivARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_EndQueryARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_IsQueryARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_GetQueryObjectivARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_GetQueryObjectuivARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+static GLboolean
+test_DeleteQueriesARB(generic_func func)
+{
+ (void) func;
+ return exercise_occlusion_query();
+}
+
+/* Wrappers on the exercise_buffer_objects() function */
+static GLboolean
+test_GenBuffersARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_BindBufferARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_BufferDataARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_MapBufferARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_UnmapBufferARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_DeleteBuffersARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_GetBufferParameterivARB(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer);
+}
+static GLboolean
+test_FlushMappedBufferRange(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer_Range);
+}
+static GLboolean
+test_MapBufferRange(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer_Range);
+}
+static GLboolean
+test_BufferParameteriAPPLE(generic_func func)
+{
+ (void) func;
+ return exercise_buffer_objects(Use_Map_Buffer_Range);
+}
+
+/* Wrappers on the exercise_framebuffer() function */
+static GLboolean
+test_BindFramebufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_BindRenderbufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_CheckFramebufferStatusEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_DeleteFramebuffersEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_DeleteRenderbuffersEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_FramebufferRenderbufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_GenFramebuffersEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_GenRenderbuffersEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_IsFramebufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_IsRenderbufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_RenderbufferStorageEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+static GLboolean
+test_BlitFramebufferEXT(generic_func func)
+{
+ (void) func;
+ return exercise_framebuffer();
+}
+
+/* These are wrappers on the exercise_CompressedTextures function.
+ * Unfortunately, we cannot test the 1D counterparts, because the
+ * texture compressions available all support 2D and higher only.
+ */
+static GLboolean
+test_CompressedTexImage2DARB(generic_func func)
+{
+ (void) func;
+ return exercise_CompressedTextures(GL_TEXTURE_2D);
+}
+static GLboolean
+test_CompressedTexSubImage2DARB(generic_func func)
+{
+ (void) func;
+ return exercise_CompressedTextures(GL_TEXTURE_2D);
+}
+static GLboolean
+test_CompressedTexImage3DARB(generic_func func)
+{
+ (void) func;
+ return exercise_CompressedTextures(GL_TEXTURE_3D);
+}
+static GLboolean
+test_CompressedTexSubImage3DARB(generic_func func)
+{
+ (void) func;
+ return exercise_CompressedTextures(GL_TEXTURE_3D);
+}
+static GLboolean
+test_GetCompressedTexImageARB(generic_func func)
+{
+ (void) func;
+ return exercise_CompressedTextures(GL_TEXTURE_3D);
+}
+
+/* Wrappers on exercise_fences(). */
+static GLboolean
+test_DeleteFencesNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_GenFencesNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_SetFenceNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_TestFenceNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_FinishFenceNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_GetFenceivNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+static GLboolean
+test_IsFenceNV(generic_func func)
+{
+ (void) func;
+ return exercise_fences();
+}
+
+/* A bunch of glUniform*() tests */
+static GLboolean
+test_Uniform1iv(generic_func func)
+{
+ PFNGLUNIFORM1IVARBPROC Uniform1ivARB = (PFNGLUNIFORM1IVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform int uniformColor;"
+ "void main() {gl_FragColor.r = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[1] = {1};
+ GLint queriedUniform[1];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * so we must set it using integer versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform1ivARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform);
+}
+
+static GLboolean
+test_Uniform1i(generic_func func)
+{
+ PFNGLUNIFORM1IARBPROC Uniform1iARB = (PFNGLUNIFORM1IARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform int uniformColor;"
+ "void main() {gl_FragColor.r = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[1] = {1};
+ GLint queriedUniform[4];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * so we must set it using integer versions
+ * of the Uniform* functions.
+ */
+ (*Uniform1iARB)(uniformLocation, uniform[0]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 1, uniform, 1, queriedUniform);
+}
+
+static GLboolean
+test_Uniform1fv(generic_func func)
+{
+ PFNGLUNIFORM1FVARBPROC Uniform1fvARB = (PFNGLUNIFORM1FVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform float uniformColor;"
+ "void main() {gl_FragColor.r = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[1] = {1.1};
+ GLfloat queriedUniform[1];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * so we must set it using float versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform1fvARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform);
+}
+
+static GLboolean
+test_Uniform1f(generic_func func)
+{
+ PFNGLUNIFORM1FARBPROC Uniform1fARB = (PFNGLUNIFORM1FARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform float uniformColor;"
+ "void main() {gl_FragColor.r = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[1] = {1.1};
+ GLfloat queriedUniform[1];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * so we must set it using float versions
+ * of the Uniform* functions.
+ */
+ (*Uniform1fARB)(uniformLocation, uniform[0]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 1, uniform, 1, queriedUniform);
+}
+
+static GLboolean
+test_Uniform2iv(generic_func func)
+{
+ PFNGLUNIFORM2IVARBPROC Uniform2ivARB = (PFNGLUNIFORM2IVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec2 uniformColor;"
+ "void main() {gl_FragColor.rg = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[2] = {1,2};
+ GLint queriedUniform[2];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector 2 (ivec2), so we must set it using integer versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform2ivARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform);
+}
+
+static GLboolean
+test_Uniform2i(generic_func func)
+{
+ PFNGLUNIFORM2IARBPROC Uniform2iARB = (PFNGLUNIFORM2IARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec2 uniformColor;"
+ "void main() {gl_FragColor.rg = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[2] = {1,2};
+ GLint queriedUniform[4];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector 2 (ivec2), so we must set it using integer versions
+ * of the Uniform* functions.
+ */
+ (*Uniform2iARB)(uniformLocation, uniform[0], uniform[1]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 2, uniform, 2, queriedUniform);
+}
+
+static GLboolean
+test_Uniform2fv(generic_func func)
+{
+ PFNGLUNIFORM2FVARBPROC Uniform2fvARB = (PFNGLUNIFORM2FVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec2 uniformColor;"
+ "void main() {gl_FragColor.rg = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[2] = {1.1,2.2};
+ GLfloat queriedUniform[2];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * vector 2 (vec2), so we must set it using float versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform2fvARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform);
+}
+
+static GLboolean
+test_Uniform2f(generic_func func)
+{
+ PFNGLUNIFORM2FARBPROC Uniform2fARB = (PFNGLUNIFORM2FARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec2 uniformColor;"
+ "void main() {gl_FragColor.rg = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[2] = {1.1,2.2};
+ GLfloat queriedUniform[2];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * vector 2 (vec2), so we must set it using float versions
+ * of the Uniform* functions.
+ */
+ (*Uniform2fARB)(uniformLocation, uniform[0], uniform[1]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 2, uniform, 2, queriedUniform);
+}
+
+static GLboolean
+test_Uniform3iv(generic_func func)
+{
+ PFNGLUNIFORM3IVARBPROC Uniform3ivARB = (PFNGLUNIFORM3IVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec3 uniformColor;"
+ "void main() {gl_FragColor.rgb = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[3] = {1,2,3};
+ GLint queriedUniform[3];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector 3 (ivec3), so we must set it using integer versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform3ivARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform);
+}
+
+static GLboolean
+test_Uniform3i(generic_func func)
+{
+ PFNGLUNIFORM3IARBPROC Uniform3iARB = (PFNGLUNIFORM3IARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec3 uniformColor;"
+ "void main() {gl_FragColor.rgb = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[3] = {1,2,3};
+ GLint queriedUniform[4];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector 3 (ivec3), so we must set it using integer versions
+ * of the Uniform* functions.
+ */
+ (*Uniform3iARB)(uniformLocation, uniform[0], uniform[1], uniform[2]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 3, uniform, 3, queriedUniform);
+}
+
+static GLboolean
+test_Uniform3fv(generic_func func)
+{
+ PFNGLUNIFORM3FVARBPROC Uniform3fvARB = (PFNGLUNIFORM3FVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec3 uniformColor;"
+ "void main() {gl_FragColor.rgb = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[3] = {1.1,2.2,3.3};
+ GLfloat queriedUniform[3];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * vector 3 (vec3), so we must set it using float versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform3fvARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform);
+}
+
+static GLboolean
+test_Uniform3f(generic_func func)
+{
+ PFNGLUNIFORM3FARBPROC Uniform3fARB = (PFNGLUNIFORM3FARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec3 uniformColor;"
+ "void main() {gl_FragColor.rgb = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[3] = {1.1,2.2,3.3};
+ GLfloat queriedUniform[3];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * vector 3 (vec3), so we must set it using float versions
+ * of the Uniform* functions.
+ */
+ (*Uniform3fARB)(uniformLocation, uniform[0], uniform[1], uniform[2]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 3, uniform, 3, queriedUniform);
+}
+
+static GLboolean
+test_Uniform4iv(generic_func func)
+{
+ PFNGLUNIFORM4IVARBPROC Uniform4ivARB = (PFNGLUNIFORM4IVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[4] = {1,2,3,4};
+ GLint queriedUniform[4];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector (ivec4), so we must set it using integer versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform4ivARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform);
+}
+
+static GLboolean
+test_Uniform4i(generic_func func)
+{
+ PFNGLUNIFORM4IARBPROC Uniform4iARB = (PFNGLUNIFORM4IARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformivARB, PFNGLGETUNIFORMIVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform ivec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLint uniform[4] = {1,2,3,4};
+ GLint queriedUniform[4];
+
+ if (GetUniformivARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector (ivec4), so we must set it using integer versions
+ * of the Uniform* functions.
+ */
+ (*Uniform4iARB)(uniformLocation, uniform[0], uniform[1], uniform[2],
+ uniform[3]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformivARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_ints(__FUNCTION__, 4, uniform, 4, queriedUniform);
+}
+
+static GLboolean
+test_Uniform4fv(generic_func func)
+{
+ PFNGLUNIFORM4FVARBPROC Uniform4fvARB = (PFNGLUNIFORM4FVARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[4] = {1.1,2.2,3.3,4.4};
+ GLfloat queriedUniform[4];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is a float
+ * vector (vec4), so we must set it using float versions
+ * of the Uniform* functions. The "1" means we're setting
+ * one vector's worth of information.
+ */
+ (*Uniform4fvARB)(uniformLocation, 1, uniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform);
+}
+
+static GLboolean
+test_Uniform4f(generic_func func)
+{
+ PFNGLUNIFORM4FARBPROC Uniform4fARB = (PFNGLUNIFORM4FARBPROC) func;
+ DECLARE_GLFUNC_PTR(GetUniformfvARB, PFNGLGETUNIFORMFVARBPROC);
+
+ /* This is a trivial fragment shader that sets the color of the
+ * fragment to the uniform value passed in.
+ */
+ static const char *fragmentShaderText =
+ "uniform vec4 uniformColor; void main() {gl_FragColor = uniformColor;}";
+ static const char *uniformName = "uniformColor";
+
+ GLhandleARB program;
+ GLint uniformLocation;
+ const GLfloat uniform[4] = {1.1,2.2,3.3,4.4};
+ GLfloat queriedUniform[4];
+
+ if (GetUniformfvARB == NULL) {
+ return GL_FALSE;
+ }
+
+ /* Call a helper function to compile up the shader and give
+ * us back the validated program and uniform location.
+ * If it fails, something's wrong and we can't continue.
+ */
+ if (!exercise_uniform_start(fragmentShaderText, uniformName,
+ &program, &uniformLocation)) {
+ return GL_FALSE;
+ }
+
+ /* Set the value of the program uniform. Note that you must
+ * use a compatible type. Our uniform above is an integer
+ * vector (ivec4), so we must set it using integer versions
+ * of the Uniform* functions.
+ */
+ (*Uniform4fARB)(uniformLocation, uniform[0], uniform[1], uniform[2],
+ uniform[3]);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Query it back */
+ (*GetUniformfvARB)(program, uniformLocation, queriedUniform);
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
+
+ /* Clean up before we check to see whether it came back unscathed */
+ exercise_uniform_end(program);
+
+ /* Now check to see whether the uniform came back as expected. This
+ * will return GL_TRUE if all is well, or GL_FALSE if the comparison failed.
+ */
+ return compare_floats(__FUNCTION__, 4, uniform, 4, queriedUniform);
+}
static GLboolean
test_ActiveTextureARB(generic_func func)
@@ -107,6 +2694,40 @@ test_VertexAttrib1fvARB(generic_func func)
}
static GLboolean
+test_VertexAttrib1dvARB(generic_func func)
+{
+ PFNGLVERTEXATTRIB1DVARBPROC vertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC) func;
+ PFNGLGETVERTEXATTRIBDVARBPROC getVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvARB");
+
+ const GLdouble v[1] = {25.0};
+ const GLdouble def[1] = {0};
+ GLdouble res[4];
+ GLboolean pass;
+ (*vertexAttrib1dvARB)(6, v);
+ (*getVertexAttribdvARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
+ pass = (res[0] == 25.0 && res[1] == 0.0 && res[2] == 0.0 && res[3] == 1.0);
+ (*vertexAttrib1dvARB)(6, def);
+ return pass;
+}
+
+static GLboolean
+test_VertexAttrib1svARB(generic_func func)
+{
+ PFNGLVERTEXATTRIB1SVARBPROC vertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC) func;
+ PFNGLGETVERTEXATTRIBIVARBPROC getVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivARB");
+
+ const GLshort v[1] = {25.0};
+ const GLshort def[1] = {0};
+ GLint res[4];
+ GLboolean pass;
+ (*vertexAttrib1svARB)(6, v);
+ (*getVertexAttribivARB)(6, GL_CURRENT_VERTEX_ATTRIB_ARB, res);
+ pass = (res[0] == 25 && res[1] == 0 && res[2] == 0 && res[3] == 1);
+ (*vertexAttrib1svARB)(6, def);
+ return pass;
+}
+
+static GLboolean
test_VertexAttrib4NubvARB(generic_func func)
{
PFNGLVERTEXATTRIB4NUBVARBPROC vertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC) func;
@@ -177,7 +2798,6 @@ test_VertexAttrib4NsvARB(generic_func func)
return pass;
}
-
static GLboolean
test_VertexAttrib4NusvARB(generic_func func)
{
@@ -195,42 +2815,110 @@ test_VertexAttrib4NusvARB(generic_func func)
return pass;
}
+static GLboolean
+test_VertexAttrib1sNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB1SNVPROC vertexAttrib1sNV = (PFNGLVERTEXATTRIB1SNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 0, 0, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib1sNV)(6, v[0]);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib1sNV)(6, def[0]);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
static GLboolean
-test_VertexAttrib4ubNV(generic_func func)
+test_VertexAttrib1fNV(generic_func func)
{
- PFNGLVERTEXATTRIB4UBNVPROC vertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC) func;
+ PFNGLVERTEXATTRIB1FNVPROC vertexAttrib1fNV = (PFNGLVERTEXATTRIB1FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
- const GLubyte v[4] = {255, 0, 255, 0};
- const GLubyte def[4] = {0, 0, 0, 255};
+ const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
- GLboolean pass;
- (*vertexAttrib4ubNV)(6, v[0], v[1], v[2], v[3]);
+ (*vertexAttrib1fNV)(6, v[0]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
- pass = (res[0] == 1.0 && res[1] == 0.0 && res[2] == 1.0 && res[3] == 0.0);
- (*vertexAttrib4ubNV)(6, def[0], def[1], def[2], def[3]);
- return pass;
+ (*vertexAttrib1fNV)(6, def[0]);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
}
+static GLboolean
+test_VertexAttrib1dNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB1DNVPROC vertexAttrib1dNV = (PFNGLVERTEXATTRIB1DNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib1dNV)(6, v[0]);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib1dNV)(6, def[0]);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
static GLboolean
test_VertexAttrib2sNV(generic_func func)
{
PFNGLVERTEXATTRIB2SNVPROC vertexAttrib2sNV = (PFNGLVERTEXATTRIB2SNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 0, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib2sNV)(6, v[0], v[1]);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib2sNV)(6, def[0], def[1]);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib2fNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB2FNVPROC vertexAttrib2fNV = (PFNGLVERTEXATTRIB2FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
- const GLshort v[2] = {2, -4,};
- const GLshort def[2] = {0, 0};
+ const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
- GLboolean pass;
- (*vertexAttrib2sNV)(6, v[0], v[1]);
+ (*vertexAttrib2fNV)(6, v[0], v[1]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
- pass = (EQUAL(res[0], 2) && EQUAL(res[1], -4) && EQUAL(res[2], 0) && res[3] == 1.0);
- (*vertexAttrib2sNV)(6, def[0], def[1]);
- return pass;
+ (*vertexAttrib2fNV)(6, def[0], def[1]);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib2dNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB2DNVPROC vertexAttrib2dNV = (PFNGLVERTEXATTRIB2DNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib2dNV)(6, v[0], v[1]);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib2dNV)(6, def[0], def[1]);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
+static GLboolean
+test_VertexAttrib3sNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB3SNVPROC vertexAttrib3sNV = (PFNGLVERTEXATTRIB3SNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib3sNV)(6, v[0], v[1], v[2]);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib3sNV)(6, def[0], def[1], def[2]);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
static GLboolean
test_VertexAttrib3fNV(generic_func func)
@@ -238,35 +2926,467 @@ test_VertexAttrib3fNV(generic_func func)
PFNGLVERTEXATTRIB3FNVPROC vertexAttrib3fNV = (PFNGLVERTEXATTRIB3FNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
- const GLfloat v[3] = {0.2, 0.4, 0.8};
- const GLfloat def[3] = {0, 0, 0};
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
- GLboolean pass;
(*vertexAttrib3fNV)(6, v[0], v[1], v[2]);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
- pass = (EQUAL(res[0], 0.2) && EQUAL(res[1], 0.4) && EQUAL(res[2], 0.8) && res[3] == 1.0);
(*vertexAttrib3fNV)(6, def[0], def[1], def[2]);
- return pass;
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
}
+static GLboolean
+test_VertexAttrib3dNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB3DNVPROC vertexAttrib3dNV = (PFNGLVERTEXATTRIB3DNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib3dNV)(6, v[0], v[1], v[2]);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib3dNV)(6, def[0], def[1], def[2]);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4sNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4SNVPROC vertexAttrib4sNV = (PFNGLVERTEXATTRIB4SNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 5};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib4sNV)(6, v[0], v[1], v[2], v[3]);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4sNV)(6, def[0], def[1], def[2], def[3]);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4fNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4FNVPROC vertexAttrib4fNV = (PFNGLVERTEXATTRIB4FNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttrib4fNV)(6, v[0], v[1], v[2], v[3]);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4fNV)(6, def[0], def[1], def[2], def[3]);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4dNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4DNVPROC vertexAttrib4dNV = (PFNGLVERTEXATTRIB4DNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib4dNV)(6, v[0], v[1], v[2], v[3]);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4dNV)(6, def[0], def[1], def[2], def[3]);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4ubNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4UBNVPROC vertexAttrib4ubNV = (PFNGLVERTEXATTRIB4UBNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLubyte v[4] = {255, 0, 255, 0};
+ const GLubyte def[4] = {0, 0, 0, 255};
+ GLfloat res[4];
+ /* There's no byte-value query; so we use the float-value query.
+ * Bytes are interpreted as steps between 0 and 1, so the
+ * expected float values will be 0.0 for byte value 0 and 1.0 for
+ * byte value 255.
+ */
+ GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
+ (*vertexAttrib4ubNV)(6, v[0], v[1], v[2], v[3]);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4ubNV)(6, def[0], def[1], def[2], def[3]);
+ return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib1fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB1FVNVPROC vertexAttrib1fvNV = (PFNGLVERTEXATTRIB1FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttrib1fvNV)(6, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib1fvNV)(6, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib1dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB1DVNVPROC vertexAttrib1dvNV = (PFNGLVERTEXATTRIB1DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib1dvNV)(6, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib1dvNV)(6, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib2svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB2SVNVPROC vertexAttrib2svNV = (PFNGLVERTEXATTRIB2SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 0, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib2svNV)(6, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib2svNV)(6, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib2fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB2FVNVPROC vertexAttrib2fvNV = (PFNGLVERTEXATTRIB2FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttrib2fvNV)(6, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib2fvNV)(6, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib2dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB2DVNVPROC vertexAttrib2dvNV = (PFNGLVERTEXATTRIB2DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib2dvNV)(6, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib2dvNV)(6, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib3svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB3SVNVPROC vertexAttrib3svNV = (PFNGLVERTEXATTRIB3SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib3svNV)(6, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib3svNV)(6, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib3fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB3FVNVPROC vertexAttrib3fvNV = (PFNGLVERTEXATTRIB3FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttrib3fvNV)(6, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib3fvNV)(6, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib3dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB3DVNVPROC vertexAttrib3dvNV = (PFNGLVERTEXATTRIB3DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib3dvNV)(6, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib3dvNV)(6, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4SVNVPROC vertexAttrib4svNV = (PFNGLVERTEXATTRIB4SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 5};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttrib4svNV)(6, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4svNV)(6, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4FVNVPROC vertexAttrib4fvNV = (PFNGLVERTEXATTRIB4FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttrib4fvNV)(6, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4fvNV)(6, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
static GLboolean
test_VertexAttrib4dvNV(generic_func func)
{
PFNGLVERTEXATTRIB4DVNVPROC vertexAttrib4dvNV = (PFNGLVERTEXATTRIB4DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttrib4dvNV)(6, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4dvNV)(6, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttrib4ubvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIB4UBVNVPROC vertexAttrib4ubvNV = (PFNGLVERTEXATTRIB4UBVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLubyte v[4] = {255, 0, 255, 0};
+ const GLubyte def[4] = {0, 0, 0, 255};
+ GLfloat res[4];
+ /* There's no byte-value query; so we use the float-value query.
+ * Bytes are interpreted as steps between 0 and 1, so the
+ * expected float values will be 0.0 for byte value 0 and 1.0 for
+ * byte value 255.
+ */
+ GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
+ (*vertexAttrib4ubvNV)(6, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttrib4ubvNV)(6, def);
+ return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs1fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS1FVNVPROC vertexAttribs1fvNV = (PFNGLVERTEXATTRIBS1FVNVPROC) func;
PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
- const GLdouble v[4] = {0.2, 0.4, 0.8, 1.2};
+ const GLfloat v[4] = {2.5, 0.0, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttribs1fvNV)(6, 1, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs1fvNV)(6, 1, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs1dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS1DVNVPROC vertexAttribs1dvNV = (PFNGLVERTEXATTRIBS1DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 0.0, 0.0, 1.0};
const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttribs1dvNV)(6, 1, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs1dvNV)(6, 1, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs2svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS2SVNVPROC vertexAttribs2svNV = (PFNGLVERTEXATTRIBS2SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 0, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttribs2svNV)(6, 1, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs2svNV)(6, 1, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs2fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS2FVNVPROC vertexAttribs2fvNV = (PFNGLVERTEXATTRIBS2FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
GLfloat res[4];
- GLboolean pass;
- (*vertexAttrib4dvNV)(6, v);
+ (*vertexAttribs2fvNV)(6, 1, v);
(*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
- pass = (EQUAL(res[0], 0.2) && EQUAL(res[1], 0.4) && EQUAL(res[2], 0.8) && EQUAL(res[3], 1.2));
- (*vertexAttrib4dvNV)(6, def);
- return pass;
+ (*vertexAttribs2fvNV)(6, 1, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs2dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS2DVNVPROC vertexAttribs2dvNV = (PFNGLVERTEXATTRIBS2DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 0.0, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttribs2dvNV)(6, 1, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs2dvNV)(6, 1, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
}
+static GLboolean
+test_VertexAttribs3svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS3SVNVPROC vertexAttribs3svNV = (PFNGLVERTEXATTRIBS3SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 1};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttribs3svNV)(6, 1, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs3svNV)(6, 1, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs3fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS3FVNVPROC vertexAttribs3fvNV = (PFNGLVERTEXATTRIBS3FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttribs3fvNV)(6, 1, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs3fvNV)(6, 1, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs3dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS3DVNVPROC vertexAttribs3dvNV = (PFNGLVERTEXATTRIBS3DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 1.0};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttribs3dvNV)(6, 1, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs3dvNV)(6, 1, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs4svNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS4SVNVPROC vertexAttribs4svNV = (PFNGLVERTEXATTRIBS4SVNVPROC) func;
+ PFNGLGETVERTEXATTRIBIVNVPROC getVertexAttribivNV = (PFNGLGETVERTEXATTRIBIVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribivNV");
+
+ const GLshort v[4] = {2, 4, 7, 5};
+ const GLshort def[4] = {0, 0, 0, 1};
+ GLint res[4];
+ (*vertexAttribs4svNV)(6, 1, v);
+ (*getVertexAttribivNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs4svNV)(6, 1, def);
+ return compare_shorts_to_ints(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs4fvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS4FVNVPROC vertexAttribs4fvNV = (PFNGLVERTEXATTRIBS4FVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLfloat v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLfloat def[4] = {0, 0, 0, 1};
+ GLfloat res[4];
+ (*vertexAttribs4fvNV)(6, 1, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs4fvNV)(6, 1, def);
+ return compare_floats(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs4dvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS4DVNVPROC vertexAttribs4dvNV = (PFNGLVERTEXATTRIBS4DVNVPROC) func;
+ PFNGLGETVERTEXATTRIBDVNVPROC getVertexAttribdvNV = (PFNGLGETVERTEXATTRIBDVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribdvNV");
+
+ const GLdouble v[4] = {2.5, 4.25, 7.125, 5.0625};
+ const GLdouble def[4] = {0, 0, 0, 1};
+ GLdouble res[4];
+ (*vertexAttribs4dvNV)(6, 1, v);
+ (*getVertexAttribdvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs4dvNV)(6, 1, def);
+ return compare_doubles(__FUNCTION__, 4, v, 4, res);
+}
+
+static GLboolean
+test_VertexAttribs4ubvNV(generic_func func)
+{
+ PFNGLVERTEXATTRIBS4UBVNVPROC vertexAttribs4ubvNV = (PFNGLVERTEXATTRIBS4UBVNVPROC) func;
+ PFNGLGETVERTEXATTRIBFVNVPROC getVertexAttribfvNV = (PFNGLGETVERTEXATTRIBFVNVPROC) glXGetProcAddressARB((const GLubyte *) "glGetVertexAttribfvNV");
+
+ const GLubyte v[4] = {255, 0, 255, 0};
+ const GLubyte def[4] = {0, 0, 0, 255};
+ GLfloat res[4];
+ /* There's no byte-value query; so we use the float-value query.
+ * Bytes are interpreted as steps between 0 and 1, so the
+ * expected float values will be 0.0 for byte value 0 and 1.0 for
+ * byte value 255.
+ */
+ GLfloat expectedResults[4] = {1.0, 0.0, 1.0, 0.0};
+ (*vertexAttribs4ubvNV)(6, 1, v);
+ (*getVertexAttribfvNV)(6, GL_CURRENT_ATTRIB_NV, res);
+ (*vertexAttribs4ubvNV)(6, 1, def);
+ return compare_floats(__FUNCTION__, 4, expectedResults, 4, res);
+}
static GLboolean
test_StencilFuncSeparateATI(generic_func func)
@@ -387,17 +3507,32 @@ extension_supported(const char *haystack, const char *needle)
}
-static void
+/* Run all the known extension function tests, if the extension is supported.
+ * Return a count of how many failed.
+ */
+static int
check_functions( const char *extensions )
{
struct name_test_pair *entry;
- int failures = 0, passes = 0;
- int totalFail = 0, totalPass = 0;
+ int failures = 0, passes = 0, untested = 0;
+ int totalFail = 0, totalPass = 0, totalUntested = 0, totalUnsupported = 0;
int doTests;
-
+ const char *version = (const char *) glGetString(GL_VERSION);
+
+ /* The functions list will have "real" entries (consisting of
+ * a GL function name and a pointer to an exercise function for
+ * that GL function), and "group" entries (indicated as
+ * such by having a "-" as the first character of the name).
+ * "Group" names always start with the "-" character, and can
+ * be numeric (e.g. "-1.0", "-2.1"), indicating that a particular
+ * OpenGL version is required for the following functions; or can be
+ * an extension name (e.g. "-GL_ARB_multitexture") that means
+ * that the named extension is required for the following functions.
+ */
for (entry = functions; entry->name; entry++) {
+ /* Check if this is a group indicator */
if (entry->name[0] == '-') {
- const char *version = (const char *) glGetString(GL_VERSION);
+ /* A group indicator; check if it's an OpenGL version group */
if (entry->name[1] == '1') {
/* check GL version 1.x */
if (version[0] == '1' &&
@@ -419,14 +3554,27 @@ check_functions( const char *extensions )
/* check if the named extension is available */
doTests = extension_supported(extensions, entry->name+1);
}
+
+ /* doTests is now set if we're starting an OpenGL version
+ * group, and the running OpenGL version is at least the
+ * version required; or if we're starting an OpenGL extension
+ * group, and the extension is supported.
+ */
if (doTests)
printf("Testing %s functions\n", entry->name + 1);
- totalFail += failures;
- totalPass += passes;
+
+ /* Each time we hit a title function, reset the function
+ * counts.
+ */
failures = 0;
passes = 0;
+ untested = 0;
}
else if (doTests) {
+ /* Here, we know we're trying to exercise a function for
+ * a supported extension. See whether we have a test for
+ * it, and try to run it.
+ */
generic_func funcPtr = (generic_func) glXGetProcAddressARB((const GLubyte *) entry->name);
if (funcPtr) {
if (entry->test) {
@@ -436,21 +3584,36 @@ check_functions( const char *extensions )
if (b) {
printf(" Pass\n");
passes++;
+ totalPass++;
}
else {
printf(" FAIL!!!\n");
failures++;
+ totalFail++;
}
}
else {
- passes++;
+ untested++;
+ totalUntested++;
}
}
else {
printf(" glXGetProcAddress(%s) failed!\n", entry->name);
failures++;
+ totalFail++;
}
}
+ else {
+ /* Here, we have a function that belongs to a group that
+ * is known to be unsupported.
+ */
+ totalUnsupported++;
+ }
+
+ /* Make sure a poor test case doesn't leave any lingering
+ * OpenGL errors.
+ */
+ CheckGLError(__LINE__, __FILE__, __FUNCTION__);
if (doTests && (!(entry+1)->name || (entry+1)->name[0] == '-')) {
if (failures > 0) {
@@ -459,18 +3622,29 @@ check_functions( const char *extensions )
if (passes > 0) {
printf(" %d passed.\n", passes);
}
+ if (untested > 0) {
+ printf(" %d untested.\n", untested);
+ }
}
}
- totalFail += failures;
- totalPass += passes;
printf("-----------------------------\n");
- printf("Total: %d pass %d fail\n", totalPass, totalFail);
+ printf("Total: %d pass %d fail %d untested %d unsupported %d total\n",
+ totalPass, totalFail, totalUntested, totalUnsupported,
+ totalPass + totalFail + totalUntested + totalUnsupported);
+
+ return totalFail;
}
+/* Return an error code */
+#define ERROR_NONE 0
+#define ERROR_NO_VISUAL 1
+#define ERROR_NO_CONTEXT 2
+#define ERROR_NO_MAKECURRENT 3
+#define ERROR_FAILED 4
-static void
+static int
print_screen_info(Display *dpy, int scrnum, Bool allowDirect)
{
Window win;
@@ -496,6 +3670,7 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect)
GLXContext ctx;
XVisualInfo *visinfo;
int width = 100, height = 100;
+ int failures;
root = RootWindow(dpy, scrnum);
@@ -504,7 +3679,7 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect)
visinfo = glXChooseVisual(dpy, scrnum, attribDouble);
if (!visinfo) {
fprintf(stderr, "Error: couldn't find RGB GLX visual\n");
- return;
+ return ERROR_NO_VISUAL;
}
}
@@ -521,26 +3696,29 @@ print_screen_info(Display *dpy, int scrnum, Bool allowDirect)
if (!ctx) {
fprintf(stderr, "Error: glXCreateContext failed\n");
XDestroyWindow(dpy, win);
- return;
+ return ERROR_NO_CONTEXT;
}
- if (glXMakeCurrent(dpy, win, ctx)) {
- check_functions( (const char *) glGetString(GL_EXTENSIONS) );
- }
- else {
+ if (!glXMakeCurrent(dpy, win, ctx)) {
fprintf(stderr, "Error: glXMakeCurrent failed\n");
+ glXDestroyContext(dpy, ctx);
+ XDestroyWindow(dpy, win);
+ return ERROR_NO_MAKECURRENT;
}
+ failures = check_functions( (const char *) glGetString(GL_EXTENSIONS) );
glXDestroyContext(dpy, ctx);
XDestroyWindow(dpy, win);
-}
+ return (failures == 0 ? ERROR_NONE : ERROR_FAILED);
+}
int
main(int argc, char *argv[])
{
char *displayName = NULL;
Display *dpy;
+ int returnCode;
dpy = XOpenDisplay(displayName);
if (!dpy) {
@@ -548,9 +3726,9 @@ main(int argc, char *argv[])
return -1;
}
- print_screen_info(dpy, 0, GL_TRUE);
+ returnCode = print_screen_info(dpy, 0, GL_TRUE);
XCloseDisplay(dpy);
- return 0;
+ return returnCode;
}
diff --git a/progs/tests/getprocaddress.py b/progs/tests/getprocaddress.py
index 8adfc51bd6..699195bd48 100644
--- a/progs/tests/getprocaddress.py
+++ b/progs/tests/getprocaddress.py
@@ -52,7 +52,7 @@ static struct name_test_pair functions[] = {"""
prev_category = None
- for f in api.functionIterateByOffset():
+ for f in api.functionIterateByCategory():
[category, num] = api.get_category_for_name( f.name )
if category != prev_category:
print ' { "-%s", NULL},' % category
diff --git a/progs/tests/getteximage.c b/progs/tests/getteximage.c
new file mode 100644
index 0000000000..71f29b4ac8
--- /dev/null
+++ b/progs/tests/getteximage.c
@@ -0,0 +1,253 @@
+/**
+ * Test glGetTexImage()
+ * Brian Paul
+ * 9 June 2009
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+static int Win;
+
+
+static void
+TestGetTexImage(GLboolean npot)
+{
+ GLuint iter;
+ GLubyte *data = (GLubyte *) malloc(1024 * 1024 * 4);
+ GLubyte *data2 = (GLubyte *) malloc(1024 * 1024 * 4);
+
+ glEnable(GL_TEXTURE_2D);
+
+ printf("glTexImage2D + glGetTexImage:\n");
+
+ for (iter = 0; iter < 8; iter++) {
+ GLint p = (iter % 8) + 3;
+ GLint w = npot ? (p * 20) : (1 << p);
+ GLint h = npot ? (p * 10) : (1 << p);
+ GLuint i;
+ GLint level = 0;
+
+ printf(" Testing %d x %d tex image\n", w, h);
+
+ /* fill data */
+ for (i = 0; i < w * h * 4; i++) {
+ data[i] = i & 0xff;
+ data2[i] = 0;
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w, h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, data);
+
+ glBegin(GL_POINTS);
+ glVertex2f(0, 0);
+ glEnd();
+
+ /* get */
+ glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, data2);
+
+ /* compare */
+ for (i = 0; i < w * h * 4; i++) {
+ if (data2[i] != data[i]) {
+ printf("glTexImage + glGetTexImage failure!\n");
+ printf("Expected value %d, found %d\n", data[i], data2[i]);
+ abort();
+ }
+ }
+ }
+
+ printf("Passed\n");
+ glDisable(GL_TEXTURE_2D);
+ free(data);
+ free(data2);
+}
+
+
+static GLboolean
+ColorsEqual(const GLubyte ref[4], const GLubyte act[4])
+{
+ if (abs((int) ref[0] - (int) act[0]) > 1 ||
+ abs((int) ref[1] - (int) act[1]) > 1 ||
+ abs((int) ref[2] - (int) act[2]) > 1 ||
+ abs((int) ref[3] - (int) act[3]) > 1) {
+ printf("expected %d %d %d %d\n", ref[0], ref[1], ref[2], ref[3]);
+ printf("found %d %d %d %d\n", act[0], act[1], act[2], act[3]);
+ return GL_FALSE;
+ }
+ return GL_TRUE;
+}
+
+
+static void
+TestGetTexImageRTT(GLboolean npot)
+{
+ GLuint iter;
+
+ printf("Render to texture + glGetTexImage:\n");
+
+ for (iter = 0; iter < 8; iter++) {
+
+ GLuint fb, tex;
+ GLint w, h;
+ GLint level = 0;
+
+ if (npot) {
+ w = 200 + iter * 40;
+ h = 200 + iter * 12;
+ }
+ else {
+ w = 4 << iter;
+ h = 4 << iter;
+ }
+
+ glGenTextures(1, &tex);
+ glGenFramebuffersEXT(1, &fb);
+
+ glBindTexture(GL_TEXTURE_2D, tex);
+ 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, w, h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, tex, level);
+
+ glViewport(0, 0, w, h);
+
+ printf(" Testing %d x %d tex image\n", w, h);
+ {
+ static const GLubyte blue[4] = {0, 0, 255, 255};
+ GLubyte color[4];
+ GLubyte *data2 = (GLubyte *) malloc(w * h * 4);
+ GLuint i;
+
+ /* random clear color */
+ for (i = 0; i < 4; i++) {
+ color[i] = rand() % 256;
+ }
+
+ glClearColor(color[0] / 255.0,
+ color[1] / 255.0,
+ color[2] / 255.0,
+ color[3] / 255.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* draw polygon over top half, in blue */
+ glColor4ubv(blue);
+ glRectf(0, 0.5, 1.0, 1.0);
+
+ /* get */
+ glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, data2);
+
+ /* compare */
+ for (i = 0; i < w * h; i += 4) {
+ if (i < w * h / 2) {
+ /* lower half */
+ if (!ColorsEqual(color, data2 + i * 4)) {
+ printf("Render to texture failure (expected clear color)!\n");
+ abort();
+ }
+ }
+ else {
+ /* upper half */
+ if (!ColorsEqual(blue, data2 + i * 4)) {
+ printf("Render to texture failure (expected blue)!\n");
+ abort();
+ }
+ }
+ }
+
+ free(data2);
+ }
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glDeleteFramebuffersEXT(1, &fb);
+ glDeleteTextures(1, &tex);
+
+ }
+
+ printf("Passed\n");
+}
+
+
+
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ TestGetTexImage(GL_FALSE);
+ if (glutExtensionSupported("GL_ARB_texture_non_power_of_two"))
+ TestGetTexImage(GL_TRUE);
+
+ if (glutExtensionSupported("GL_EXT_framebuffer_object") ||
+ glutExtensionSupported("GL_ARB_framebuffer_object")) {
+ TestGetTexImageRTT(GL_FALSE);
+ if (glutExtensionSupported("GL_ARB_texture_non_power_of_two"))
+ TestGetTexImageRTT(GL_TRUE);
+ }
+
+ glutDestroyWindow(Win);
+ exit(0);
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, 1, 0, 1, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, 0.0);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Draw);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/glutfx.c b/progs/tests/glutfx.c
new file mode 100644
index 0000000000..8bf5582389
--- /dev/null
+++ b/progs/tests/glutfx.c
@@ -0,0 +1,189 @@
+
+/*
+ * Example of how one might use GLUT with the 3Dfx driver in full-screen mode.
+ * Note: this only works with X since we're using Mesa's GLX "hack" for
+ * using Glide.
+ *
+ * Goals:
+ * easy setup and input event handling with GLUT
+ * use 3Dfx hardware
+ * automatically set MESA environment variables
+ * don't lose mouse input focus
+ *
+ * Brian Paul This file is in the public domain.
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+
+#define WIDTH 640
+#define HEIGHT 480
+
+
+static int Window = 0;
+static int ScreenWidth, ScreenHeight;
+static GLuint Torus = 0;
+static GLfloat Xrot = 0.0, Yrot = 0.0;
+
+
+
+static void Display( void )
+{
+ static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
+ static GLfloat red[4] = {1.0, 0.2, 0.2, 1.0};
+ static GLfloat green[4] = {0.2, 1.0, 0.2, 1.0};
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
+ glCallList(Torus);
+
+ glRotatef(90.0, 1, 0, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red);
+ glCallList(Torus);
+
+ glRotatef(90.0, 0, 1, 0);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, green);
+ glCallList(Torus);
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ float ratio = (float) width / (float) height;
+
+ ScreenWidth = width;
+ ScreenHeight = height;
+
+ /*
+ * The 3Dfx driver is limited to 640 x 480 but the X window may be larger.
+ * Enforce that here.
+ */
+ if (width > WIDTH)
+ width = WIDTH;
+ if (height > HEIGHT)
+ height = HEIGHT;
+
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -ratio, ratio, -1.0, 1.0, 5.0, 30.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -20.0 );
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ glutDestroyWindow(Window);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ break;
+ case GLUT_KEY_DOWN:
+ break;
+ case GLUT_KEY_LEFT:
+ break;
+ case GLUT_KEY_RIGHT:
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void MouseMove( int x, int y )
+{
+ Xrot = y - ScreenWidth / 2;
+ Yrot = x - ScreenHeight / 2;
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ Torus = glGenLists(1);
+ glNewList(Torus, GL_COMPILE);
+ glutSolidTorus(0.5, 2.0, 10, 20);
+ glEndList();
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+}
+
+
+int main( int argc, char *argv[] )
+{
+#ifndef _WIN32
+ printf("NOTE: if you've got 3Dfx VooDoo hardware you must run this");
+ printf(" program as root.\n\n");
+ printf("Move the mouse. Press ESC to exit.\n\n");
+#endif
+
+ /* Tell Mesa GLX to use 3Dfx driver in fullscreen mode. */
+ putenv("MESA_GLX_FX=fullscreen");
+
+ /* Disable 3Dfx Glide splash screen */
+ putenv("FX_GLIDE_NO_SPLASH=");
+
+ /* Give an initial size and position so user doesn't have to place window */
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(WIDTH, HEIGHT);
+ glutInit( &argc, argv );
+
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+
+ Window = glutCreateWindow(argv[0]);
+ if (!Window) {
+ printf("Error, couldn't open window\n");
+ exit(1);
+ }
+
+ /*
+ * Want the X window to fill the screen so that we don't have to
+ * worry about losing the mouse input focus.
+ * Note that we won't actually see the X window since we never draw
+ * to it, hence, the original X screen's contents aren't disturbed.
+ */
+ glutFullScreen();
+
+ Init();
+
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ glutPassiveMotionFunc( MouseMove );
+
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/interleave.c b/progs/tests/interleave.c
index e98b3ed046..47bf9dfbe5 100644
--- a/progs/tests/interleave.c
+++ b/progs/tests/interleave.c
@@ -36,6 +36,7 @@
#include <stdlib.h>
#include <string.h>
#include <time.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 400;
@@ -386,6 +387,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "glInterleavedArrays test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/invert.c b/progs/tests/invert.c
index 750592ed79..63099fbd22 100644
--- a/progs/tests/invert.c
+++ b/progs/tests/invert.c
@@ -35,6 +35,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.h"
@@ -186,6 +187,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "GL_MESA_pack_invert test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/jkrahntest.c b/progs/tests/jkrahntest.c
index 08660b8932..3fef105fc2 100644
--- a/progs/tests/jkrahntest.c
+++ b/progs/tests/jkrahntest.c
@@ -45,7 +45,7 @@ int main(int argc, char **argv)
if (argc < 2) {
fprintf(stderr, "This program tests GLX context switching.\n");
- fprintf(stderr, "Usage: cxbug <n>\n");
+ fprintf(stderr, "Usage: jkrahntest <n>\n");
fprintf(stderr, "Where n is:\n");
fprintf(stderr, "\t1) Use two contexts and swap only when the context is current (typical case).\n");
fprintf(stderr, "\t2) Use two contexts and swap at the same time.\n");
diff --git a/progs/tests/lineclip.c b/progs/tests/lineclip.c
index 098f5e92eb..bb688c04a5 100644
--- a/progs/tests/lineclip.c
+++ b/progs/tests/lineclip.c
@@ -26,6 +26,7 @@
*/
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int win_width, win_height;
@@ -164,6 +165,7 @@ main(int argc, char *argv[])
glutInitWindowSize(win_width, win_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutDisplayFunc(display);
diff --git a/progs/tests/manytex.c b/progs/tests/manytex.c
index 74b06649f6..52e7e1de44 100644
--- a/progs/tests/manytex.c
+++ b/progs/tests/manytex.c
@@ -13,6 +13,7 @@
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -29,6 +30,7 @@ static GLboolean LinearFilter = GL_FALSE;
static GLboolean RandomSize = GL_FALSE;
static GLint Rows, Columns;
static GLint LowPriorityCount = 0;
+static GLint Win;
static void Idle( void )
@@ -127,6 +129,14 @@ static int RandomInt(int min, int max)
}
+static void DeleteTextures(void)
+{
+ glDeleteTextures(NumTextures, TextureID);
+ free(TextureID);
+ TextureID = NULL;
+}
+
+
static void Init( void )
{
@@ -305,9 +315,12 @@ static void Key( unsigned char key, int x, int y )
Zrot += step;
break;
case ' ':
+ DeleteTextures();
Init();
break;
case 27:
+ DeleteTextures();
+ glutDestroyWindow(Win);
exit(0);
break;
}
@@ -323,7 +336,8 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( WinWidth, WinHeight );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
- glutCreateWindow(argv[0]);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/mapbufrange.c b/progs/tests/mapbufrange.c
new file mode 100644
index 0000000000..76e02dd406
--- /dev/null
+++ b/progs/tests/mapbufrange.c
@@ -0,0 +1,205 @@
+/*
+ * Test glMapBuffer() and glMapBufferRange()
+ *
+ * Fill a VBO with vertex data to draw several colored quads.
+ * On each redraw, update the geometry for just one rect in the VBO.
+ *
+ * Brian Paul
+ * 4 March 2009
+ */
+
+
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <GL/glew.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+static GLuint Win;
+static const GLuint NumRects = 10;
+static GLuint BufferID;
+static GLboolean Anim = GL_TRUE;
+static GLboolean UseBufferRange = GL_FALSE;
+
+
+
+static const float RectData[] = {
+ /* vertex */ /* color */
+ 0, -1, 0, 1, 0, 0,
+ 1, 0, 0, 1, 1, 0,
+ 0, 1, 0, 0, 1, 1,
+ -1, 0, 0, 1, 0, 1
+};
+
+
+/**
+ * The buffer contains vertex positions (float[3]) and colors (float[3])
+ * for 'NumRects' quads.
+ * This function updates/rotates one quad in the buffer.
+ */
+static void
+UpdateRect(int r, float angle)
+{
+ float *rect;
+ int i;
+
+ assert(r < NumRects);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
+ if (UseBufferRange) {
+ GLintptr offset = r * sizeof(RectData);
+ GLsizeiptr length = sizeof(RectData);
+ GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT;
+ float *buf = (float *) glMapBufferRange(GL_ARRAY_BUFFER_ARB,
+ offset, length, access);
+ rect = buf;
+ }
+ else {
+ /* map whole buffer */
+ float *buf = (float *)
+ glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ rect = buf + r * 24;
+ }
+
+ /* set rect verts/colors */
+ memcpy(rect, RectData, sizeof(RectData));
+
+ /* loop over four verts, updating vertices */
+ for (i = 0; i < 4; i++) {
+ float x = 0.2 * RectData[i*6+0];
+ float y = 0.2 * RectData[i*6+1];
+ float xpos = -2.5 + 0.5 * r;
+ float ypos = 0.0;
+
+ /* translate and rotate vert */
+ rect[i * 6 + 0] = xpos + x * cos(angle) + y * sin(angle);
+ rect[i * 6 + 1] = ypos + x * sin(angle) - y * cos(angle);
+ }
+
+ glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
+}
+
+
+static void
+LoadBuffer(void)
+{
+ static int frame = 0;
+ float angle = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ UpdateRect(frame % NumRects, angle);
+ frame++;
+}
+
+
+static void
+Draw(void)
+{
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
+ glVertexPointer(3, GL_FLOAT, 24, 0);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glColorPointer(3, GL_FLOAT, 24, (void*) 12);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ glDrawArrays(GL_QUADS, 0, NumRects * 4);
+
+ if (0)
+ glFinish();
+}
+
+
+static void
+Display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+ Draw();
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-3.0, 3.0, -1.0, 1.0, -1.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+Idle(void)
+{
+ LoadBuffer();
+ glutPostRedisplay();
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ if (key == 'a') {
+ Anim = !Anim;
+ glutIdleFunc(Anim ? Idle : NULL);
+ }
+ else if (key == 's') {
+ LoadBuffer();
+ }
+ else if (key == 27) {
+ glutDestroyWindow(Win);
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ GLuint BufferSize = NumRects * sizeof(RectData);
+ float *buf;
+
+ if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
+ printf("GL_ARB_vertex_buffer_object not found!\n");
+ exit(0);
+ }
+
+ UseBufferRange = glutExtensionSupported("GL_ARB_map_buffer_range");
+ printf("Use GL_ARB_map_buffer_range: %c\n", "NY"[UseBufferRange]);
+
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ /* initially load buffer with zeros */
+ buf = (float *) calloc(1, BufferSize);
+
+ glGenBuffersARB(1, &BufferID);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, BufferSize, buf, GL_DYNAMIC_DRAW_ARB);
+
+ free(buf);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowSize(800, 200);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Display);
+ glutIdleFunc(Anim ? Idle : NULL);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/mapvbo.c b/progs/tests/mapvbo.c
new file mode 100644
index 0000000000..52a22a5e79
--- /dev/null
+++ b/progs/tests/mapvbo.c
@@ -0,0 +1,139 @@
+/*
+ * Test glMapBuffer() call immediately after glDrawArrays().
+ * See details below.
+ *
+ * NOTE: Do not use freeglut with this test! It calls the Display()
+ * callback twice right away instead of just once.
+ *
+ * Brian Paul
+ * 27 Feb 2009
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+static GLuint BufferID;
+
+
+static GLuint Win;
+
+
+
+
+/*
+ * Create VBO (position and color) and load with data.
+ */
+static void
+SetupBuffers(void)
+{
+ static const GLfloat data[] = {
+ /* vertex */ /* color */
+ 0, -1, 0, 1, 1, 0,
+ 1, 0, 0, 1, 1, 0,
+ 0, 1, 0, 1, 1, 0,
+ -1, 0, 0, 1, 1, 0
+ };
+
+ glGenBuffersARB(1, &BufferID);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(data), data,
+ GL_STATIC_DRAW_ARB);
+}
+
+
+static void
+Draw(void)
+{
+ static int count = 1;
+
+ printf("Draw Frame %d\n", count);
+ count++;
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, BufferID);
+ glVertexPointer(3, GL_FLOAT, 24, 0);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glColorPointer(3, GL_FLOAT, 24, (void*) 12);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ if (0)
+ glFinish();
+
+ /* Immediately map the color buffer and change something.
+ * This should not effect the first glDrawArrays above, but the
+ * next time we draw we should see a black vertex.
+ */
+ if (1) {
+ GLfloat *m = (GLfloat *) glMapBufferARB(GL_ARRAY_BUFFER_ARB,
+ GL_WRITE_ONLY_ARB);
+ m[3] = m[4] = m[5] = 0.0f; /* black vertex */
+ glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
+ }
+}
+
+
+static void Display( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+ Draw();
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ float ar = (float) width / (float) height;
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -ar, ar, -1.0, 1.0, 5.0, 25.0 );
+ 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;
+ if (key == 27) {
+ glutDestroyWindow(Win);
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ if (!glutExtensionSupported("GL_ARB_vertex_buffer_object")) {
+ printf("GL_ARB_vertex_buffer_object not found!\n");
+ exit(0);
+ }
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ SetupBuffers();
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 300, 300 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/minmag.c b/progs/tests/minmag.c
index 78ef9db03a..03019f94fa 100644
--- a/progs/tests/minmag.c
+++ b/progs/tests/minmag.c
@@ -17,6 +17,7 @@
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -189,6 +190,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(redraw);
diff --git a/progs/tests/mipgen.c b/progs/tests/mipgen.c
new file mode 100644
index 0000000000..088f643215
--- /dev/null
+++ b/progs/tests/mipgen.c
@@ -0,0 +1,207 @@
+/* Test GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL
+ * Brian Paul
+ * 10 May 2006
+ */
+
+
+/* Copyright (c) Mark J. Kilgard, 1994. */
+
+/*
+ * (c) Copyright 1993, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED
+ * Permission to use, copy, modify, and distribute this software for
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States. Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.h"
+
+
+static GLfloat LodBias = 6.0; /* make smallest miplevel visible */
+static GLuint texImage;
+
+#define WIDTH 2
+#define HEIGHT 2
+
+static void
+InitValues(void)
+{
+ LodBias = 6.0; /* make smallest miplevel visible */
+}
+
+
+static void MakeImage(void)
+{
+ const GLubyte color0[4] = { 0xff, 0x80, 0x20, 0xff };
+ const GLubyte color1[4] = { 0x10, 0x20, 0x40, 0xff };
+
+ GLubyte img[WIDTH*HEIGHT*3];
+ int i, j;
+ for (i = 0; i < HEIGHT; i++) {
+ for (j = 0; j < WIDTH; j++) {
+ int k = (i * WIDTH + j) * 3;
+ int p = ((i+j)%2);
+ if (p == 0) {
+ img[k + 0] = color0[0];
+ img[k + 1] = color0[1];
+ img[k + 2] = color0[2];
+ }
+ else {
+ img[k + 0] = color1[0];
+ img[k + 1] = color1[1];
+ img[k + 2] = color1[2];
+ }
+ }
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, img);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
+}
+
+
+
+static void myinit(void)
+{
+ InitValues();
+
+ glShadeModel(GL_FLAT);
+
+ glTranslatef(0.0, 0.0, -3.6);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texImage);
+ glBindTexture(GL_TEXTURE_2D, texImage);
+ MakeImage();
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable(GL_TEXTURE_2D);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+}
+
+
+
+static void display(void)
+{
+ GLfloat tcm = 1.0;
+ glBindTexture(GL_TEXTURE_2D, texImage);
+
+ printf("Bias=%.2g\n", LodBias);
+ fflush(stdout);
+
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, LodBias);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
+ glTexCoord2f(0.0, tcm); glVertex3f(-2.0, 1.0, 0.0);
+ glTexCoord2f(tcm * 3000.0, tcm); glVertex3f(3000.0, 1.0, -6000.0);
+ glTexCoord2f(tcm * 3000.0, 0.0); glVertex3f(3000.0, -1.0, -6000.0);
+ glEnd();
+ glFlush();
+}
+
+static void myReshape(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+static void
+key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+ case 'l':
+ LodBias -= 0.25;
+ break;
+ case 'L':
+ LodBias += 0.25;
+ break;
+ case ' ':
+ InitValues();
+ break;
+ case 27: /* Escape */
+ exit(0);
+ break;
+ default:
+ return;
+ }
+ glutPostRedisplay();
+}
+
+
+static void usage(void)
+{
+ printf("usage:\n");
+ printf(" l/L decrease/increase GL_TEXTURE_LOD_BIAS\n");
+ printf(" SPACE reset values\n");
+}
+
+
+int main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB );
+ glutInitWindowSize (600, 600);
+ glutCreateWindow (argv[0]);
+ glewInit();
+ myinit();
+ glutReshapeFunc (myReshape);
+ glutDisplayFunc(display);
+ glutKeyboardFunc(key);
+ usage();
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}
diff --git a/progs/tests/mipmap_comp.c b/progs/tests/mipmap_comp.c
new file mode 100644
index 0000000000..5842e2b880
--- /dev/null
+++ b/progs/tests/mipmap_comp.c
@@ -0,0 +1,295 @@
+/* Copyright (c) Mark J. Kilgard, 1994. */
+/*
+ * (c) Copyright 1993, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED
+ * Permission to use, copy, modify, and distribute this software for
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States. Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+ */
+
+/* mipmap_comp
+ * Test compressed texture mipmaps
+ *
+ * Based on mipmap_limits
+ */
+
+#include <string.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.h"
+
+#define SIZE 16 /* not larger then 16 */
+
+static GLint BaseLevel = 0, MaxLevel = 9;
+static GLfloat MinLod = -1, MaxLod = 9;
+static GLfloat LodBias = 0.0;
+static GLboolean NearestFilter = GL_TRUE;
+static GLuint texImage;
+
+
+static void
+initValues(void)
+{
+ BaseLevel = 0;
+ MaxLevel = 9;
+ MinLod = -1;
+ MaxLod = 2;
+ LodBias = 5.0;
+ NearestFilter = GL_TRUE;
+}
+
+
+static void
+makeImage(int level, int width, int height)
+{
+#if 0
+ GLubyte img[SIZE*SIZE*3];
+ int i, j;
+
+ (void)size;
+ for (i = 0; i < height; i++) {
+ for (j = 0; j < width; j++) {
+ int k = (i * width + j) * 3;
+ img[k + 0] = 255 * ((level + 1) % 2);
+ img[k + 1] = 255 * ((level + 1) % 2);
+ img[k + 2] = 255 * ((level + 1) % 2);
+ }
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, level, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, img);
+#else
+ GLubyte img[128];
+ GLint size[] = {
+ 128, /* 16x16 */
+ 32, /* 8x8 */
+ 8, /* 4x4 */
+ 8, /* 2x2 */
+ 8, /* 1x1 */
+ };
+ int i;
+ int value = ((level + 1) % 2) * 0xffffffff;
+ memset(img, 0, 128);
+
+ /* generate black and white mipmap levels */
+ if (value)
+ for (i = 0; i < size[level] / 4; i += 2)
+ ((int*)img)[i] = value;
+
+ glCompressedTexImage2D(GL_TEXTURE_2D, level,
+ GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
+ width, height, 0,
+ size[level], img);
+#endif
+}
+
+
+static void
+makeImages(void)
+{
+ int i, sz;
+
+ for (i = 0, sz = SIZE; sz >= 1; i++, sz /= 2) {
+ makeImage(i, sz, sz);
+ printf("Level %d size: %d x %d\n", i, sz, sz);
+ }
+}
+
+
+static void
+myInit(void)
+{
+
+ initValues();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glShadeModel(GL_FLAT);
+
+ glTranslatef(0.0, 0.0, -3.6);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texImage);
+ glBindTexture(GL_TEXTURE_2D, texImage);
+ makeImages();
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable(GL_TEXTURE_2D);
+}
+
+
+static void
+display(void)
+{
+ GLfloat tcm = 1.0;
+ glBindTexture(GL_TEXTURE_2D, texImage);
+
+ printf("BASE_LEVEL=%d MAX_LEVEL=%d MIN_LOD=%.2g MAX_LOD=%.2g Bias=%.2g Filter=%s\n",
+ BaseLevel, MaxLevel, MinLod, MaxLod, LodBias,
+ NearestFilter ? "NEAREST" : "LINEAR");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, BaseLevel);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
+
+ if (NearestFilter) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ }
+ else {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+ }
+
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, LodBias);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
+ glTexCoord2f(0.0, tcm); glVertex3f(-2.0, 1.0, 0.0);
+ glTexCoord2f(tcm * 3000.0, tcm); glVertex3f(3000.0, 1.0, -6000.0);
+ glTexCoord2f(tcm * 3000.0, 0.0); glVertex3f(3000.0, -1.0, -6000.0);
+ glEnd();
+ glFlush();
+}
+
+
+static void
+myReshape(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+ case 'b':
+ BaseLevel--;
+ if (BaseLevel < 0)
+ BaseLevel = 0;
+ break;
+ case 'B':
+ BaseLevel++;
+ if (BaseLevel > 10)
+ BaseLevel = 10;
+ break;
+ case 'm':
+ MaxLevel--;
+ if (MaxLevel < 0)
+ MaxLevel = 0;
+ break;
+ case 'M':
+ MaxLevel++;
+ if (MaxLevel > 10)
+ MaxLevel = 10;
+ break;
+ case 'l':
+ LodBias -= 0.25;
+ break;
+ case 'L':
+ LodBias += 0.25;
+ break;
+ case 'n':
+ MinLod -= 0.25;
+ break;
+ case 'N':
+ MinLod += 0.25;
+ break;
+ case 'x':
+ MaxLod -= 0.25;
+ break;
+ case 'X':
+ MaxLod += 0.25;
+ break;
+ case 'f':
+ NearestFilter = !NearestFilter;
+ break;
+ case ' ':
+ initValues();
+ break;
+ case 27: /* Escape */
+ exit(0);
+ break;
+ default:
+ return;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+usage(void)
+{
+ printf("usage:\n");
+ printf(" b/B decrease/increase GL_TEXTURE_BASE_LEVEL\n");
+ printf(" m/M decrease/increase GL_TEXTURE_MAX_LEVEL\n");
+ printf(" n/N decrease/increase GL_TEXTURE_MIN_LOD\n");
+ printf(" x/X decrease/increase GL_TEXTURE_MAX_LOD\n");
+ printf(" l/L decrease/increase GL_TEXTURE_LOD_BIAS\n");
+ printf(" f toggle nearest/linear filtering\n");
+ printf(" SPACE reset values\n");
+}
+
+
+int
+main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize (600, 600);
+ glutCreateWindow (argv[0]);
+ glewInit();
+ myInit();
+ glutReshapeFunc (myReshape);
+ glutDisplayFunc(display);
+ glutKeyboardFunc(key);
+ usage();
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}
diff --git a/progs/tests/mipmap_comp_tests.c b/progs/tests/mipmap_comp_tests.c
new file mode 100644
index 0000000000..e865b30ad0
--- /dev/null
+++ b/progs/tests/mipmap_comp_tests.c
@@ -0,0 +1,318 @@
+/* Copyright (c) Mark J. Kilgard, 1994. */
+/*
+ * (c) Copyright 1993, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED
+ * Permission to use, copy, modify, and distribute this software for
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States. Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+ */
+
+/* mipmap_comp
+ * Test compressed texture mipmaps
+ *
+ * Based on mipmap_limits
+ */
+
+#include <string.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.h"
+
+#define SIZE 16 /* not larger then 16 */
+
+static GLint BaseLevel = 0, MaxLevel ;
+static GLfloat MinLod, MaxLod;
+static GLfloat LodBias;
+static GLboolean NearestFilter;
+static GLuint texImage;
+static GLuint View;
+
+struct view {
+ GLfloat minLod;
+ GLfloat maxLod;
+ const char *string;
+};
+
+static struct view views[] =
+{
+ { 0, 0, "Green" },
+ { 0, 1, "Green, Red" },
+ { 0, 2, "Green, Red, Blue" },
+ { 0, 3, "Green, Red, Blue, Black" },
+ { 0, 4, "Green, Red, Blue, Black, White" },
+ { 1, 4, "Red, Blue, Black, White" },
+ { 2, 4, "Blue, Black, White" },
+ { 3, 4, "Black, White" },
+ { 4, 4, "White" },
+ { 3, 3, "Black" },
+ { 2, 2, "Blue" },
+ { 1, 1, "Red" },
+ { 1, 3, "Red, Blue, Black" },
+ { 1, 2, "Red, Blue" },
+ { 2, 3, "Blue, Black" },
+ { 0, 0, NULL },
+};
+
+static void
+initValues(void)
+{
+ View = 12;
+ BaseLevel = 0;
+ MaxLevel = 9;
+ MinLod = views[View].minLod;
+ MaxLod = views[View].maxLod;
+ LodBias = 5.0;
+ NearestFilter = GL_TRUE;
+}
+
+
+static void
+changeView(void)
+{
+ if (views[++View].string == NULL)
+ View = 0;
+
+ MinLod = views[View].minLod;
+ MaxLod = views[View].maxLod;
+}
+
+
+static void
+makeImage(int level, int width, int height)
+{
+ GLubyte img[SIZE*SIZE*3];
+ GLubyte color[5][3] = {
+ { 0, 255, 0 },
+ { 255, 0, 0 },
+ { 0, 0, 255 },
+ { 0, 0, 0 },
+ { 255, 255, 255 },
+ };
+ int i, j;
+
+ for (i = 0; i < height; i++) {
+ for (j = 0; j < width; j++) {
+ int k = (i * width + j) * 3;
+ img[k + 0] = color[level][0];
+ img[k + 1] = color[level][1];
+ img[k + 2] = color[level][2];
+ }
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, level,
+ GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
+ width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, img);
+}
+
+
+static void
+makeImages(void)
+{
+ int i, sz;
+
+ for (i = 0, sz = SIZE; sz >= 1; i++, sz /= 2) {
+ makeImage(i, sz, sz);
+ printf("Level %d size: %d x %d\n", i, sz, sz);
+ }
+}
+
+
+static void
+myInit(void)
+{
+
+ initValues();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glShadeModel(GL_FLAT);
+
+ glTranslatef(0.0, 0.0, -3.6);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texImage);
+ glBindTexture(GL_TEXTURE_2D, texImage);
+ makeImages();
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable(GL_TEXTURE_2D);
+}
+
+
+static void
+display(void)
+{
+ GLfloat tcm = 1.0;
+ glBindTexture(GL_TEXTURE_2D, texImage);
+
+ printf("BASE_LEVEL=%d MAX_LEVEL=%d MIN_LOD=%.2g MAX_LOD=%.2g Bias=%.2g Filter=%s\n",
+ BaseLevel, MaxLevel, MinLod, MaxLod, LodBias,
+ NearestFilter ? "NEAREST" : "LINEAR");
+ printf("You should see: %s\n", views[View].string );
+ fflush(stdout);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, BaseLevel);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
+
+ if (NearestFilter) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ }
+ else {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+ }
+
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, LodBias);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
+ glTexCoord2f(0.0, tcm); glVertex3f(-2.0, 1.0, 0.0);
+ glTexCoord2f(tcm * 3000.0, tcm); glVertex3f(3000.0, 1.0, -6000.0);
+ glTexCoord2f(tcm * 3000.0, 0.0); glVertex3f(3000.0, -1.0, -6000.0);
+ glEnd();
+ glFlush();
+}
+
+
+static void
+myReshape(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+#if 0
+ case 'b':
+ BaseLevel--;
+ if (BaseLevel < 0)
+ BaseLevel = 0;
+ break;
+ case 'B':
+ BaseLevel++;
+ if (BaseLevel > 10)
+ BaseLevel = 10;
+ break;
+ case 'm':
+ MaxLevel--;
+ if (MaxLevel < 0)
+ MaxLevel = 0;
+ break;
+ case 'M':
+ MaxLevel++;
+ if (MaxLevel > 10)
+ MaxLevel = 10;
+ break;
+ case 'l':
+ LodBias -= 0.25;
+ break;
+ case 'L':
+ LodBias += 0.25;
+ break;
+ case 'n':
+ MinLod -= 0.25;
+ break;
+ case 'N':
+ MinLod += 0.25;
+ break;
+ case 'x':
+ MaxLod -= 0.25;
+ break;
+ case 'X':
+ MaxLod += 0.25;
+ break;
+ case 'f':
+ NearestFilter = !NearestFilter;
+ break;
+#endif
+ case ' ':
+ initValues();
+ break;
+ case 27: /* Escape */
+ exit(0);
+ break;
+ default:
+ changeView();
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+usage(void)
+{
+ printf("usage:\n");
+ printf(" Any Change view\n");
+ printf(" SPACE reset values\n");
+}
+
+
+int
+main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize (600, 600);
+ glutCreateWindow (argv[0]);
+ glewInit();
+ myInit();
+ glutReshapeFunc (myReshape);
+ glutDisplayFunc(display);
+ glutKeyboardFunc(key);
+ usage();
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}
diff --git a/progs/tests/mipmap_limits.c b/progs/tests/mipmap_limits.c
index 8bdad826f7..5b899cd155 100644
--- a/progs/tests/mipmap_limits.c
+++ b/progs/tests/mipmap_limits.c
@@ -51,19 +51,25 @@
*/
#include <stdlib.h>
#include <stdio.h>
+#include <GL/glew.h>
#include <GL/glut.h>
-static GLint BaseLevel = 0, MaxLevel = 8;
+#include "readtex.h"
+
+#define TEXTURE_FILE "../images/girl.rgb"
+
+static GLint BaseLevel = 0, MaxLevel = 9;
static GLfloat MinLod = -1, MaxLod = 9;
static GLfloat LodBias = 0.0;
static GLboolean NearestFilter = GL_TRUE;
+static GLuint texImage, texColor, texCurrent;
static void
InitValues(void)
{
BaseLevel = 0;
- MaxLevel = 8;
+ MaxLevel = 9;
MinLod = -1;
MaxLod = 9;
LodBias = 0.0;
@@ -74,7 +80,7 @@ InitValues(void)
static void MakeImage(int level, int width, int height, const GLubyte color[4])
{
const int makeStripes = 0;
- GLubyte img[256*256*3];
+ GLubyte img[512*512*3];
int i, j;
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
@@ -98,87 +104,138 @@ static void MakeImage(int level, int width, int height, const GLubyte color[4])
}
-static void makeImages(void)
+static void makeImages(int image)
{
- static const GLubyte colors[8][3] = {
- {128, 128, 128 },
- { 0, 255, 255 },
- { 255, 255, 0 },
- { 255, 0, 255 },
- { 255, 0, 0 },
- { 0, 255, 0 },
- { 0, 0, 255 },
- { 255, 255, 255 }
- };
- int i, sz = 128;
-
- for (i = 0; i < 8; i++) {
- MakeImage(i, sz, sz, colors[i]);
- sz /= 2;
+#define WIDTH 512
+#define HEIGHT 512
+ if (glutExtensionSupported("GL_SGIS_generate_mipmap") && image) {
+ /* test auto mipmap generation */
+ GLint width, height, i;
+ GLenum format;
+ GLubyte *image = LoadRGBImage(TEXTURE_FILE, &width, &height, &format);
+ if (!image) {
+ printf("Error: could not load texture image %s\n", TEXTURE_FILE);
+ exit(1);
+ }
+ /* resize */
+ if (width != WIDTH || height != HEIGHT) {
+ GLubyte *newImage = malloc(WIDTH * HEIGHT * 4);
+ gluScaleImage(format, width, height, GL_UNSIGNED_BYTE, image,
+ WIDTH, HEIGHT, GL_UNSIGNED_BYTE, newImage);
+ free(image);
+ image = newImage;
+ }
+ printf("Using GL_SGIS_generate_mipmap\n");
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, WIDTH, HEIGHT, 0,
+ format, GL_UNSIGNED_BYTE, image);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
+ free(image);
+
+ /* make sure mipmap was really generated correctly */
+ width = WIDTH; height = HEIGHT;
+ for (i = 0; i < 10; i++) {
+ GLint w, h;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_WIDTH, &w);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_HEIGHT, &h);
+ printf("Level %d size: %d x %d\n", i, w, h);
+ width /= 2;
+ height /= 2;
+ }
+ } else {
+ static const GLubyte colors[10][3] = {
+ {128, 128, 128 },
+ { 0, 255, 255 },
+ { 255, 255, 0 },
+ { 255, 0, 255 },
+ { 255, 0, 0 },
+ { 0, 255, 0 },
+ { 0, 0, 255 },
+ { 0, 255, 255 },
+ { 255, 255, 0 },
+ { 255, 255, 255 }
+ };
+ int i, sz = 512;
+
+ for (i = 0; i < 10; i++) {
+ MakeImage(i, sz, sz, colors[i]);
+ printf("Level %d size: %d x %d\n", i, sz, sz);
+ sz /= 2;
+ }
}
}
static void myinit(void)
{
- InitValues();
+ InitValues();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glShadeModel(GL_FLAT);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glShadeModel(GL_FLAT);
+ glTranslatef(0.0, 0.0, -3.6);
- glTranslatef(0.0, 0.0, -3.6);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glGenTextures(1, &texImage);
+ glBindTexture(GL_TEXTURE_2D, texImage);
+ makeImages(1);
+ glGenTextures(1, &texColor);
+ glBindTexture(GL_TEXTURE_2D, texColor);
+ makeImages(0);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- makeImages();
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- glEnable(GL_TEXTURE_2D);
+ texCurrent = texImage;
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glEnable(GL_TEXTURE_2D);
}
static void display(void)
{
- GLfloat tcm = 4.0;
- printf("BASE_LEVEL=%d MAX_LEVEL=%d MIN_LOD=%.2g MAX_LOD=%.2g Bias=%.2g Filter=%s\n",
- BaseLevel, MaxLevel, MinLod, MaxLod, LodBias,
- NearestFilter ? "NEAREST" : "LINEAR");
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, BaseLevel);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
-
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
-
- if (NearestFilter) {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_NEAREST);
- }
- else {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- }
-
- glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, LodBias);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glBegin(GL_QUADS);
- glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
- glTexCoord2f(0.0, tcm); glVertex3f(-2.0, 1.0, 0.0);
- glTexCoord2f(tcm, tcm); glVertex3f(3000.0, 1.0, -6000.0);
- glTexCoord2f(tcm, 0.0); glVertex3f(3000.0, -1.0, -6000.0);
- glEnd();
- glFlush();
+ GLfloat tcm = 1.0;
+ glBindTexture(GL_TEXTURE_2D, texCurrent);
+
+ printf("BASE_LEVEL=%d MAX_LEVEL=%d MIN_LOD=%.2g MAX_LOD=%.2g Bias=%.2g Filter=%s\n",
+ BaseLevel, MaxLevel, MinLod, MaxLod, LodBias,
+ NearestFilter ? "NEAREST" : "LINEAR");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, BaseLevel);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
+
+ if (NearestFilter) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST_MIPMAP_NEAREST);
+ }
+ else {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR_MIPMAP_LINEAR);
+ }
+
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, LodBias);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
+ glTexCoord2f(0.0, tcm); glVertex3f(-2.0, 1.0, 0.0);
+ glTexCoord2f(tcm * 3000.0, tcm); glVertex3f(3000.0, 1.0, -6000.0);
+ glTexCoord2f(tcm * 3000.0, 0.0); glVertex3f(3000.0, -1.0, -6000.0);
+ glEnd();
+ glFlush();
}
static void myReshape(int w, int h)
{
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
}
static void
@@ -228,6 +285,12 @@ key(unsigned char k, int x, int y)
case 'f':
NearestFilter = !NearestFilter;
break;
+ case 't':
+ if (texCurrent == texColor)
+ texCurrent = texImage;
+ else
+ texCurrent = texColor;
+ break;
case ' ':
InitValues();
break;
@@ -250,6 +313,7 @@ static void usage(void)
printf(" x/X decrease/increase GL_TEXTURE_MAX_LOD\n");
printf(" l/L decrease/increase GL_TEXTURE_LOD_BIAS\n");
printf(" f toggle nearest/linear filtering\n");
+ printf(" t toggle texture color/image\n");
printf(" SPACE reset values\n");
}
@@ -260,6 +324,7 @@ int main(int argc, char** argv)
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (600, 600);
glutCreateWindow (argv[0]);
+ glewInit();
myinit();
glutReshapeFunc (myReshape);
glutDisplayFunc(display);
diff --git a/progs/tests/mipmap_view.c b/progs/tests/mipmap_view.c
new file mode 100644
index 0000000000..808d348699
--- /dev/null
+++ b/progs/tests/mipmap_view.c
@@ -0,0 +1,435 @@
+/*
+ * Test mipmap generation and lod bias.
+ *
+ * Brian Paul
+ * 17 March 2008
+ */
+
+
+#include <assert.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+
+#include "readtex.h"
+
+#define TEXTURE_FILE "../images/arch.rgb"
+
+#define LEVELS 8
+#define SIZE (1<<LEVELS)
+static int TexWidth = SIZE, TexHeight = SIZE;
+static int WinWidth = 1044, WinHeight = 900;
+static GLfloat Bias = 0.0;
+static GLboolean ScaleQuads = GL_FALSE;
+static GLboolean Linear = GL_FALSE;
+static GLint Win = 0;
+static GLint RenderTextureLevel = 0;
+static GLuint TexObj;
+
+
+
+static void
+CheckError(int line)
+{
+ GLenum err = glGetError();
+ if (err) {
+ printf("GL Error 0x%x at line %d\n", (int) err, line);
+ }
+}
+
+
+
+static void
+PrintString(const char *s)
+{
+ while (*s) {
+ glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
+ s++;
+ }
+}
+
+
+
+
+static void
+MipGenTexture( void )
+{
+ /* test auto mipmap generation */
+ GLint width, height, i;
+ GLenum format;
+ GLubyte *image = LoadRGBImage(TEXTURE_FILE, &width, &height, &format);
+ if (!image) {
+ printf("Error: could not load texture image %s\n", TEXTURE_FILE);
+ exit(1);
+ }
+ /* resize to TexWidth x TexHeight */
+ if (width != TexWidth || height != TexHeight) {
+ GLubyte *newImage = malloc(TexWidth * TexHeight * 4);
+
+ fprintf(stderr, "rescale %d %d to %d %d\n", width, height,
+ TexWidth, TexHeight);
+ fflush(stderr);
+
+ gluScaleImage(format, width, height, GL_UNSIGNED_BYTE, image,
+ TexWidth, TexHeight, GL_UNSIGNED_BYTE, newImage);
+ free(image);
+ image = newImage;
+ }
+ printf("Using GL_SGIS_generate_mipmap\n");
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+ glTexImage2D(GL_TEXTURE_2D, 0, format, TexWidth, TexHeight, 0,
+ format, GL_UNSIGNED_BYTE, image);
+ free(image);
+
+ /* make sure mipmap was really generated correctly */
+ width = TexWidth;
+ height = TexHeight;
+ for (i = 0; i < 9; i++) {
+ GLint w, h;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_WIDTH, &w);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_HEIGHT, &h);
+ printf("Level %d size: %d x %d\n", i, w, h);
+ assert(w == width);
+ assert(h == height);
+ width /= 2;
+ height /= 2;
+ }
+
+
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
+}
+
+
+
+static void
+ResetTextureLevel( int i )
+{
+ GLubyte tex2d[SIZE*SIZE][4];
+
+ {
+ GLint Width = TexWidth / (1 << i);
+ GLint Height = TexHeight / (1 << i);
+ GLint s, t;
+
+ for (s = 0; s < Width; s++) {
+ for (t = 0; t < Height; t++) {
+ tex2d[t*Width+s][0] = ((s / 16) % 2) ? 0 : 255;
+ tex2d[t*Width+s][1] = ((t / 16) % 2) ? 0 : 255;
+ tex2d[t*Width+s][2] = 128;
+ tex2d[t*Width+s][3] = 255;
+ }
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, Width, Height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, tex2d);
+ }
+}
+
+
+static void
+ResetTexture( void )
+{
+#if 0
+ /* This doesn't work so well as the arch texture is 512x512.
+ */
+ LoadRGBMipmaps(TEXTURE_FILE, GL_RGB);
+#else
+ {
+ int i;
+
+ for (i = 0; i <= LEVELS; i++)
+ {
+ ResetTextureLevel(i);
+ }
+ }
+#endif
+}
+
+
+
+
+
+
+
+static void
+RenderTexture( void )
+{
+ GLenum status;
+ GLuint MyFB;
+
+ fprintf(stderr, "RenderTextureLevel %d\n", RenderTextureLevel);
+ fflush(stderr);
+
+ /* gen framebuffer id, delete it, do some assertions, just for testing */
+ glGenFramebuffersEXT(1, &MyFB);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
+ assert(glIsFramebufferEXT(MyFB));
+
+ CheckError(__LINE__);
+
+ /* Render color to texture */
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, TexObj,
+ RenderTextureLevel);
+
+
+
+ CheckError(__LINE__);
+
+
+ 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);
+
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ printf("Framebuffer incomplete!!!\n");
+ }
+
+ glViewport(0, 0,
+ TexWidth / (1 << RenderTextureLevel),
+ TexHeight / (1 << RenderTextureLevel));
+
+ glClearColor(0.5, 0.5, 1.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CheckError(__LINE__);
+
+ 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();
+
+
+ /* Bind normal framebuffer */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ CheckError(__LINE__);
+
+ glDeleteFramebuffersEXT(1, &MyFB);
+ CheckError(__LINE__);
+
+ glClearColor(0, 0, 0, 0);
+}
+
+static void
+Display(void)
+{
+ int x, y, bias;
+ char str[100];
+ int texWidth = TexWidth, texHeight = TexHeight;
+
+ glViewport(0, 0, WinHeight, WinHeight);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, WinWidth, 0, WinHeight, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glColor3f(1,1,1);
+
+ if (Linear) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ }
+
+ y = WinHeight - 300;
+ x = 4;
+
+ for (bias = -1; bias < 11; bias++) {
+
+ if (ScaleQuads) {
+ if (bias > 0) {
+ if (texWidth == 1 && texHeight == 1)
+ break;
+ texWidth = TexWidth >> bias;
+ texHeight = TexHeight >> bias;
+ if (texWidth < 1)
+ texWidth = 1;
+ if (texHeight < 1)
+ texHeight = 1;
+ }
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.0);
+ }
+ else {
+ glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias);
+ }
+
+ glRasterPos2f(x, y + TexHeight + 5);
+ if (ScaleQuads)
+ sprintf(str, "Texture Level %d: %d x %d",
+ (bias < 0 ? 0 : bias),
+ texWidth, texHeight);
+ else
+ sprintf(str, "Texture LOD Bias = %d", bias);
+ PrintString(str);
+
+ glPushMatrix();
+ glTranslatef(x, y, 0);
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(1, 0); glVertex2f(texWidth, 0);
+ glTexCoord2f(1, 1); glVertex2f(texWidth, texHeight);
+ glTexCoord2f(0, 1); glVertex2f(0, texHeight);
+ glEnd();
+
+ glPopMatrix();
+
+ glDisable(GL_TEXTURE_2D);
+
+ x += TexWidth + 4;
+ if (x >= WinWidth) {
+ x = 4;
+ y -= 300;
+ }
+ }
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ WinWidth = width;
+ WinHeight = height;
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'b':
+ Bias -= 10;
+ break;
+ case 'B':
+ Bias += 10;
+ break;
+ case 'l':
+ Linear = !Linear;
+ break;
+ case 'v':
+ RenderTextureLevel++;
+ break;
+ case 'V':
+ RenderTextureLevel--;
+ break;
+ case 'r':
+ RenderTexture();
+ break;
+ case 'X':
+ ResetTexture();
+ break;
+ case 'x':
+ ResetTextureLevel(RenderTextureLevel);
+ break;
+ case '0':
+ case '1':
+ case '2':
+ case '3':
+ case '4':
+ case '5':
+ case '6':
+ case '7':
+ case '8':
+ case '9':
+ Bias = 100.0 * (key - '0');
+ break;
+ case 's':
+ ScaleQuads = !ScaleQuads;
+ break;
+ case ' ':
+ MipGenTexture();
+ Bias = 0;
+ Linear = 0;
+ RenderTextureLevel = 0;
+ ScaleQuads = 0;
+ break;
+
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ GLfloat maxBias;
+
+ if (!glutExtensionSupported("GL_EXT_texture_lod_bias")) {
+ printf("Sorry, GL_EXT_texture_lod_bias not supported by this renderer.\n");
+ exit(1);
+ }
+
+ if (!glutExtensionSupported("GL_SGIS_generate_mipmap")) {
+ printf("Sorry, GL_SGIS_generate_mipmap not supported by this renderer.\n");
+ exit(1);
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glGenTextures(1, &TexObj);
+ glBindTexture(GL_TEXTURE_2D, TexObj);
+
+ if (1)
+ MipGenTexture();
+ else
+ ResetTexture();
+
+ /* mipmapping required for this extension */
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &maxBias);
+
+ printf("GL_RENDERER: %s\n", (char*) glGetString(GL_RENDERER));
+ printf("LOD bias range: [%g, %g]\n", -maxBias, maxBias);
+
+ printf("Press 's' to toggle quad scaling\n");
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(WinWidth, WinHeight);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Display);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/multipal.c b/progs/tests/multipal.c
index 7bd4473565..4a94016978 100644
--- a/progs/tests/multipal.c
+++ b/progs/tests/multipal.c
@@ -13,6 +13,7 @@
#include <windows.h>
#endif
#define GL_GLEXT_LEGACY
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* I know, this is a hack. */
@@ -350,6 +351,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init( argc, argv );
diff --git a/progs/tests/multitexarray.c b/progs/tests/multitexarray.c
index b4fab004a6..518fee2992 100644
--- a/progs/tests/multitexarray.c
+++ b/progs/tests/multitexarray.c
@@ -16,6 +16,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
+#include "GL/glew.h"
#include "GL/glut.h"
static GLuint Window = 0;
@@ -221,6 +222,7 @@ int main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
Window = glutCreateWindow("Texture Objects");
+ glewInit();
if (!Window) {
exit(1);
}
diff --git a/progs/tests/multiwindow.c b/progs/tests/multiwindow.c
index b069bea91c..6db552d195 100644
--- a/progs/tests/multiwindow.c
+++ b/progs/tests/multiwindow.c
@@ -25,6 +25,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -145,6 +146,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 400, 400 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
Window[0] = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display0 );
@@ -155,6 +157,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 400, 400 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
Window[1] = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display1 );
diff --git a/progs/tests/no_s3tc.c b/progs/tests/no_s3tc.c
index d3383ff98a..31cfb40b9d 100644
--- a/progs/tests/no_s3tc.c
+++ b/progs/tests/no_s3tc.c
@@ -38,6 +38,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glext.h>
@@ -59,6 +60,7 @@ main( int argc, char ** argv )
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 300, 300 );
glutCreateWindow( "No S3TC Test" );
+ glewInit();
gl_version = strtod( (const char *) glGetString( GL_VERSION ), NULL );
if ( ! glutExtensionSupported( "GL_ARB_texture_compression" )
diff --git a/progs/tests/occlude.c b/progs/tests/occlude.c
new file mode 100644
index 0000000000..8f7b90984e
--- /dev/null
+++ b/progs/tests/occlude.c
@@ -0,0 +1,234 @@
+/*
+ * GL_HP_occlustion_test demo
+ *
+ * Brian Paul
+ * 31 March 2000
+ *
+ * Copyright (C) 2000 Brian Paul 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
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL 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.
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <GL/glut.h>
+#include <GL/glext.h>
+
+
+static GLfloat Xpos = 0;
+static GLboolean Anim = GL_TRUE;
+
+
+static void
+PrintString(const char *s)
+{
+ while (*s) {
+ glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
+ s++;
+ }
+}
+
+
+
+static void Idle(void)
+{
+ static int lastTime = 0;
+ static int sign = +1;
+ int time = glutGet(GLUT_ELAPSED_TIME);
+ float step;
+
+ if (lastTime == 0)
+ lastTime = time;
+ else if (time - lastTime < 20) /* 50Hz update */
+ return;
+
+ step = (time - lastTime) / 1000.0 * sign;
+ lastTime = time;
+
+ Xpos += step;
+
+ if (Xpos > 2.5) {
+ Xpos = 2.5;
+ sign = -1;
+ }
+ else if (Xpos < -2.5) {
+ Xpos = -2.5;
+ sign = +1;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Display( void )
+{
+ GLboolean result;
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -15.0 );
+
+ /* draw the occluding polygons */
+ glColor3f(0, 0.6, 0.8);
+ glBegin(GL_QUADS);
+ glVertex2f(-1.6, -1.5);
+ glVertex2f(-0.4, -1.5);
+ glVertex2f(-0.4, 1.5);
+ glVertex2f(-1.6, 1.5);
+
+ glVertex2f( 0.4, -1.5);
+ glVertex2f( 1.6, -1.5);
+ glVertex2f( 1.6, 1.5);
+ glVertex2f( 0.4, 1.5);
+ glEnd();
+
+ /* draw the test polygon with occlusion testing */
+ glPushMatrix();
+ glTranslatef(Xpos, 0, -0.5);
+ glScalef(0.3, 0.3, 1.0);
+ glRotatef(-90.0 * Xpos, 0, 0, 1);
+
+ glEnable(GL_OCCLUSION_TEST_HP); /* NOTE: enabling the occlusion test */
+ /* doesn't clear the result flag! */
+ glColorMask(0, 0, 0, 0);
+ glDepthMask(GL_FALSE);
+ /* this call clear's the result flag. Not really needed for this demo. */
+ glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP, &result);
+
+ glBegin(GL_POLYGON);
+ glVertex3f(-1, -1, 0);
+ glVertex3f( 1, -1, 0);
+ glVertex3f( 1, 1, 0);
+ glVertex3f(-1, 1, 0);
+ glEnd();
+
+ glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP, &result);
+ /* turn off occlusion testing */
+ glDisable(GL_OCCLUSION_TEST_HP);
+ glColorMask(1, 1, 1, 1);
+ glDepthMask(GL_TRUE);
+
+ /* draw the green rect, so we can see what's going on */
+ glColor3f(0.8, 0.5, 0);
+ glBegin(GL_POLYGON);
+ glVertex3f(-1, -1, 0);
+ glVertex3f( 1, -1, 0);
+ glVertex3f( 1, 1, 0);
+ glVertex3f(-1, 1, 0);
+ glEnd();
+
+ glPopMatrix();
+
+
+ /* Print result message */
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glOrtho( -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+
+ glColor3f(1, 1, 1);
+ glRasterPos3f(-0.25, -0.7, 0);
+
+ if (result)
+ PrintString(" Visible");
+ else
+ PrintString("Fully Occluded");
+
+ glutSwapBuffers();
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, 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 SpecialKey( int key, int x, int y )
+{
+ const GLfloat step = 0.1;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_LEFT:
+ Xpos -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Xpos += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( void )
+{
+ const char *ext = (const char *) glGetString(GL_EXTENSIONS);
+ if (!strstr(ext, "GL_HP_occlusion_test")) {
+ printf("Sorry, this demo requires the GL_HP_occlusion_test extension\n");
+ exit(-1);
+ }
+
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 400, 400 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutIdleFunc( Idle );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/packedpixels.c b/progs/tests/packedpixels.c
index 67ffe08825..1703b271cb 100644
--- a/progs/tests/packedpixels.c
+++ b/progs/tests/packedpixels.c
@@ -8,6 +8,7 @@
#include <stdlib.h>
#include <math.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -333,6 +334,7 @@ main(int argc, char *argv[])
glutInitWindowSize(700, 800);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Draw);
diff --git a/progs/tests/pbo.c b/progs/tests/pbo.c
index b31b36cc12..9974486db3 100644
--- a/progs/tests/pbo.c
+++ b/progs/tests/pbo.c
@@ -5,12 +5,12 @@
* 11 March 2004
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* a hack, I know */
@@ -287,6 +287,7 @@ main( int argc, char *argv[] )
glutInitWindowSize( 750, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0]);
+ glewInit();
Init();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
diff --git a/progs/tests/persp_hint.c b/progs/tests/persp_hint.c
new file mode 100644
index 0000000000..27140d1f56
--- /dev/null
+++ b/progs/tests/persp_hint.c
@@ -0,0 +1,149 @@
+/*
+ * Test the GL_PERSPECTIVE_CORRECTION_HINT setting and its effect on
+ * color interpolation.
+ *
+ * Press 'i' to toggle between GL_NICEST/GL_FASTEST/GL_DONT_CARE.
+ *
+ * Depending on the driver, the hint may make a difference, or not.
+ */
+
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <GL/glut.h>
+
+
+static GLenum PerspHint = GL_DONT_CARE;
+
+
+static void
+init(void)
+{
+ GLubyte image[256][256][4];
+ GLuint i, j;
+ for (i = 0; i < 256; i++) {
+ for (j = 0; j < 256; j++) {
+ image[i][j][0] = j;
+ image[i][j][1] = j;
+ image[i][j][2] = j;
+ image[i][j][3] = 255;
+ }
+ }
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+}
+
+
+static void
+display(void)
+{
+ switch (PerspHint) {
+ case GL_NICEST:
+ printf("hint = GL_NICEST\n");
+ break;
+ case GL_FASTEST:
+ printf("hint = GL_FASTEST\n");
+ break;
+ case GL_DONT_CARE:
+ printf("hint = GL_DONT_CARE\n");
+ break;
+ default:
+ ;
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+#if 1
+ glBegin(GL_QUADS);
+ /* exercise perspective interpolation */
+ glColor3f(0.0, 0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0);
+ glColor3f(0.0, 0.0, 0.0); glVertex3f(-1.0, 1.0, -1.0);
+ glColor3f(0.0, 1.0, 0.0); glVertex3f( 7.0, 1.0, -7.0);
+ glColor3f(0.0, 1.0, 0.0); glVertex3f( 7.0, -1.0, -7.0);
+
+ /* stripe of linear interpolation */
+ glColor3f(0.0, 0.0, 0.0); glVertex3f(-1.0, -0.1, -1.001);
+ glColor3f(0.0, 0.0, 0.0); glVertex3f(-1.0, 0.1, -1.001);
+ glColor3f(0.0, 1.0, 0.0); glVertex3f( 1.0, 0.1, -1.001);
+ glColor3f(0.0, 1.0, 0.0); glVertex3f( 1.0, -0.1, -1.001);
+ glEnd();
+#else
+ glEnable(GL_TEXTURE_2D);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 0.0, -1.0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0);
+ glTexCoord2f(1.0, 1.0); glVertex3f( 5.0, 1.0, -7.0);
+ glTexCoord2f(1.0, 0.0); glVertex3f( 5.0, 0.0, -7.0);
+
+ glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.001);
+ glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 0.0, -1.001);
+ glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 0.0, -1.001);
+ glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.001);
+ glEnd();
+#endif
+
+ glFlush();
+}
+
+
+static void
+reshape(int w, int h)
+{
+ glViewport(0, 0, w, h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(90.0, (GLfloat) w / h, 1.0, 300.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+
+static void
+key(unsigned char k, int x, int y)
+{
+ switch (k) {
+ case 27: /* Escape */
+ exit(0);
+ break;
+ case 'i':
+ if (PerspHint == GL_FASTEST)
+ PerspHint = GL_NICEST;
+ else if (PerspHint == GL_NICEST)
+ PerspHint = GL_DONT_CARE;
+ else
+ PerspHint = GL_FASTEST;
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, PerspHint);
+ break;
+ default:
+ return;
+ }
+ glutPostRedisplay();
+}
+
+
+int
+main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
+ glutInitWindowSize (500, 500);
+ glutCreateWindow (argv[0]);
+ glutReshapeFunc (reshape);
+ glutDisplayFunc(display);
+ glutKeyboardFunc(key);
+
+ printf("Main quad: perspective projection\n");
+ printf("Middle stripe: linear interpolation\n");
+ printf("Press 'i' to toggle interpolation hint\n");
+ init();
+
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/prim.c b/progs/tests/prim.c
new file mode 100644
index 0000000000..3e006e823d
--- /dev/null
+++ b/progs/tests/prim.c
@@ -0,0 +1,559 @@
+#define GL_GLEXT_PROTOTYPES
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <GL/glut.h>
+
+
+#define PIXEL_CENTER(x) ((long)(x) + 0.5)
+
+#define GAP 10
+#define ROWS 3
+#define COLS 4
+
+#define OPENGL_WIDTH 48
+#define OPENGL_HEIGHT 13
+
+
+GLenum provoking = GL_LAST_VERTEX_CONVENTION_EXT;
+GLenum rgb, doubleBuffer, windType;
+GLint windW, windH;
+
+GLenum mode1, mode2;
+GLint boxW, boxH;
+GLubyte OpenGL_bits[] = {
+ 0x00, 0x03, 0x00, 0x00, 0x00, 0x00,
+ 0x7f, 0xfb, 0xff, 0xff, 0xff, 0x01,
+ 0x7f, 0xfb, 0xff, 0xff, 0xff, 0x01,
+ 0x00, 0x03, 0x00, 0x00, 0x00, 0x00,
+ 0x3e, 0x8f, 0xb7, 0xf9, 0xfc, 0x01,
+ 0x63, 0xdb, 0xb0, 0x8d, 0x0d, 0x00,
+ 0x63, 0xdb, 0xb7, 0x8d, 0x0d, 0x00,
+ 0x63, 0xdb, 0xb6, 0x8d, 0x0d, 0x00,
+ 0x63, 0x8f, 0xf3, 0xcc, 0x0d, 0x00,
+ 0x63, 0x00, 0x00, 0x0c, 0x4c, 0x0a,
+ 0x63, 0x00, 0x00, 0x0c, 0x4c, 0x0e,
+ 0x63, 0x00, 0x00, 0x8c, 0xed, 0x0e,
+ 0x3e, 0x00, 0x00, 0xf8, 0x0c, 0x00,
+};
+
+
+#include "tkmap.c"
+
+static void Init(void)
+{
+
+ mode1 = GL_TRUE;
+ mode2 = GL_TRUE;
+}
+
+static void Reshape(int width, int height)
+{
+
+ windW = (GLint)width;
+ windH = (GLint)height;
+}
+
+static void RotateColorMask(void)
+{
+ static GLint rotation = 0;
+
+ rotation = (rotation + 1) & 0x3;
+ switch (rotation) {
+ case 0:
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glIndexMask( 0xff );
+ break;
+ case 1:
+ glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glIndexMask(0xFE);
+ break;
+ case 2:
+ glColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_TRUE);
+ glIndexMask(0xFD);
+ break;
+ case 3:
+ glColorMask(GL_TRUE, GL_TRUE, GL_FALSE, GL_TRUE);
+ glIndexMask(0xFB);
+ break;
+ }
+}
+
+static void Key(unsigned char key, int x, int y)
+{
+
+ switch (key) {
+ case 27:
+ exit(1);
+ case '1':
+ mode1 = !mode1;
+ break;
+ case '2':
+ mode2 = !mode2;
+ break;
+ case '3':
+ RotateColorMask();
+ break;
+ case 'p':
+ if (provoking == GL_FIRST_VERTEX_CONVENTION_EXT) {
+ printf("provoke last\n");
+ provoking = GL_LAST_VERTEX_CONVENTION_EXT;
+ }
+ else {
+ printf("provoke first\n");
+ provoking = GL_FIRST_VERTEX_CONVENTION_EXT;
+ }
+ glProvokingVertexEXT(provoking);
+ break;
+ default:
+ return;
+ }
+
+ glutPostRedisplay();
+}
+
+static void Viewport(GLint row, GLint column)
+{
+ GLint x, y;
+
+ boxW = (windW - (COLS + 1) * GAP) / COLS;
+ boxH = (windH - (ROWS + 1) * GAP) / ROWS;
+
+ x = GAP + column * (boxW + GAP);
+ y = GAP + row * (boxH + GAP);
+
+ glViewport(x, y, boxW, boxH);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-boxW/2, boxW/2, -boxH/2, boxH/2, 0.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(x, y, boxW, boxH);
+}
+
+static void Point(void)
+{
+ GLint i;
+
+ glBegin(GL_POINTS);
+ SetColor(COLOR_WHITE);
+ glVertex2i(0, 0);
+ for (i = 1; i < 8; i++) {
+ GLint j = i * 2;
+ SetColor(COLOR_BLACK+i);
+ glVertex2i(-j, -j);
+ glVertex2i(-j, 0);
+ glVertex2i(-j, j);
+ glVertex2i(0, j);
+ glVertex2i(j, j);
+ glVertex2i(j, 0);
+ glVertex2i(j, -j);
+ glVertex2i(0, -j);
+ }
+ glEnd();
+}
+
+static void Lines(void)
+{
+ GLint i;
+
+ glPushMatrix();
+
+ glTranslatef(-12, 0, 0);
+ for (i = 1; i < 8; i++) {
+ glBegin(GL_LINES);
+ SetColor(COLOR_BLACK+i);
+ glVertex2i(-boxW/4, -boxH/4);
+ SetColor(COLOR_BLACK+i+1);
+ glVertex2i(boxW/4, boxH/4);
+ glEnd();
+ glTranslatef(4, 0, 0);
+ }
+
+ glPopMatrix();
+
+ glBegin(GL_LINES);
+ glVertex2i(0, 0);
+ glEnd();
+}
+
+static void LineStrip(void)
+{
+
+ glBegin(GL_LINE_STRIP);
+ SetColor(COLOR_RED);
+ glVertex2f(PIXEL_CENTER(-boxW/4), PIXEL_CENTER(-boxH/4));
+ SetColor(COLOR_GREEN);
+ glVertex2f(PIXEL_CENTER(-boxW/4), PIXEL_CENTER(boxH/4));
+ SetColor(COLOR_BLUE);
+ glVertex2f(PIXEL_CENTER(boxW/4), PIXEL_CENTER(boxH/4));
+ SetColor(COLOR_WHITE);
+ glVertex2f(PIXEL_CENTER(boxW/4), PIXEL_CENTER(-boxH/4));
+ glEnd();
+
+ glBegin(GL_LINE_STRIP);
+ glVertex2i(0, 0);
+ glEnd();
+}
+
+static void LineLoop(void)
+{
+
+ glBegin(GL_LINE_LOOP);
+ SetColor(COLOR_RED);
+ glVertex2f(PIXEL_CENTER(-boxW/4), PIXEL_CENTER(-boxH/4));
+ SetColor(COLOR_GREEN);
+ glVertex2f(PIXEL_CENTER(-boxW/4), PIXEL_CENTER(boxH/4));
+ SetColor(COLOR_BLUE);
+ glVertex2f(PIXEL_CENTER(boxW/4), PIXEL_CENTER(boxH/4));
+ SetColor(COLOR_WHITE);
+ glVertex2f(PIXEL_CENTER(boxW/4), PIXEL_CENTER(-boxH/4));
+ glEnd();
+
+ glEnable(GL_LOGIC_OP);
+ glLogicOp(GL_XOR);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+
+ SetColor(COLOR_MAGENTA);
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(PIXEL_CENTER(-boxW/8), PIXEL_CENTER(-boxH/8));
+ glVertex2f(PIXEL_CENTER(-boxW/8), PIXEL_CENTER(boxH/8));
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(PIXEL_CENTER(-boxW/8), PIXEL_CENTER(boxH/8+5));
+ glVertex2f(PIXEL_CENTER(boxW/8), PIXEL_CENTER(boxH/8+5));
+ glEnd();
+ glDisable(GL_LOGIC_OP);
+ glDisable(GL_BLEND);
+
+ SetColor(COLOR_GREEN);
+ glBegin(GL_POINTS);
+ glVertex2i(0, 0);
+ glEnd();
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2i(0, 0);
+ glEnd();
+}
+
+static void Bitmap(void)
+{
+
+ glBegin(GL_LINES);
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/2, 0);
+ glVertex2i(boxW/2, 0);
+ glVertex2i(0, -boxH/2);
+ glVertex2i(0, boxH/2);
+ SetColor(COLOR_RED);
+ glVertex2i(0, -3);
+ glVertex2i(0, -3+OPENGL_HEIGHT);
+ SetColor(COLOR_BLUE);
+ glVertex2i(0, -3);
+ glVertex2i(OPENGL_WIDTH, -3);
+ glEnd();
+
+ SetColor(COLOR_GREEN);
+
+ glPixelStorei(GL_UNPACK_LSB_FIRST, GL_TRUE);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glRasterPos2i(0, 0);
+ glBitmap(OPENGL_WIDTH, OPENGL_HEIGHT, 0, 3, 0.0, 0.0, OpenGL_bits);
+}
+
+static void Triangles(void)
+{
+
+ glBegin(GL_TRIANGLES);
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, -boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/8, -boxH/16);
+ SetColor(COLOR_BLUE);
+ glVertex2i(boxW/8, -boxH/16);
+
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/8, boxH/16);
+ SetColor(COLOR_BLUE);
+ glVertex2i(boxW/8, boxH/16);
+ glEnd();
+
+ glBegin(GL_TRIANGLES);
+ glVertex2i(0, 0);
+ glVertex2i(-100, 100);
+ glEnd();
+}
+
+static void TriangleStrip(void)
+{
+
+ glBegin(GL_TRIANGLE_STRIP);
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, -boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/4, boxH/4);
+ SetColor(COLOR_BLUE);
+ glVertex2i(0, -boxH/4);
+ SetColor(COLOR_WHITE);
+ glVertex2i(0, boxH/4);
+ SetColor(COLOR_CYAN);
+ glVertex2i(boxW/4, -boxH/4);
+ SetColor(COLOR_YELLOW);
+ glVertex2i(boxW/4, boxH/4);
+ glEnd();
+
+ glBegin(GL_TRIANGLE_STRIP);
+ glVertex2i(0, 0);
+ glVertex2i(-100, 100);
+ glEnd();
+}
+
+static void TriangleFan(void)
+{
+ GLint vx[8][2];
+ GLint x0, y0, x1, y1, x2, y2, x3, y3;
+ GLint i;
+
+ y0 = -boxH/4;
+ y1 = y0 + boxH/2/3;
+ y2 = y1 + boxH/2/3;
+ y3 = boxH/4;
+ x0 = -boxW/4;
+ x1 = x0 + boxW/2/3;
+ x2 = x1 + boxW/2/3;
+ x3 = boxW/4;
+
+ vx[0][0] = x0; vx[0][1] = y1;
+ vx[1][0] = x0; vx[1][1] = y2;
+ vx[2][0] = x1; vx[2][1] = y3;
+ vx[3][0] = x2; vx[3][1] = y3;
+ vx[4][0] = x3; vx[4][1] = y2;
+ vx[5][0] = x3; vx[5][1] = y1;
+ vx[6][0] = x2; vx[6][1] = y0;
+ vx[7][0] = x1; vx[7][1] = y0;
+
+ glBegin(GL_TRIANGLE_FAN);
+ SetColor(COLOR_WHITE);
+ glVertex2i(0, 0);
+ for (i = 0; i < 8; i++) {
+ SetColor(COLOR_WHITE-i);
+ glVertex2iv(vx[i]);
+ }
+ glEnd();
+
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex2i(0, 0);
+ glVertex2i(-100, 100);
+ glEnd();
+}
+
+static void Rect(void)
+{
+
+ SetColor(COLOR_GREEN);
+ glRecti(-boxW/4, -boxH/4, boxW/4, boxH/4);
+}
+
+static void PolygonFunc(void)
+{
+ GLint vx[8][2];
+ GLint x0, y0, x1, y1, x2, y2, x3, y3;
+ GLint i;
+
+ y0 = -boxH/4;
+ y1 = y0 + boxH/2/3;
+ y2 = y1 + boxH/2/3;
+ y3 = boxH/4;
+ x0 = -boxW/4;
+ x1 = x0 + boxW/2/3;
+ x2 = x1 + boxW/2/3;
+ x3 = boxW/4;
+
+ vx[0][0] = x0; vx[0][1] = y1;
+ vx[1][0] = x0; vx[1][1] = y2;
+ vx[2][0] = x1; vx[2][1] = y3;
+ vx[3][0] = x2; vx[3][1] = y3;
+ vx[4][0] = x3; vx[4][1] = y2;
+ vx[5][0] = x3; vx[5][1] = y1;
+ vx[6][0] = x2; vx[6][1] = y0;
+ vx[7][0] = x1; vx[7][1] = y0;
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < 8; i++) {
+ SetColor(COLOR_WHITE-i);
+ glVertex2iv(vx[i]);
+ }
+ glEnd();
+
+ glBegin(GL_POLYGON);
+ glVertex2i(0, 0);
+ glVertex2i(100, 100);
+ glEnd();
+}
+
+static void Quads(void)
+{
+
+ glBegin(GL_QUADS);
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, -boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/8, -boxH/16);
+ SetColor(COLOR_BLUE);
+ glVertex2i(boxW/8, -boxH/16);
+ SetColor(COLOR_WHITE);
+ glVertex2i(boxW/4, -boxH/4);
+
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/8, boxH/16);
+ SetColor(COLOR_BLUE);
+ glVertex2i(boxW/8, boxH/16);
+ SetColor(COLOR_WHITE);
+ glVertex2i(boxW/4, boxH/4);
+ glEnd();
+
+ glBegin(GL_QUADS);
+ glVertex2i(0, 0);
+ glVertex2i(100, 100);
+ glVertex2i(-100, 100);
+ glEnd();
+}
+
+static void QuadStrip(void)
+{
+
+ glBegin(GL_QUAD_STRIP);
+ SetColor(COLOR_GREEN);
+ glVertex2i(-boxW/4, -boxH/4);
+ SetColor(COLOR_RED);
+ glVertex2i(-boxW/4, boxH/4);
+ SetColor(COLOR_BLUE);
+ glVertex2i(0, -boxH/4);
+ SetColor(COLOR_WHITE);
+ glVertex2i(0, boxH/4);
+ SetColor(COLOR_CYAN);
+ glVertex2i(boxW/4, -boxH/4);
+ SetColor(COLOR_YELLOW);
+ glVertex2i(boxW/4, boxH/4);
+ glEnd();
+
+ glBegin(GL_QUAD_STRIP);
+ glVertex2i(0, 0);
+ glVertex2i(100, 100);
+ glVertex2i(-100, 100);
+ glEnd();
+}
+
+static void Draw(void)
+{
+
+ glViewport(0, 0, windW, windH);
+ glDisable(GL_SCISSOR_TEST);
+
+ glPushAttrib(GL_COLOR_BUFFER_BIT);
+
+ glColorMask(1, 1, 1, 1);
+ glIndexMask(~0);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glPopAttrib();
+
+ if (mode1) {
+ glShadeModel(GL_SMOOTH);
+ } else {
+ glShadeModel(GL_FLAT);
+ }
+
+ if (mode2) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ } else {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ }
+
+ Viewport(0, 0); Point();
+ Viewport(0, 1); Lines();
+ Viewport(0, 2); LineStrip();
+ Viewport(0, 3); LineLoop();
+
+ Viewport(1, 0); Bitmap();
+ Viewport(1, 1); TriangleFan();
+ Viewport(1, 2); Triangles();
+ Viewport(1, 3); TriangleStrip();
+
+ Viewport(2, 0); Rect();
+ Viewport(2, 1); PolygonFunc();
+ Viewport(2, 2); Quads();
+ Viewport(2, 3); QuadStrip();
+
+ glFlush();
+
+ if (doubleBuffer) {
+ glutSwapBuffers();
+ }
+}
+
+static GLenum Args(int argc, char **argv)
+{
+ GLint i;
+
+ rgb = GL_TRUE;
+ doubleBuffer = GL_FALSE;
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-ci") == 0) {
+ rgb = GL_FALSE;
+ } else if (strcmp(argv[i], "-rgb") == 0) {
+ rgb = GL_TRUE;
+ } else if (strcmp(argv[i], "-sb") == 0) {
+ doubleBuffer = GL_FALSE;
+ } else if (strcmp(argv[i], "-db") == 0) {
+ doubleBuffer = GL_TRUE;
+ } else {
+ printf("%s (Bad option).\n", argv[i]);
+ return GL_FALSE;
+ }
+ }
+ return GL_TRUE;
+}
+
+int main(int argc, char **argv)
+{
+ glutInit(&argc, argv);
+
+ if (Args(argc, argv) == GL_FALSE) {
+ exit(1);
+ }
+
+ windW = 600;
+ windH = 300;
+ glutInitWindowPosition(0, 0); glutInitWindowSize( windW, windH);
+
+ windType = (rgb) ? GLUT_RGB : GLUT_INDEX;
+ windType |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
+ glutInitDisplayMode(windType);
+
+ if (glutCreateWindow("Primitive Test") == GL_FALSE) {
+ exit(1);
+ }
+
+ InitMap();
+
+ Init();
+
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Draw);
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/prog_parameter.c b/progs/tests/prog_parameter.c
index 96697e5bda..6dd956c402 100644
--- a/progs/tests/prog_parameter.c
+++ b/progs/tests/prog_parameter.c
@@ -35,6 +35,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#ifndef GL_EXT_gpu_program_parameters
@@ -274,6 +275,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB );
glutCreateWindow( "Program Parameters Test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/projtex.c b/progs/tests/projtex.c
deleted file mode 100644
index e3ef948ab6..0000000000
--- a/progs/tests/projtex.c
+++ /dev/null
@@ -1,1028 +0,0 @@
-
-/* projtex.c - by David Yu and David Blythe, SGI */
-
-/**
- ** Demonstrates simple projective texture mapping.
- **
- ** Button1 changes view, Button2 moves texture.
- **
- ** (See: Segal, Korobkin, van Widenfelt, Foran, and Haeberli
- ** "Fast Shadows and Lighting Effects Using Texture Mapping", SIGGRAPH '92)
- **
- ** 1994,1995 -- David G Yu
- **
- ** cc -o projtex projtex.c texture.c -lglut -lGLU -lGL -lX11 -lm
- **/
-
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <GL/glut.h>
-#if 0
-#include "texture.h"
-#else
-#include "../util/readtex.c"
-#endif
-
-
-/* Some <math.h> files do not define M_PI... */
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-
-#define MAX_TEX 4
-int NumTextures = 1;
-
-int winWidth, winHeight;
-
-GLboolean redrawContinuously = GL_FALSE;
-
-float angle, axis[3];
-enum MoveModes {
- MoveNone, MoveView, MoveObject, MoveTexture
-};
-enum MoveModes mode = MoveNone;
-
-GLfloat objectXform[4][4];
-GLfloat textureXform[MAX_TEX][4][4];
-
-void (*drawObject) (void);
-void (*loadTexture) (void);
-GLboolean textureEnabled = GL_TRUE;
-GLboolean showProjection = GL_TRUE;
-GLboolean linearFilter = GL_TRUE;
-
-char *texFilename[MAX_TEX] = {
- "../images/girl.rgb",
- "../images/tile.rgb",
- "../images/bw.rgb",
- "../images/reflect.rgb"
-};
-
-
-GLfloat zoomFactor = 1.0;
-
-/*****************************************************************/
-
-
-void ActiveTexture(int i)
-{
- glActiveTextureARB(i);
-}
-
-
-/* matrix = identity */
-void
-matrixIdentity(GLfloat matrix[16])
-{
- matrix[0] = 1.0;
- matrix[1] = 0.0;
- matrix[2] = 0.0;
- matrix[3] = 0.0;
- matrix[4] = 0.0;
- matrix[5] = 1.0;
- matrix[6] = 0.0;
- matrix[7] = 0.0;
- matrix[8] = 0.0;
- matrix[9] = 0.0;
- matrix[10] = 1.0;
- matrix[11] = 0.0;
- matrix[12] = 0.0;
- matrix[13] = 0.0;
- matrix[14] = 0.0;
- matrix[15] = 1.0;
-}
-
-/* matrix2 = transpose(matrix1) */
-void
-matrixTranspose(GLfloat matrix2[16], GLfloat matrix1[16])
-{
- matrix2[0] = matrix1[0];
- matrix2[1] = matrix1[4];
- matrix2[2] = matrix1[8];
- matrix2[3] = matrix1[12];
-
- matrix2[4] = matrix1[1];
- matrix2[5] = matrix1[5];
- matrix2[6] = matrix1[9];
- matrix2[7] = matrix1[13];
-
- matrix2[8] = matrix1[2];
- matrix2[9] = matrix1[6];
- matrix2[10] = matrix1[10];
- matrix2[11] = matrix1[14];
-
- matrix2[12] = matrix1[3];
- matrix2[13] = matrix1[7];
- matrix2[14] = matrix1[14];
- matrix2[15] = matrix1[15];
-}
-
-/*****************************************************************/
-
-/* load SGI .rgb image (pad with a border of the specified width and color) */
-#if 0
-static void
-imgLoad(char *filenameIn, int borderIn, GLfloat borderColorIn[4],
- int *wOut, int *hOut, GLubyte ** imgOut)
-{
- int border = borderIn;
- int width, height;
- int w, h;
- GLubyte *image, *img, *p;
- int i, j, components;
-
- image = (GLubyte *) read_texture(filenameIn, &width, &height, &components);
- w = width + 2 * border;
- h = height + 2 * border;
- img = (GLubyte *) calloc(w * h, 4 * sizeof(unsigned char));
-
- p = img;
- for (j = -border; j < height + border; ++j) {
- for (i = -border; i < width + border; ++i) {
- if (0 <= j && j <= height - 1 && 0 <= i && i <= width - 1) {
- p[0] = image[4 * (j * width + i) + 0];
- p[1] = image[4 * (j * width + i) + 1];
- p[2] = image[4 * (j * width + i) + 2];
- p[3] = 0xff;
- } else {
- p[0] = borderColorIn[0] * 0xff;
- p[1] = borderColorIn[1] * 0xff;
- p[2] = borderColorIn[2] * 0xff;
- p[3] = borderColorIn[3] * 0xff;
- }
- p += 4;
- }
- }
- free(image);
- *wOut = w;
- *hOut = h;
- *imgOut = img;
-}
-#endif
-
-
-/*****************************************************************/
-
-/* Load the image file specified on the command line as the current texture */
-void
-loadImageTextures(void)
-{
- GLfloat borderColor[4] =
- {1.0, 1.0, 1.0, 1.0};
- int tex;
-
- for (tex = 0; tex < NumTextures; tex++) {
- GLubyte *image, *texData3, *texData4;
- GLint imgWidth, imgHeight;
- GLenum imgFormat;
- int i, j;
-
- printf("loading %s\n", texFilename[tex]);
- image = LoadRGBImage(texFilename[tex], &imgWidth, &imgHeight, &imgFormat);
- if (!image) {
- printf("can't find %s\n", texFilename[tex]);
- exit(1);
- }
- assert(imgFormat == GL_RGB);
-
- /* scale to 256x256 */
- texData3 = malloc(256 * 256 * 4);
- texData4 = malloc(256 * 256 * 4);
- assert(texData3);
- assert(texData4);
- gluScaleImage(imgFormat, imgWidth, imgHeight, GL_UNSIGNED_BYTE, image,
- 256, 256, GL_UNSIGNED_BYTE, texData3);
-
- /* convert to rgba */
- for (i = 0; i < 256 * 256; i++) {
- texData4[i*4+0] = texData3[i*3+0];
- texData4[i*4+1] = texData3[i*3+1];
- texData4[i*4+2] = texData3[i*3+2];
- texData4[i*4+3] = 128;
- }
-
- /* put transparent border around image */
- for (i = 0; i < 256; i++) {
- texData4[i*4+0] = 255;
- texData4[i*4+1] = 255;
- texData4[i*4+2] = 255;
- texData4[i*4+3] = 0;
- }
- j = 256 * 255 * 4;
- for (i = 0; i < 256; i++) {
- texData4[j + i*4+0] = 255;
- texData4[j + i*4+1] = 255;
- texData4[j + i*4+2] = 255;
- texData4[j + i*4+3] = 0;
- }
- for (i = 0; i < 256; i++) {
- j = i * 256 * 4;
- texData4[j+0] = 255;
- texData4[j+1] = 255;
- texData4[j+2] = 255;
- texData4[j+3] = 0;
- }
- for (i = 0; i < 256; i++) {
- j = i * 256 * 4 + 255 * 4;
- texData4[j+0] = 255;
- texData4[j+1] = 255;
- texData4[j+2] = 255;
- texData4[j+3] = 0;
- }
-
- ActiveTexture(GL_TEXTURE0_ARB + tex);
- glBindTexture(GL_TEXTURE_2D, tex + 1);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, texData4);
-
- if (linearFilter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
- }
-}
-
-/* Create a simple spotlight pattern and make it the current texture */
-void
-loadSpotlightTexture(void)
-{
- static int texWidth = 64, texHeight = 64;
- static GLubyte *texData;
- GLfloat borderColor[4] =
- {0.1, 0.1, 0.1, 1.0};
-
- if (!texData) {
- GLubyte *p;
- int i, j;
-
- texData = (GLubyte *) malloc(texWidth * texHeight * 4 * sizeof(GLubyte));
-
- p = texData;
- for (j = 0; j < texHeight; ++j) {
- float dy = (texHeight * 0.5 - j + 0.5) / (texHeight * 0.5);
-
- for (i = 0; i < texWidth; ++i) {
- float dx = (texWidth * 0.5 - i + 0.5) / (texWidth * 0.5);
- float r = cos(M_PI / 2.0 * sqrt(dx * dx + dy * dy));
- float c;
-
- r = (r < 0) ? 0 : r * r;
- c = 0xff * (r + borderColor[0]);
- p[0] = (c <= 0xff) ? c : 0xff;
- c = 0xff * (r + borderColor[1]);
- p[1] = (c <= 0xff) ? c : 0xff;
- c = 0xff * (r + borderColor[2]);
- p[2] = (c <= 0xff) ? c : 0xff;
- c = 0xff * (r + borderColor[3]);
- p[3] = (c <= 0xff) ? c : 0xff;
- p += 4;
- }
- }
- }
- if (linearFilter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 4, texWidth, texHeight,
- GL_RGBA, GL_UNSIGNED_BYTE, texData);
-}
-
-/*****************************************************************/
-
-void
-checkErrors(void)
-{
- GLenum error;
- while ((error = glGetError()) != GL_NO_ERROR) {
- fprintf(stderr, "Error: %s\n", (char *) gluErrorString(error));
- }
-}
-
-void
-drawCube(void)
-{
- glBegin(GL_QUADS);
-
- glNormal3f(-1.0, 0.0, 0.0);
- glColor3f(0.80, 0.50, 0.50);
- glVertex3f(-0.5, -0.5, -0.5);
- glVertex3f(-0.5, -0.5, 0.5);
- glVertex3f(-0.5, 0.5, 0.5);
- glVertex3f(-0.5, 0.5, -0.5);
-
- glNormal3f(1.0, 0.0, 0.0);
- glColor3f(0.50, 0.80, 0.50);
- glVertex3f(0.5, 0.5, 0.5);
- glVertex3f(0.5, -0.5, 0.5);
- glVertex3f(0.5, -0.5, -0.5);
- glVertex3f(0.5, 0.5, -0.5);
-
- glNormal3f(0.0, -1.0, 0.0);
- glColor3f(0.50, 0.50, 0.80);
- glVertex3f(-0.5, -0.5, -0.5);
- glVertex3f(0.5, -0.5, -0.5);
- glVertex3f(0.5, -0.5, 0.5);
- glVertex3f(-0.5, -0.5, 0.5);
-
- glNormal3f(0.0, 1.0, 0.0);
- glColor3f(0.50, 0.80, 0.80);
- glVertex3f(0.5, 0.5, 0.5);
- glVertex3f(0.5, 0.5, -0.5);
- glVertex3f(-0.5, 0.5, -0.5);
- glVertex3f(-0.5, 0.5, 0.5);
-
- glNormal3f(0.0, 0.0, -1.0);
- glColor3f(0.80, 0.50, 0.80);
- glVertex3f(-0.5, -0.5, -0.5);
- glVertex3f(-0.5, 0.5, -0.5);
- glVertex3f(0.5, 0.5, -0.5);
- glVertex3f(0.5, -0.5, -0.5);
-
- glNormal3f(0.0, 0.0, 1.0);
- glColor3f(1.00, 0.80, 0.50);
- glVertex3f(0.5, 0.5, 0.5);
- glVertex3f(-0.5, 0.5, 0.5);
- glVertex3f(-0.5, -0.5, 0.5);
- glVertex3f(0.5, -0.5, 0.5);
- glEnd();
-}
-
-void
-drawDodecahedron(void)
-{
-#define A (0.5 * 1.61803) /* (sqrt(5) + 1) / 2 */
-#define B (0.5 * 0.61803) /* (sqrt(5) - 1) / 2 */
-#define C (0.5 * 1.0)
- GLfloat vertexes[20][3] =
- {
- {-A, 0.0, B},
- {-A, 0.0, -B},
- {A, 0.0, -B},
- {A, 0.0, B},
- {B, -A, 0.0},
- {-B, -A, 0.0},
- {-B, A, 0.0},
- {B, A, 0.0},
- {0.0, B, -A},
- {0.0, -B, -A},
- {0.0, -B, A},
- {0.0, B, A},
- {-C, -C, C},
- {-C, -C, -C},
- {C, -C, -C},
- {C, -C, C},
- {-C, C, C},
- {-C, C, -C},
- {C, C, -C},
- {C, C, C},
- };
-#undef A
-#undef B
-#undef C
- GLint polygons[12][5] =
- {
- {0, 12, 10, 11, 16},
- {1, 17, 8, 9, 13},
- {2, 14, 9, 8, 18},
- {3, 19, 11, 10, 15},
- {4, 14, 2, 3, 15},
- {5, 12, 0, 1, 13},
- {6, 17, 1, 0, 16},
- {7, 19, 3, 2, 18},
- {8, 17, 6, 7, 18},
- {9, 14, 4, 5, 13},
- {10, 12, 5, 4, 15},
- {11, 19, 7, 6, 16},
- };
- int i;
-
- glColor3f(0.75, 0.75, 0.75);
- for (i = 0; i < 12; ++i) {
- GLfloat *p0, *p1, *p2, d;
- GLfloat u[3], v[3], n[3];
-
- p0 = &vertexes[polygons[i][0]][0];
- p1 = &vertexes[polygons[i][1]][0];
- p2 = &vertexes[polygons[i][2]][0];
-
- u[0] = p2[0] - p1[0];
- u[1] = p2[1] - p1[1];
- u[2] = p2[2] - p1[2];
-
- v[0] = p0[0] - p1[0];
- v[1] = p0[1] - p1[1];
- v[2] = p0[2] - p1[2];
-
- n[0] = u[1] * v[2] - u[2] * v[1];
- n[1] = u[2] * v[0] - u[0] * v[2];
- n[2] = u[0] * v[1] - u[1] * v[0];
-
- d = 1.0 / sqrt(n[0] * n[0] + n[1] * n[1] + n[2] * n[2]);
- n[0] *= d;
- n[1] *= d;
- n[2] *= d;
-
- glBegin(GL_POLYGON);
- glNormal3fv(n);
- glVertex3fv(p0);
- glVertex3fv(p1);
- glVertex3fv(p2);
- glVertex3fv(vertexes[polygons[i][3]]);
- glVertex3fv(vertexes[polygons[i][4]]);
- glEnd();
- }
-}
-
-void
-drawSphere(void)
-{
- int numMajor = 24;
- int numMinor = 32;
- float radius = 0.8;
- double majorStep = (M_PI / numMajor);
- double minorStep = (2.0 * M_PI / numMinor);
- int i, j;
-
- glColor3f(0.50, 0.50, 0.50);
- for (i = 0; i < numMajor; ++i) {
- double a = i * majorStep;
- double b = a + majorStep;
- double r0 = radius * sin(a);
- double r1 = radius * sin(b);
- GLfloat z0 = radius * cos(a);
- GLfloat z1 = radius * cos(b);
-
- glBegin(GL_TRIANGLE_STRIP);
- for (j = 0; j <= numMinor; ++j) {
- double c = j * minorStep;
- GLfloat x = cos(c);
- GLfloat y = sin(c);
-
- glNormal3f((x * r0) / radius, (y * r0) / radius, z0 / radius);
- glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor);
- glVertex3f(x * r0, y * r0, z0);
-
- glNormal3f((x * r1) / radius, (y * r1) / radius, z1 / radius);
- glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor);
- glVertex3f(x * r1, y * r1, z1);
- }
- glEnd();
- }
-}
-
-/*****************************************************************/
-
-float xmin = -0.035, xmax = 0.035;
-float ymin = -0.035, ymax = 0.035;
-float nnear = 0.1;
-float ffar = 1.9;
-float distance = -1.0;
-
-static void
-loadTextureProjection(int texUnit, GLfloat m[16])
-{
- GLfloat mInverse[4][4];
-
- /* Should use true inverse, but since m consists only of rotations, we can
- just use the transpose. */
- matrixTranspose((GLfloat *) mInverse, m);
-
- ActiveTexture(GL_TEXTURE0_ARB + texUnit);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(0.5, 0.5, 0.0);
- glScalef(0.5, 0.5, 1.0);
- glFrustum(xmin, xmax, ymin, ymax, nnear, ffar);
- glTranslatef(0.0, 0.0, distance);
- glMultMatrixf((GLfloat *) mInverse);
- glMatrixMode(GL_MODELVIEW);
-}
-
-static void
-drawTextureProjection(void)
-{
- float t = ffar / nnear;
- GLfloat n[4][3];
- GLfloat f[4][3];
-
- n[0][0] = xmin;
- n[0][1] = ymin;
- n[0][2] = -(nnear + distance);
-
- n[1][0] = xmax;
- n[1][1] = ymin;
- n[1][2] = -(nnear + distance);
-
- n[2][0] = xmax;
- n[2][1] = ymax;
- n[2][2] = -(nnear + distance);
-
- n[3][0] = xmin;
- n[3][1] = ymax;
- n[3][2] = -(nnear + distance);
-
- f[0][0] = xmin * t;
- f[0][1] = ymin * t;
- f[0][2] = -(ffar + distance);
-
- f[1][0] = xmax * t;
- f[1][1] = ymin * t;
- f[1][2] = -(ffar + distance);
-
- f[2][0] = xmax * t;
- f[2][1] = ymax * t;
- f[2][2] = -(ffar + distance);
-
- f[3][0] = xmin * t;
- f[3][1] = ymax * t;
- f[3][2] = -(ffar + distance);
-
- glColor3f(1.0, 1.0, 0.0);
- glBegin(GL_LINE_LOOP);
- glVertex3fv(n[0]);
- glVertex3fv(n[1]);
- glVertex3fv(n[2]);
- glVertex3fv(n[3]);
- glVertex3fv(f[3]);
- glVertex3fv(f[2]);
- glVertex3fv(f[1]);
- glVertex3fv(f[0]);
- glVertex3fv(n[0]);
- glVertex3fv(n[1]);
- glVertex3fv(f[1]);
- glVertex3fv(f[0]);
- glVertex3fv(f[3]);
- glVertex3fv(f[2]);
- glVertex3fv(n[2]);
- glVertex3fv(n[3]);
- glEnd();
-}
-
-/*****************************************************************/
-
-void
-initialize(void)
-{
- GLfloat light0Pos[4] =
- {0.3, 0.3, 0.0, 1.0};
- GLfloat matAmb[4] =
- {0.01, 0.01, 0.01, 1.00};
- GLfloat matDiff[4] =
- {0.65, 0.65, 0.65, 1.00};
- GLfloat matSpec[4] =
- {0.30, 0.30, 0.30, 1.00};
- GLfloat matShine = 10.0;
- GLfloat eyePlaneS[] =
- {1.0, 0.0, 0.0, 0.0};
- GLfloat eyePlaneT[] =
- {0.0, 1.0, 0.0, 0.0};
- GLfloat eyePlaneR[] =
- {0.0, 0.0, 1.0, 0.0};
- GLfloat eyePlaneQ[] =
- {0.0, 0.0, 0.0, 1.0};
- int i;
-
- /* Setup Misc. */
- glClearColor(0.41, 0.41, 0.31, 0.0);
-
- glEnable(GL_DEPTH_TEST);
-
- /* glLineWidth(2.0);*/
-
- glCullFace(GL_FRONT);
- glEnable(GL_CULL_FACE);
-
- glMatrixMode(GL_PROJECTION);
- glFrustum(-0.5, 0.5, -0.5, 0.5, 1, 3);
- glMatrixMode(GL_MODELVIEW);
- glTranslatef(0, 0, -2);
-
- matrixIdentity((GLfloat *) objectXform);
- for (i = 0; i < NumTextures; i++) {
- matrixIdentity((GLfloat *) textureXform[i]);
- }
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0, 1, 0, 1, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glRasterPos2i(0, 0);
-
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
-
- /* Setup Lighting */
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmb);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiff);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpec);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, matShine);
-
- glEnable(GL_COLOR_MATERIAL);
-
- glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
- glEnable(GL_LIGHT0);
-
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- glEnable(GL_LIGHTING);
-
- /* Setup Texture */
-
- (*loadTexture) ();
-
-
- for (i = 0; i < NumTextures; i++) {
- ActiveTexture(GL_TEXTURE0_ARB + i);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_S, GL_EYE_PLANE, eyePlaneS);
-
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_T, GL_EYE_PLANE, eyePlaneT);
-
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_R, GL_EYE_PLANE, eyePlaneR);
-
- glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGenfv(GL_Q, GL_EYE_PLANE, eyePlaneQ);
- }
-}
-
-void
-display(void)
-{
- int i;
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (textureEnabled) {
- if (mode == MoveTexture || mode == MoveView) {
- /* Have OpenGL compute the new transformation (simple but slow). */
- for (i = 0; i < NumTextures; i++) {
- glPushMatrix();
- glLoadIdentity();
-#if 0
- if (i & 1)
- glRotatef(angle, axis[0], axis[1], axis[2]);
- else
-#endif
- glRotatef(angle*(i+1), axis[0], axis[1], axis[2]);
-
- glMultMatrixf((GLfloat *) textureXform[i]);
- glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) textureXform[i]);
- glPopMatrix();
- }
- }
- for (i = 0; i < NumTextures; i++) {
- loadTextureProjection(i, (GLfloat *) textureXform[i]);
- }
-
- if (showProjection) {
- for (i = 0; i < NumTextures; i++) {
- ActiveTexture(GL_TEXTURE0_ARB + i);
- glPushMatrix();
- glMultMatrixf((GLfloat *) textureXform[i]);
- glDisable(GL_LIGHTING);
- drawTextureProjection();
- glEnable(GL_LIGHTING);
- glPopMatrix();
- }
- }
- for (i = 0; i < NumTextures; i++) {
- ActiveTexture(GL_TEXTURE0_ARB + i);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glEnable(GL_TEXTURE_GEN_R);
- glEnable(GL_TEXTURE_GEN_Q);
- }
- }
- if (mode == MoveObject || mode == MoveView) {
- /* Have OpenGL compute the new transformation (simple but slow). */
- glPushMatrix();
- glLoadIdentity();
- glRotatef(angle, axis[0], axis[1], axis[2]);
- glMultMatrixf((GLfloat *) objectXform);
- glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) objectXform);
- glPopMatrix();
- }
- glPushMatrix();
- glMultMatrixf((GLfloat *) objectXform);
- (*drawObject) ();
- glPopMatrix();
-
- for (i = 0; i < NumTextures; i++) {
- ActiveTexture(GL_TEXTURE0_ARB + i);
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable(GL_TEXTURE_GEN_R);
- glDisable(GL_TEXTURE_GEN_Q);
- }
-
- if (zoomFactor > 1.0) {
- glDisable(GL_DEPTH_TEST);
- glCopyPixels(0, 0, winWidth / zoomFactor, winHeight / zoomFactor, GL_COLOR);
- glEnable(GL_DEPTH_TEST);
- }
- glFlush();
- glutSwapBuffers();
- checkErrors();
-}
-
-/*****************************************************************/
-
-/* simple trackball-like motion control */
-float lastPos[3];
-int lastTime;
-
-void
-ptov(int x, int y, int width, int height, float v[3])
-{
- float d, a;
-
- /* project x,y onto a hemi-sphere centered within width, height */
- v[0] = (2.0 * x - width) / width;
- v[1] = (height - 2.0 * y) / height;
- d = sqrt(v[0] * v[0] + v[1] * v[1]);
- v[2] = cos((M_PI / 2.0) * ((d < 1.0) ? d : 1.0));
- a = 1.0 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
- v[0] *= a;
- v[1] *= a;
- v[2] *= a;
-}
-
-void
-startMotion(int x, int y, int but, int time)
-{
- if (but == GLUT_LEFT_BUTTON) {
- mode = MoveView;
- } else if (but == GLUT_MIDDLE_BUTTON) {
- mode = MoveTexture;
- } else {
- return;
- }
-
- lastTime = time;
- ptov(x, y, winWidth, winHeight, lastPos);
-}
-
-void
-animate(void)
-{
- glutPostRedisplay();
-}
-
-void
-vis(int visible)
-{
- if (visible == GLUT_VISIBLE) {
- if (redrawContinuously)
- glutIdleFunc(animate);
- } else {
- if (redrawContinuously)
- glutIdleFunc(NULL);
- }
-}
-
-void
-stopMotion(int but, int time)
-{
- if ((but == GLUT_LEFT_BUTTON && mode == MoveView) ||
- (but == GLUT_MIDDLE_BUTTON && mode == MoveTexture)) {
- } else {
- return;
- }
-
- if (time == lastTime) {
- /* redrawContinuously = GL_TRUE;*/
- glutIdleFunc(animate);
- } else {
- angle = 0.0;
- redrawContinuously = GL_FALSE;
- glutIdleFunc(0);
- }
- if (!redrawContinuously) {
- mode = MoveNone;
- }
-}
-
-void
-trackMotion(int x, int y)
-{
- float curPos[3], dx, dy, dz;
-
- ptov(x, y, winWidth, winHeight, curPos);
-
- dx = curPos[0] - lastPos[0];
- dy = curPos[1] - lastPos[1];
- dz = curPos[2] - lastPos[2];
- angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz);
-
- axis[0] = lastPos[1] * curPos[2] - lastPos[2] * curPos[1];
- axis[1] = lastPos[2] * curPos[0] - lastPos[0] * curPos[2];
- axis[2] = lastPos[0] * curPos[1] - lastPos[1] * curPos[0];
-
- lastTime = glutGet(GLUT_ELAPSED_TIME);
- lastPos[0] = curPos[0];
- lastPos[1] = curPos[1];
- lastPos[2] = curPos[2];
- glutPostRedisplay();
-}
-
-/*****************************************************************/
-
-void
-object(void)
-{
- static int object;
-
- object++;
- object %= 3;
- switch (object) {
- case 0:
- drawObject = drawCube;
- break;
- case 1:
- drawObject = drawDodecahedron;
- break;
- case 2:
- drawObject = drawSphere;
- break;
- default:
- break;
- }
-}
-
-static void
-nop(void)
-{
-}
-
-void
-texture(void)
-{
- static int texture = 0;
-
- texture++;
- texture %= 3;
- if (texture == 1 && texFilename == NULL) {
- /* Skip file texture if not loaded. */
- texture++;
- }
- switch (texture) {
- case 0:
- loadTexture = nop;
- textureEnabled = GL_FALSE;
- break;
- case 1:
- loadTexture = loadImageTextures;
- (*loadTexture) ();
- textureEnabled = GL_TRUE;
- break;
- case 2:
- loadTexture = loadSpotlightTexture;
- (*loadTexture) ();
- textureEnabled = GL_TRUE;
- break;
- default:
- break;
- }
-}
-
-void
-help(void)
-{
- printf("'h' - help\n");
- printf("'l' - toggle linear/nearest filter\n");
- printf("'s' - toggle projection frustum\n");
- printf("'t' - toggle projected texture\n");
- printf("'o' - toggle object\n");
- printf("'z' - increase zoom factor\n");
- printf("'Z' - decrease zoom factor\n");
- printf("left mouse - move view\n");
- printf("middle mouse - move projection\n");
-}
-
-/* ARGSUSED1 */
-void
-key(unsigned char key, int x, int y)
-{
- switch (key) {
- case '\033':
- exit(0);
- break;
- case 'l':
- linearFilter = !linearFilter;
- (*loadTexture) ();
- break;
- case 's':
- showProjection = !showProjection;
- break;
- case 't':
- texture();
- break;
- case 'o':
- object();
- break;
- case 'z':
- zoomFactor += 1.0;
- glPixelZoom(zoomFactor, zoomFactor);
- glViewport(0, 0, winWidth / zoomFactor, winHeight / zoomFactor);
- break;
- case 'Z':
- zoomFactor -= 1.0;
- if (zoomFactor < 1.0)
- zoomFactor = 1.0;
- glPixelZoom(zoomFactor, zoomFactor);
- glViewport(0, 0, winWidth / zoomFactor, winHeight / zoomFactor);
- break;
- case 'h':
- help();
- break;
- }
- glutPostRedisplay();
-}
-
-void
-mouse(int button, int state, int x, int y)
-{
- if (state == GLUT_DOWN)
- startMotion(x, y, button, glutGet(GLUT_ELAPSED_TIME));
- else if (state == GLUT_UP)
- stopMotion(button, glutGet(GLUT_ELAPSED_TIME));
- glutPostRedisplay();
-}
-
-void
-reshape(int w, int h)
-{
- winWidth = w;
- winHeight = h;
- glViewport(0, 0, w / zoomFactor, h / zoomFactor);
-}
-
-
-void
-menu(int selection)
-{
- if (selection == 666) {
- exit(0);
- }
- key((unsigned char) selection, 0, 0);
-}
-
-int
-main(int argc, char **argv)
-{
- glutInit(&argc, argv);
-
- if (argc > 1) {
- NumTextures = atoi(argv[1]);
- }
- assert(NumTextures <= MAX_TEX);
-
- glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
- (void) glutCreateWindow("projtex");
-
- loadTexture = loadImageTextures;
- drawObject = drawCube;
- initialize();
- glutDisplayFunc(display);
- glutKeyboardFunc(key);
- glutReshapeFunc(reshape);
- glutMouseFunc(mouse);
- glutMotionFunc(trackMotion);
- glutVisibilityFunc(vis);
- glutCreateMenu(menu);
- glutAddMenuEntry("Toggle showing projection", 's');
- glutAddMenuEntry("Switch texture", 't');
- glutAddMenuEntry("Switch object", 'o');
- glutAddMenuEntry("Toggle filtering", 'l');
- glutAddMenuEntry("Quit", 666);
- glutAttachMenu(GLUT_RIGHT_BUTTON);
- texture();
- glutMainLoop();
- return 0; /* ANSI C requires main to return int. */
-}
diff --git a/progs/tests/quads.c b/progs/tests/quads.c
new file mode 100644
index 0000000000..2098b51ccd
--- /dev/null
+++ b/progs/tests/quads.c
@@ -0,0 +1,259 @@
+/**
+ * Draw colored quads.
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#define NUM_QUADS 20
+
+
+static int Win;
+static GLfloat Xrot = 40, Yrot = 0, Zrot = 0;
+static GLboolean Anim = GL_TRUE;
+static GLuint Vbuffer = 0;
+
+static GLfloat buf[NUM_QUADS * 6 * 4];
+
+static GLboolean doSwapBuffers = GL_TRUE;
+
+static GLint Frames = 0, T0 = 0;
+
+
+static void
+Idle(void)
+{
+ Xrot += 3.0;
+ Yrot += 4.0;
+ Zrot += 2.0;
+ glutPostRedisplay();
+}
+
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Zrot, 0, 0, 1);
+
+ glDrawArrays(GL_QUADS, 0, NUM_QUADS*4);
+
+ glPopMatrix();
+
+ if (doSwapBuffers)
+ glutSwapBuffers();
+ /*
+ else
+ glFinish();
+ */
+
+ {
+ GLint t = glutGet(GLUT_ELAPSED_TIME);
+ Frames++;
+ if (t - T0 >= 5000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+ GLfloat fps = Frames / seconds;
+ printf("%d frames in %6.3f seconds = %6.3f FPS\n",
+ Frames, seconds, fps);
+ T0 = t;
+ Frames = 0;
+ }
+ }
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -8.0);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 's':
+ doSwapBuffers = !doSwapBuffers;
+ break;
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'z':
+ Zrot -= step;
+ break;
+ case 'Z':
+ Zrot += step;
+ break;
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+quad(float x, float y, float z, float *v)
+{
+ int k = 0;
+
+ /* color */
+ v[k++] = x * 0.5 + 0.5;
+ v[k++] = y * 0.5 + 0.5;
+ v[k++] = z * 0.5 + 0.5;
+ /* vert */
+ v[k++] = x;
+ v[k++] = y;
+ v[k++] = z;
+
+ /* color */
+ v[k++] = -x * 0.5 + 0.5;
+ v[k++] = -y * 0.5 + 0.5;
+ v[k++] = z * 0.5 + 0.5;
+ /* vert */
+ v[k++] = -x;
+ v[k++] = -y;
+ v[k++] = z;
+
+ /* color */
+ v[k++] = -x * 0.5 + 0.5;
+ v[k++] = -y * 0.5 + 0.5;
+ v[k++] = -z * 0.5 + 0.5;
+ /* vert */
+ v[k++] = -x;
+ v[k++] = -y;
+ v[k++] = -z;
+
+ /* color */
+ v[k++] = x * 0.5 + 0.5;
+ v[k++] = y * 0.5 + 0.5;
+ v[k++] = -z * 0.5 + 0.5;
+ /* vert */
+ v[k++] = x;
+ v[k++] = y;
+ v[k++] = -z;
+}
+
+static void
+gen_quads(GLfloat *buf)
+{
+ float *v = buf;
+ float r = 1.0;
+ int i;
+
+ for (i = 0; i < NUM_QUADS; i++) {
+ float angle = i / (float) NUM_QUADS * M_PI;
+ float x = r * cos(angle);
+ float y = r * sin(angle);
+ float z = 1.10;
+ quad(x, y, z, v);
+ v += 24;
+ }
+
+ if (0) {
+ float *p = buf;
+ for (i = 0; i < NUM_QUADS * 4 * 2; i++) {
+ printf("%d: %f %f %f\n", i, p[0], p[1], p[2]);
+ p += 3;
+ }
+ }
+}
+
+
+static void
+Init(void)
+{
+ int bytes = NUM_QUADS * 4 * 2 * 3 * sizeof(float);
+ GLfloat *f;
+
+#if 1
+ glGenBuffers(1, &Vbuffer);
+ glBindBuffer(GL_ARRAY_BUFFER, Vbuffer);
+ glBufferData(GL_ARRAY_BUFFER_ARB, bytes, NULL, GL_STATIC_DRAW_ARB);
+ f = (float *) glMapBuffer(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
+ gen_quads(f);
+ glUnmapBuffer(GL_ARRAY_BUFFER_ARB);
+ glColorPointer(3, GL_FLOAT, 6*sizeof(float), (void *) 0);
+ glVertexPointer(3, GL_FLOAT, 6*sizeof(float), (void *) 12);
+#else
+ f = buf;
+ gen_quads(f);
+ glColorPointer(3, GL_FLOAT, 6*sizeof(float), buf);
+ glVertexPointer(3, GL_FLOAT, 6*sizeof(float), buf + 3);
+#endif
+
+ glEnableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glEnable(GL_DEPTH_TEST);
+
+ glClearColor(0.5, 0.5, 0.5, 0.0);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(600, 600);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Draw);
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/random.c b/progs/tests/random.c
index d52c338e0e..4023674c05 100644
--- a/progs/tests/random.c
+++ b/progs/tests/random.c
@@ -5,13 +5,13 @@
* 21 June 2007
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Win;
@@ -445,6 +445,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
Win = glutCreateWindow(argv[0]);
+ glewInit();
ParseArgs(argc, argv);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
diff --git a/progs/tests/readrate.c b/progs/tests/readrate.c
index 42ae62d48a..6bdda04907 100644
--- a/progs/tests/readrate.c
+++ b/progs/tests/readrate.c
@@ -7,11 +7,11 @@
* gcc readrate.c -L/usr/X11R6/lib -lglut -lGLU -lGL -lX11 -o readrate
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
/* Hack, to test drawing instead of reading */
@@ -275,6 +275,7 @@ main(int argc, char *argv[])
glutInitWindowSize(MAX_WIDTH, MAX_HEIGHT);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/rubberband.c b/progs/tests/rubberband.c
index a8e64bc091..866a0f519e 100644
--- a/progs/tests/rubberband.c
+++ b/progs/tests/rubberband.c
@@ -2,10 +2,10 @@
* Test rubber-band selection box w/ logicops and blend.
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c"
@@ -232,6 +232,7 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/scissor-viewport.c b/progs/tests/scissor-viewport.c
new file mode 100644
index 0000000000..582e65fb72
--- /dev/null
+++ b/progs/tests/scissor-viewport.c
@@ -0,0 +1,138 @@
+/*
+ * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
+ * Copyright (c) 2009 VMware, Inc.
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that (i) the above copyright notices and this permission notice appear in
+ * all copies of the software and related documentation, and (ii) the name of
+ * Silicon Graphics may not be used in any advertising or
+ * publicity relating to the software without the specific, prior written
+ * permission of Silicon Graphics.
+ *
+ * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
+ * ANY KIND,
+ * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
+ * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
+ * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
+ * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
+ * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
+ * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
+ * OF THIS SOFTWARE.
+ */
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <GL/glut.h>
+
+struct program
+{
+ unsigned width;
+ unsigned height;
+ int i;
+};
+
+struct program prog;
+
+static void init(void)
+{
+ fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ fflush(stderr);
+
+ prog.i = 0;
+}
+
+static void reshape(int width, int height)
+{
+ glViewport(0, 0, 100, 100);
+
+ prog.width = width;
+ prog.height = height;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+static void key(unsigned char key, int x, int y)
+{
+
+ switch (key) {
+ case 27:
+ exit(1);
+ default:
+ glutPostRedisplay();
+ return;
+ }
+}
+
+static void drawQuad(void)
+{
+ glBegin(GL_QUADS);
+ glVertex2d(-1.0, -1.0);
+ glVertex2d( 1.0, -1.0);
+ glVertex2d( 1.0, 1.0);
+ glVertex2d(-1.0, 1.0);
+ glEnd();
+}
+
+static void draw(void)
+{
+ int i;
+
+ glClearColor(0.0, 0.0, 1.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ i = prog.i++;
+ if (prog.i >= 3)
+ prog.i = 0;
+
+ glEnable(GL_SCISSOR_TEST);
+
+ {
+ glColor4d(1.0, 0.0, 0.0, 1.0);
+
+ glScissor(i, i, 10 - 2*i, 10 - 2*i);
+ drawQuad();
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+
+ //glutSwapBuffers();
+ glFlush();
+}
+
+int main(int argc, char **argv)
+{
+ GLenum type;
+
+ glutInit(&argc, argv);
+
+ prog.width = 200;
+ prog.height = 200;
+
+ glutInitWindowPosition(100, 0);
+ glutInitWindowSize(prog.width, prog.height);
+
+ //type = GLUT_RGB | GLUT_DOUBLE;
+ type = GLUT_RGB | GLUT_SINGLE;
+ glutInitDisplayMode(type);
+
+ if (glutCreateWindow(*argv) == GL_FALSE) {
+ exit(1);
+ }
+
+ init();
+
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(key);
+ glutDisplayFunc(draw);
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/scissor.c b/progs/tests/scissor.c
new file mode 100644
index 0000000000..2dfd2174e8
--- /dev/null
+++ b/progs/tests/scissor.c
@@ -0,0 +1,168 @@
+/*
+ * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
+ * Copyright (c) 2009 VMware, Inc.
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that (i) the above copyright notices and this permission notice appear in
+ * all copies of the software and related documentation, and (ii) the name of
+ * Silicon Graphics may not be used in any advertising or
+ * publicity relating to the software without the specific, prior written
+ * permission of Silicon Graphics.
+ *
+ * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
+ * ANY KIND,
+ * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
+ * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
+ * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
+ * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
+ * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
+ * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
+ * OF THIS SOFTWARE.
+ */
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <GL/glut.h>
+
+struct program
+{
+ unsigned width;
+ unsigned height;
+ unsigned quads;
+};
+
+struct program prog;
+
+static void init(void)
+{
+ fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ fflush(stderr);
+}
+
+static void reshape(int width, int height)
+{
+
+ glViewport(0, 0, (GLint)width, (GLint)height);
+
+ prog.width = width;
+ prog.height = height;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+static void key(unsigned char key, int x, int y)
+{
+
+ switch (key) {
+ case 27:
+ exit(1);
+ default:
+ prog.quads = !prog.quads;
+ glutPostRedisplay();
+ return;
+ }
+}
+
+static void drawQuad(void)
+{
+
+ if (prog.quads) {
+ glBegin(GL_QUADS);
+ glVertex2d(-1.0, -1.0);
+ glVertex2d( 1.0, -1.0);
+ glVertex2d( 1.0, 1.0);
+ glVertex2d(-1.0, 1.0);
+ glEnd();
+ } else {
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+}
+
+static void draw(void)
+{
+ glClearColor(0.0, 0.0, 1.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ printf("drawing with %s\n", prog.quads ? "quads" : "clears");
+
+ glEnable(GL_SCISSOR_TEST);
+
+ {
+ glClearColor(1.0, 0.0, 0.0, 1.0);
+ glColor4d(1.0, 0.0, 0.0, 1.0);
+
+ glScissor(1, 1, 10, 10);
+ drawQuad();
+ glScissor(1, prog.height - 11, 10, 10);
+ drawQuad();
+ glScissor(prog.width - 11, prog.height - 11, 10, 10);
+ drawQuad();
+ }
+
+ {
+ glClearColor(0.0, 1.0, 0.0, 1.0);
+ glColor4d(0.0, 1.0, 0.0, 1.0);
+
+ glScissor(12, 1, 10, 10);
+ drawQuad();
+ glScissor(12, prog.height - 11, 10, 10);
+ drawQuad();
+ glScissor(prog.width - 22, prog.height - 11, 10, 10);
+ drawQuad();
+ }
+
+ {
+ glClearColor(1.0, 1.0, 0.0, 1.0);
+ glColor4d(1.0, 1.0, 0.0, 1.0);
+
+ glScissor(1, 12, 10, 10);
+ drawQuad();
+ glScissor(1, prog.height - 22, 10, 10);
+ drawQuad();
+ glScissor(prog.width - 11, prog.height - 22, 10, 10);
+ drawQuad();
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+
+ //glutSwapBuffers();
+ glFlush();
+}
+
+int main(int argc, char **argv)
+{
+ GLenum type;
+
+ glutInit(&argc, argv);
+
+ prog.width = 200;
+ prog.height = 200;
+
+ glutInitWindowPosition(100, 0);
+ glutInitWindowSize(prog.width, prog.height);
+
+ //type = GLUT_RGB | GLUT_DOUBLE;
+ type = GLUT_RGB | GLUT_SINGLE;
+ glutInitDisplayMode(type);
+
+ if (glutCreateWindow(*argv) == GL_FALSE) {
+ exit(1);
+ }
+
+ init();
+
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(key);
+ glutDisplayFunc(draw);
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/seccolor.c b/progs/tests/seccolor.c
index 77fd40647b..f1ba314ef0 100644
--- a/progs/tests/seccolor.c
+++ b/progs/tests/seccolor.c
@@ -3,10 +3,10 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 600;
@@ -136,6 +136,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/shader_api.c b/progs/tests/shader_api.c
index 598f029a97..6453856345 100644
--- a/progs/tests/shader_api.c
+++ b/progs/tests/shader_api.c
@@ -5,7 +5,7 @@
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static void assert_test(const char *file, int line, int cond, const char *msg)
@@ -113,7 +113,8 @@ static void test_uniform_size_type1(const char *glslType, GLenum glType, const c
GLenum type;
GLint size;
- printf(" Running subtest %s\n", glslType); fflush(stdout);
+ printf(" Running subtest %s\n", glslType);
+ fflush(stdout);
sprintf(buffer, "#version 120\nuniform %s m[60];\nvoid main() { gl_Position[0] = m[59]%s; }\n",
glslType, el);
@@ -169,7 +170,8 @@ static void test_attrib_size_type1(const char *glslType, GLenum glType, const ch
GLenum type;
GLint size;
- printf(" Running subtest %s\n", glslType); fflush(stdout);
+ printf(" Running subtest %s\n", glslType);
+ fflush(stdout);
sprintf(buffer, "#version 120\nattribute %s m;\nvoid main() { gl_Position[0] = m%s; }\n",
glslType, el);
@@ -302,8 +304,6 @@ static void test_uniform_multiple_samplers(void)
assert_no_error();
program = make_program(NULL, "uniform sampler2D s[2];\nvoid main() { gl_FragColor = texture2D(s[1], vec2(0.0, 0.0)); }\n");
location = glGetUniformLocation(program, "s[0]");
- if (location == -1) /* Mesa doesn't currently support indexing */
- location = glGetUniformLocation(program, "s");
assert(location != -1);
assert_no_error();
glUniform1iv(location, 2, values);
@@ -321,8 +321,17 @@ static void run_test(const char *name, void (*callback)(void))
int main(int argc, char **argv)
{
+ const char *version;
+
glutInit(&argc, argv);
glutCreateWindow("Mesa bug demo");
+ glewInit();
+
+ version = (const char *) glGetString(GL_VERSION);
+ if (version[0] == '1') {
+ printf("Sorry, this test requires OpenGL 2.x GLSL support\n");
+ exit(0);
+ }
RUN_TEST(test_uniform_size_type);
RUN_TEST(test_attrib_size_type);
diff --git a/progs/tests/stencil_twoside.c b/progs/tests/stencil_twoside.c
index be9d9a776a..1e18ca6b5e 100644
--- a/progs/tests/stencil_twoside.c
+++ b/progs/tests/stencil_twoside.c
@@ -33,6 +33,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int use20syntax = 1;
@@ -115,7 +116,6 @@ static void Display( void )
glVertex2f(-1, 1);
glEnd();
-
if (use20syntax) {
stencil_func_separate(GL_FRONT, GL_ALWAYS, 0, ~0);
stencil_func_separate(GL_BACK, GL_ALWAYS, 0, ~0);
@@ -279,7 +279,6 @@ static void Init( void )
stencil_op_separate = glutGetProcAddress( "glStencilOpSeparate" );
printf("\nAll 5 squares should be the same color.\n");
- glEnable( GL_BLEND );
}
@@ -290,6 +289,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL );
glutCreateWindow( "GL_ATI_separate_stencil test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/stencil_wrap.c b/progs/tests/stencil_wrap.c
index 88cf3809ca..28307fef4f 100644
--- a/progs/tests/stencil_wrap.c
+++ b/progs/tests/stencil_wrap.c
@@ -34,6 +34,7 @@
#include <stdio.h>
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int Width = 550;
@@ -248,6 +249,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL );
glutCreateWindow( "GL_EXT_stencil_wrap test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/stencilwrap.c b/progs/tests/stencilwrap.c
index 753375d0f3..2e219fd8b5 100644
--- a/progs/tests/stencilwrap.c
+++ b/progs/tests/stencilwrap.c
@@ -8,6 +8,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
GLboolean wrapping;
@@ -272,6 +273,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 400, 400 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_STENCIL );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/streaming_rect.c b/progs/tests/streaming_rect.c
new file mode 100644
index 0000000000..f65ac4ce36
--- /dev/null
+++ b/progs/tests/streaming_rect.c
@@ -0,0 +1,327 @@
+/*
+ * GL_ARB_pixel_buffer_object test
+ *
+ * Command line options:
+ * -w WIDTH -h HEIGHT sets window size
+ *
+ */
+
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.h"
+
+
+#define ANIMATE 10
+#define PBO 11
+#define QUIT 100
+
+static GLuint DrawPBO;
+
+static GLboolean Animate = GL_TRUE;
+static GLboolean use_pbo = 1;
+static GLboolean whole_rect = 1;
+
+static GLfloat Drift = 0.0;
+static GLfloat drift_increment = 1/255.0;
+static GLfloat Xrot = 20.0, Yrot = 30.0;
+
+static GLuint Width = 1024;
+static GLuint Height = 512;
+
+
+static void Idle( void )
+{
+ if (Animate) {
+
+ Drift += drift_increment;
+ if (Drift >= 1.0)
+ Drift = 0.0;
+
+ glutPostRedisplay();
+ }
+}
+
+/*static int max( int a, int b ) { return a > b ? a : b; }*/
+
+#ifndef min
+static int min( int a, int b ) { return a < b ? a : b; }
+#endif
+
+static void DrawObject()
+{
+ GLint size = Width * Height * 4;
+
+ if (use_pbo) {
+ /* XXX: This is extremely important - semantically makes the buffer
+ * contents undefined, but in practice means that the driver can
+ * release the old copy of the texture and allocate a new one
+ * without waiting for outstanding rendering to complete.
+ */
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO);
+ glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, size, NULL, GL_STREAM_DRAW_ARB);
+
+ {
+ char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
+
+ printf("char %d\n", (unsigned char)(Drift * 255));
+
+ memset(image, (unsigned char)(Drift * 255), size);
+
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
+ }
+
+
+ /* BGRA is required for most hardware paths:
+ */
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
+ GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+ }
+ else {
+ static char *image = NULL;
+
+ if (image == NULL)
+ image = malloc(size);
+
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
+
+ memset(image, (unsigned char)(Drift * 255), size);
+
+ /* BGRA should be the fast path for regular uploads as well.
+ */
+ glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
+ GL_BGRA, GL_UNSIGNED_BYTE, image);
+ }
+
+ {
+ int x,y,w,h;
+
+ if (whole_rect) {
+ x = y = 0;
+ w = Width;
+ h = Height;
+ }
+ else {
+ x = y = 0;
+ w = min(10, Width);
+ h = min(10, Height);
+ }
+
+ glBegin(GL_QUADS);
+
+ glTexCoord2f( x, y);
+ glVertex2f( x, y );
+
+ glTexCoord2f( x, y + h);
+ glVertex2f( x, y + h);
+
+ glTexCoord2f( x + w + .5, y + h);
+ glVertex2f( x + w, y + h );
+
+ glTexCoord2f( x + w, y + .5);
+ glVertex2f( x + w, y );
+
+ glEnd();
+ }
+}
+
+
+
+static void Display( void )
+{
+ static GLint T0 = 0;
+ static GLint Frames = 0;
+ GLint t;
+
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glPushMatrix();
+ DrawObject();
+ glPopMatrix();
+
+ glutSwapBuffers();
+
+ Frames++;
+
+ t = glutGet(GLUT_ELAPSED_TIME);
+ if (t - T0 >= 1000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+
+ GLfloat fps = Frames / seconds;
+ printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
+ fflush(stdout);
+
+ drift_increment = 2.2 * seconds / Frames;
+ T0 = t;
+ Frames = 0;
+ }
+}
+
+
+static void Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+/* glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); */
+ gluOrtho2D( 0, width, height, 0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef(0.375, 0.375, 0);
+}
+
+
+static void ModeMenu(int entry)
+{
+ if (entry==ANIMATE) {
+ Animate = !Animate;
+ }
+ else if (entry==PBO) {
+ use_pbo = !use_pbo;
+ }
+ else if (entry==QUIT) {
+ exit(0);
+ }
+
+ glutPostRedisplay();
+}
+
+
+static void Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void SpecialKey( int key, int x, int y )
+{
+ float step = 3.0;
+ (void) x;
+ (void) y;
+
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot += step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot += step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot -= step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void Init( int argc, char *argv[] )
+{
+ const char *exten = (const char *) glGetString(GL_EXTENSIONS);
+ GLuint texObj;
+ GLint size;
+
+
+ if (!strstr(exten, "GL_ARB_pixel_buffer_object")) {
+ printf("Sorry, GL_ARB_pixel_buffer_object not supported by this renderer.\n");
+ exit(1);
+ }
+
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
+ printf("%d x %d max texture size\n", size, size);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ /* allocate two texture objects */
+ glGenTextures(1, &texObj);
+
+ /* setup the texture objects */
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
+
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glGenBuffersARB(1, &DrawPBO);
+
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO);
+ glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT,
+ Width * Height * 4, NULL, GL_STREAM_DRAW);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+ glShadeModel(GL_SMOOTH);
+ glClearColor(0.3, 0.3, 0.4, 1.0);
+
+ if (argc > 1 && strcmp(argv[1], "-info")==0) {
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+ }
+}
+
+
+int main( int argc, char *argv[] )
+{
+ GLint i;
+
+ glutInit( &argc, argv );
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-w") == 0) {
+ Width = atoi(argv[i+1]);
+ if (Width <= 0) {
+ printf("Error, bad width\n");
+ exit(1);
+ }
+ i++;
+ }
+ else if (strcmp(argv[i], "-h") == 0) {
+ Height = atoi(argv[i+1]);
+ if (Height <= 0) {
+ printf("Error, bad height\n");
+ exit(1);
+ }
+ i++;
+ }
+ }
+
+ glutInitWindowSize( Width, Height );
+ glutInitWindowPosition( 0, 0 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+ glutCreateWindow(argv[0] );
+ glewInit();
+
+ Init( argc, argv );
+
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ glutIdleFunc( Idle );
+
+ glutCreateMenu(ModeMenu);
+ glutAddMenuEntry("Toggle Animation", ANIMATE);
+ glutAddMenuEntry("Toggle PBO", PBO);
+ glutAddMenuEntry("Quit", QUIT);
+ glutAttachMenu(GLUT_RIGHT_BUTTON);
+
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/subtex.c b/progs/tests/subtex.c
new file mode 100644
index 0000000000..86b737c01f
--- /dev/null
+++ b/progs/tests/subtex.c
@@ -0,0 +1,225 @@
+/*
+ * Test glTexSubImage mid-way through a frame.
+ *
+ * The same texture is used for both quads but it gets redefined
+ * with glTexSubImage (or glTexImage) after the first quad.
+ */
+
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include "GL/glew.h"
+#include "GL/glut.h"
+
+static GLuint Window = 0;
+static GLboolean Anim = GL_FALSE;
+static GLfloat Angle = 0.0f;
+
+
+
+static void
+first_texture(void)
+{
+ static int width=8, height=8;
+ static GLubyte tex1[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ GLubyte tex[64][3];
+ GLint i, j;
+
+ /* red on white */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex1[(height-i-1)*width+j]) {
+ tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 255; tex[p][1] = 255; tex[p][2] = 255;
+ }
+ }
+ }
+
+ glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, tex );
+}
+
+
+static void
+second_texture(void)
+{
+ static int width=8, height=8;
+
+ static GLubyte tex2[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 2, 2, 0, 0, 0,
+ 0, 0, 2, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 2, 0, 0, 0,
+ 0, 0, 0, 2, 0, 0, 0, 0,
+ 0, 0, 2, 2, 2, 2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ GLubyte tex[64][3];
+ GLint i, j;
+
+ /* green on blue */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex2[(height-i-1)*width+j]) {
+ tex[p][0] = 0; tex[p][1] = 255; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 255;
+ }
+ }
+ }
+#if 0
+ glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, tex );
+#else
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
+ GL_RGB, GL_UNSIGNED_BYTE, tex );
+#endif
+}
+
+
+
+static void draw( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ /* draw first polygon */
+ glPushMatrix();
+ glTranslatef( -1.0, 0.0, 0.0 );
+ glRotatef( Angle, 0.0, 0.0, 1.0 );
+
+ first_texture();
+
+ 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();
+
+ /* draw second polygon */
+ glPushMatrix();
+ glTranslatef( 1.0, 0.0, 0.0 );
+ glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
+
+ second_texture();
+
+ 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();
+
+ glutSwapBuffers();
+}
+
+
+
+static void idle( void )
+{
+ static double t0 = -1.;
+ double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
+ if (t0 < 0.0)
+ t0 = t;
+ dt = t - t0;
+ t0 = t;
+ Angle += 120.0*dt;
+ glutPostRedisplay();
+}
+
+
+
+/* change view Angle, exit upon ESC */
+static void key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc( idle );
+ else
+ glutIdleFunc( NULL );
+ break;
+ case 27:
+ glutDestroyWindow(Window);
+ exit(0);
+ }
+}
+
+
+
+/* new window size or exposure */
+static void reshape( int width, int height )
+{
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 );*/
+ glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -8.0 );
+}
+
+
+static void init( void )
+{
+ /* Setup texturing */
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+
+
+ glBindTexture( GL_TEXTURE_2D, 0 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(300, 300);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+
+ Window = glutCreateWindow("Texture Objects");
+ glewInit();
+ if (!Window) {
+ exit(1);
+ }
+
+ init();
+
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ if (Anim)
+ glutIdleFunc( idle );
+ glutDisplayFunc( draw );
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/subtexrate.c b/progs/tests/subtexrate.c
index 568b68d552..4bda970d06 100644
--- a/progs/tests/subtexrate.c
+++ b/progs/tests/subtexrate.c
@@ -5,11 +5,11 @@
* 26 Jan 2006
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static GLint WinWidth = 1024, WinHeight = 512;
@@ -337,6 +337,7 @@ main(int argc, char *argv[])
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(mode);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/tex1d.c b/progs/tests/tex1d.c
index 1fab849dd3..4abe1068c7 100644
--- a/progs/tests/tex1d.c
+++ b/progs/tests/tex1d.c
@@ -7,6 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include "GL/glew.h"
#include "GL/glut.h"
static GLuint Window = 0;
@@ -124,6 +125,7 @@ int main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
Window = glutCreateWindow("Texture Objects");
+ glewInit();
if (!Window) {
exit(1);
}
diff --git a/progs/tests/texcmp.c b/progs/tests/texcmp.c
index 6e822fb689..d1e829d1b7 100644
--- a/progs/tests/texcmp.c
+++ b/progs/tests/texcmp.c
@@ -7,7 +7,7 @@
#include <stdlib.h>
#include <math.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES 1
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c" /* I know, this is a hack. */
@@ -375,6 +375,7 @@ int main( int argc, char *argv[] )
exit(0);
}
+ glewInit();
gl_version = atof( (const char *) glGetString( GL_VERSION ) );
if ( (gl_version < 1.3)
&& !glutExtensionSupported("GL_ARB_texture_compression") ) {
diff --git a/progs/tests/texcomp_image.h b/progs/tests/texcomp_image.h
new file mode 100644
index 0000000000..e63a56774f
--- /dev/null
+++ b/progs/tests/texcomp_image.h
@@ -0,0 +1,4100 @@
+static int ImgSize = 131072;
+static unsigned char ImgData[131072] =
+{
+ 0x4d, 0xbc, 0x0b, 0xb4, 0xda, 0x0a, 0x78, 0xa8, 0x8d, 0xbc, 0x0c, 0xac, 0x8b, 0x7f, 0xeb, 0xf7, 0x8d, 0xbc, 0xeb, 0xab, 0xba, 0xb7, 0x82, 0xa2, 0x8d, 0xbc, 0x2b, 0xb4, 0xa2, 0xfd, 0xee, 0x2f,
+ 0x6d, 0xbc, 0x0b, 0xac, 0xd6, 0x03, 0x0a, 0x80, 0x8c, 0xbc, 0x6a, 0x9b, 0x00, 0xb8, 0xad, 0x0a, 0x6c, 0xbc, 0xeb, 0xab, 0x00, 0x09, 0x0a, 0xaa, 0x8d, 0xc4, 0x4b, 0xb4, 0xbf, 0xfe, 0xfe, 0xfb,
+ 0x6d, 0xc4, 0x4b, 0xb4, 0xaa, 0xfa, 0xea, 0xfb, 0x8d, 0xc4, 0x4b, 0xb4, 0xa6, 0xaa, 0xea, 0xa6, 0x8d, 0xc4, 0x6c, 0xbc, 0xfa, 0xba, 0xab, 0xe7, 0x8d, 0xc4, 0x6c, 0xbc, 0xd9, 0x76, 0x2b, 0x6b,
+ 0xee, 0xcc, 0x6c, 0xbc, 0xdf, 0xfd, 0x72, 0x55, 0xee, 0xcc, 0x6c, 0xbc, 0x55, 0x55, 0x73, 0xd5, 0xad, 0xbc, 0x6c, 0xbc, 0xdd, 0xb7, 0xff, 0x57, 0xad, 0xc4, 0x6c, 0xbc, 0x37, 0x9b, 0xb5, 0xd7,
+ 0xad, 0xbc, 0x6c, 0xbc, 0xfc, 0xea, 0xd7, 0xea, 0xad, 0xc4, 0x6c, 0xbc, 0xa2, 0xab, 0xfb, 0x25, 0xad, 0xc4, 0x6c, 0xbc, 0xad, 0xae, 0xfe, 0x5e, 0x8d, 0xbc, 0x6c, 0xbc, 0xba, 0xba, 0xad, 0xaa,
+ 0xad, 0xc4, 0x8c, 0xb4, 0xff, 0xfa, 0xbf, 0xab, 0xad, 0xc4, 0x6c, 0xb4, 0xfd, 0xaf, 0xaf, 0xeb, 0x8d, 0xc4, 0x6c, 0xbc, 0xe7, 0x79, 0x6e, 0x7f, 0x8c, 0xc4, 0xad, 0xbc, 0xe0, 0xaf, 0xc0, 0xee,
+ 0xae, 0xc4, 0x8c, 0xbc, 0xda, 0xb4, 0x27, 0xab, 0x8c, 0xc4, 0xce, 0xbc, 0xeb, 0xaf, 0xaa, 0xba, 0x8c, 0xc4, 0xad, 0xbc, 0xbd, 0xff, 0xaa, 0xff, 0xce, 0xcc, 0x8c, 0xc4, 0xa9, 0x0f, 0xaf, 0xa7,
+ 0xcd, 0xcc, 0xac, 0xc4, 0xfb, 0x8b, 0x8b, 0xda, 0xad, 0xcc, 0x8c, 0xc4, 0xf2, 0xfe, 0xd7, 0x55, 0xad, 0xc4, 0x4b, 0xbc, 0xf0, 0xda, 0xf6, 0xa8, 0xad, 0xc4, 0x6c, 0xbc, 0x7d, 0x2e, 0xab, 0x0e,
+ 0xad, 0xc4, 0x2b, 0xb4, 0xea, 0xeb, 0xd8, 0xae, 0xad, 0xc4, 0x4c, 0xbc, 0x35, 0x7d, 0xeb, 0xbf, 0x8d, 0xc4, 0x2b, 0xb4, 0x7a, 0x2a, 0xaa, 0x80, 0x8c, 0xc4, 0x2b, 0xb4, 0xad, 0x28, 0xa0, 0xd6,
+ 0x8d, 0xc4, 0x4c, 0xbc, 0xaf, 0xab, 0xf7, 0xea, 0x8d, 0xc4, 0x4b, 0xbc, 0xea, 0xb2, 0x6a, 0x5b, 0x8c, 0xc4, 0xca, 0xab, 0x00, 0x80, 0xaa, 0xd7, 0x6c, 0xbc, 0x4b, 0xb4, 0x03, 0xdf, 0xfd, 0xe3,
+ 0x8d, 0xc4, 0x2b, 0xb4, 0xfa, 0xdb, 0xaf, 0x8a, 0x8d, 0xc4, 0x2b, 0xbc, 0xad, 0xaa, 0xa8, 0xfa, 0x6c, 0xbc, 0x2b, 0xb4, 0x78, 0xda, 0x8c, 0xe0, 0x6c, 0xbc, 0xea, 0xab, 0xd7, 0xbb, 0xaa, 0x2a,
+ 0x6c, 0xbc, 0x2b, 0xb4, 0x5f, 0xaa, 0xa2, 0xbc, 0x6c, 0xbc, 0x2b, 0xb4, 0xff, 0x23, 0xbf, 0xb8, 0x6b, 0xbc, 0x2c, 0xb4, 0xbf, 0xa8, 0xef, 0xff, 0x6c, 0xbc, 0x2b, 0xb4, 0x08, 0xa8, 0xd7, 0xba,
+ 0x6c, 0xbc, 0x2b, 0xb4, 0x28, 0xea, 0x75, 0xfe, 0x6c, 0xbc, 0x0b, 0xb4, 0xe0, 0xdf, 0x79, 0xef, 0x6c, 0xbc, 0x0b, 0xb4, 0xf3, 0xfe, 0x3d, 0xae, 0x6c, 0xbc, 0x2b, 0xb4, 0x7a, 0xab, 0xdf, 0xde,
+ 0x6c, 0xc4, 0x4c, 0xb4, 0xf7, 0xaf, 0x2f, 0xaf, 0x6c, 0xc4, 0x4b, 0xb4, 0xef, 0xff, 0xfe, 0xea, 0x6c, 0xbc, 0x2b, 0xb4, 0x8b, 0xaa, 0xbc, 0x78, 0x4c, 0xbc, 0x0b, 0xb4, 0x70, 0xd8, 0xe6, 0xab,
+ 0x4c, 0xbc, 0x0b, 0xb4, 0xad, 0xaf, 0x8a, 0x02, 0x4c, 0xbc, 0x2b, 0xb4, 0xb9, 0x2b, 0xa2, 0x02, 0x6d, 0xbc, 0x2b, 0xb4, 0x2f, 0x2b, 0x2e, 0xba, 0x8c, 0xc4, 0x4b, 0xbc, 0x3d, 0xbd, 0x55, 0x5d,
+ 0x6c, 0xc4, 0x0b, 0xb4, 0x5c, 0xea, 0xaa, 0xaf, 0x6c, 0xc4, 0x2b, 0xb4, 0xab, 0xab, 0x6e, 0x7b, 0x4c, 0xbc, 0xea, 0xab, 0xa8, 0xfc, 0xde, 0x2a, 0x6c, 0xbc, 0xca, 0xa3, 0xaa, 0xa9, 0x4a, 0xe0,
+ 0x6c, 0xbc, 0x28, 0x9b, 0x28, 0x00, 0xa9, 0x22, 0x6c, 0xbc, 0xca, 0xab, 0xd0, 0xbc, 0xa2, 0x8a, 0x6c, 0xbc, 0x2b, 0xb4, 0xff, 0xde, 0x7d, 0xbd, 0x6c, 0xbc, 0x2b, 0xb4, 0xaf, 0xba, 0x6f, 0xa5,
+ 0x6c, 0xbc, 0x2b, 0xb4, 0x0a, 0xb7, 0xff, 0x7f, 0x4c, 0xb4, 0xeb, 0xab, 0x7e, 0xa0, 0xe0, 0xa2, 0x4c, 0xbc, 0x0b, 0xac, 0xbf, 0xeb, 0xfb, 0xaa, 0x4c, 0xb4, 0x0b, 0xac, 0xca, 0xf2, 0xde, 0xba,
+ 0x4c, 0xb4, 0x0a, 0xac, 0xd7, 0xf5, 0xec, 0xfb, 0x2c, 0xb4, 0x0a, 0xac, 0x9d, 0xf7, 0xb5, 0xae, 0x2c, 0xb4, 0xea, 0xab, 0x22, 0xa2, 0xea, 0x5e, 0x2b, 0xb4, 0xea, 0xa3, 0xae, 0xfe, 0xff, 0xab,
+ 0x2b, 0xac, 0xca, 0xa3, 0xaa, 0x09, 0xaa, 0x00, 0x4c, 0xb4, 0xea, 0xab, 0xaf, 0xe2, 0x7a, 0xf6, 0x4c, 0xb4, 0xea, 0xa3, 0x7e, 0xff, 0x4d, 0xfe, 0x0b, 0xac, 0xea, 0xa3, 0x30, 0x2c, 0x2a, 0xaa,
+ 0x4c, 0xb4, 0xea, 0xa3, 0xaa, 0xba, 0xff, 0xab, 0x4c, 0xb4, 0x0b, 0xac, 0xaf, 0xbf, 0xc2, 0xad, 0x8d, 0xbc, 0x0b, 0xac, 0xeb, 0xa2, 0xf9, 0xd7, 0x90, 0xdd, 0x0b, 0xac, 0x3f, 0xf7, 0x55, 0x55,
+ 0xac, 0xbc, 0x0b, 0xac, 0xe8, 0xff, 0x7f, 0x57, 0x6c, 0xb4, 0xeb, 0xab, 0x0a, 0xfb, 0x5f, 0x55, 0x6c, 0xb4, 0xeb, 0xab, 0x8e, 0xbe, 0x5d, 0xdd, 0xac, 0xc4, 0x0b, 0xac, 0x0b, 0xfd, 0x55, 0x5b,
+ 0xcc, 0xc4, 0xca, 0xa3, 0x80, 0x7f, 0xff, 0xd5, 0xed, 0xc4, 0xca, 0xa3, 0xff, 0x21, 0xde, 0x55, 0xed, 0xc4, 0xca, 0xa3, 0xbd, 0xbc, 0xf7, 0x57, 0xcd, 0xc4, 0x0c, 0xac, 0xe0, 0xaf, 0xad, 0xbd,
+ 0x8d, 0xbc, 0x0b, 0xac, 0x05, 0x6d, 0x6a, 0xc2, 0x6c, 0xbc, 0xca, 0xa3, 0xf8, 0xfe, 0x57, 0xdb, 0x4c, 0xac, 0x49, 0x8b, 0xa8, 0xab, 0x93, 0xaa, 0x6c, 0xb4, 0x28, 0x8b, 0x2a, 0x21, 0xaa, 0xaa,
+ 0x0b, 0xac, 0x49, 0x93, 0xb6, 0x28, 0x00, 0xa2, 0x0b, 0xac, 0x89, 0x9b, 0xa0, 0xe0, 0x60, 0xbe, 0x4b, 0xb4, 0x8a, 0x9b, 0xff, 0xff, 0x5d, 0x0a, 0xeb, 0xa3, 0x48, 0x93, 0xfa, 0xf9, 0xba, 0xc8,
+ 0xeb, 0xab, 0xa9, 0x9b, 0xe9, 0x2f, 0xa2, 0xe1, 0x0b, 0xac, 0xca, 0x9b, 0xdd, 0xba, 0xa5, 0xff, 0x6a, 0xbc, 0xcb, 0xa3, 0x57, 0x55, 0xf7, 0x3f, 0x6a, 0xbc, 0xeb, 0xa3, 0xdd, 0xf5, 0xbf, 0x2a,
+ 0x8b, 0xbc, 0xea, 0xab, 0xbd, 0x8a, 0xea, 0xba, 0xee, 0xc4, 0xc8, 0xb3, 0xa0, 0xaa, 0xef, 0x7f, 0xad, 0xbc, 0xc6, 0x92, 0x00, 0x00, 0x8a, 0xad, 0x6c, 0xbc, 0xea, 0xab, 0xac, 0xfe, 0x7f, 0x57,
+ 0x4b, 0xb4, 0xea, 0xab, 0xae, 0x2a, 0xd5, 0xfd, 0x6b, 0xbc, 0xaa, 0xa3, 0xa2, 0xda, 0xab, 0xea, 0x2b, 0xb4, 0xaa, 0xa3, 0x7f, 0xea, 0xbe, 0x02, 0x2b, 0xac, 0xaa, 0xa3, 0x57, 0xad, 0x80, 0xf8,
+ 0x2b, 0xac, 0x89, 0x9b, 0x8b, 0xaa, 0xfe, 0xdf, 0x2b, 0xac, 0x89, 0x9b, 0xe8, 0x5e, 0xf5, 0xf7, 0xea, 0xab, 0x89, 0x9b, 0xbd, 0xae, 0x8a, 0xd8, 0xea, 0xa3, 0x89, 0x9b, 0x8a, 0xda, 0xff, 0xff,
+ 0xeb, 0xab, 0x89, 0x9b, 0xab, 0xaa, 0x2e, 0xaf, 0xeb, 0xa3, 0xa9, 0x9b, 0xb5, 0x83, 0xef, 0xb7, 0xca, 0xab, 0x8a, 0x9b, 0xaa, 0xea, 0x80, 0xbe, 0xeb, 0xab, 0x8a, 0x9b, 0xaa, 0xab, 0xaa, 0x7f,
+ 0x0b, 0xac, 0x89, 0x9b, 0xbf, 0xe2, 0x5b, 0x5f, 0xcb, 0xa3, 0x89, 0x9b, 0xa8, 0x2c, 0x35, 0x00, 0xeb, 0xa3, 0xaa, 0x9b, 0x29, 0xf8, 0xfb, 0xaa, 0xeb, 0xab, 0xaa, 0xa3, 0xab, 0xba, 0x9e, 0x7a,
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+ 0xd9, 0xb5, 0xb9, 0xa5, 0xf7, 0xaf, 0xaf, 0xba, 0xda, 0xb5, 0xb9, 0xad, 0xd7, 0xf7, 0xaa, 0x22, 0xfa, 0xb5, 0xb8, 0xad, 0xf7, 0xeb, 0xa3, 0x03, 0x1a, 0xbe, 0xd9, 0xad, 0xdf, 0xad, 0xae, 0xfb,
+ 0x1a, 0xbe, 0xd9, 0xad, 0xfb, 0xfa, 0xfa, 0xff, 0xfa, 0xb5, 0xd9, 0xad, 0xa8, 0x82, 0xea, 0xfa, 0x1a, 0xb6, 0xd9, 0xad, 0x2a, 0xba, 0xff, 0xff, 0x1a, 0xbe, 0xd9, 0xad, 0x0a, 0xbf, 0xdf, 0xfd,
+ 0x1a, 0xbe, 0xd9, 0xad, 0xaa, 0xea, 0xef, 0xe7, 0xfa, 0xb5, 0xd9, 0xad, 0x00, 0x2c, 0x00, 0xad, 0xfa, 0xbd, 0xd9, 0xad, 0xef, 0xfa, 0xeb, 0xff, 0xfa, 0xb5, 0xd9, 0xb5, 0x8d, 0x8c, 0x33, 0x21,
+ 0x1a, 0xb6, 0xd9, 0xb5, 0xb3, 0xae, 0xea, 0xff, 0xfa, 0xb5, 0xd9, 0xad, 0xee, 0xee, 0x22, 0x88, 0xfa, 0xb5, 0xb9, 0xad, 0xab, 0x22, 0x2a, 0xa8, 0xfa, 0xb5, 0xb9, 0xad, 0xee, 0xaa, 0x08, 0x00,
+ 0x1a, 0xb6, 0xd9, 0xad, 0xff, 0xfa, 0x0a, 0xa0, 0x1a, 0xbe, 0xb9, 0xad, 0xff, 0xff, 0xaa, 0x8a, 0x1a, 0xbe, 0xd9, 0xad, 0xff, 0xbf, 0xaa, 0x2a, 0x1a, 0xbe, 0xd9, 0xb5, 0xbd, 0xaf, 0x02, 0x00,
+ 0x1a, 0xbe, 0xf9, 0xb5, 0xf7, 0x02, 0x28, 0x38, 0x3a, 0xbe, 0xf9, 0xb5, 0xff, 0x6f, 0xaa, 0xae, 0xf9, 0xbd, 0x3a, 0xb6, 0xbf, 0xfe, 0xbe, 0xba, 0x3a, 0xbe, 0xf9, 0xb5, 0xbf, 0xaf, 0xa8, 0xae,
+ 0x3a, 0xbe, 0x19, 0xb6, 0x8b, 0x2a, 0xca, 0x02, 0x5a, 0xc6, 0x19, 0xb6, 0xef, 0xeb, 0xab, 0xae, 0x5b, 0xc6, 0x19, 0xb6, 0xbf, 0xee, 0xef, 0xac, 0x5a, 0xc6, 0x19, 0xb6, 0xdf, 0xbb, 0xaf, 0xaa,
+ 0x5b, 0xc6, 0x39, 0xbe, 0x55, 0xd5, 0x0b, 0x22, 0x7b, 0xc6, 0x3a, 0xbe, 0x55, 0xaf, 0x8b, 0x23, 0x9b, 0xce, 0x3a, 0xbe, 0x55, 0xff, 0xaa, 0xa2, 0x7b, 0xc6, 0x59, 0xbe, 0xf9, 0x0a, 0x00, 0x02,
+ 0x7b, 0xce, 0x5a, 0xbe, 0xbf, 0xaa, 0xae, 0xaa, 0x7b, 0xce, 0x5a, 0xbe, 0xaa, 0xaa, 0xab, 0xae, 0x9b, 0xce, 0x5a, 0xc6, 0xff, 0xbb, 0xff, 0x7f, 0x7b, 0xce, 0x5a, 0xc6, 0x82, 0x7a, 0xbd, 0xab,
+ 0x7a, 0xce, 0x9b, 0xc6, 0xea, 0xaf, 0xa0, 0x02, 0x7a, 0xce, 0x9b, 0xc6, 0x8f, 0xaa, 0xaa, 0x00, 0x7a, 0xce, 0x9b, 0xc6, 0xeb, 0xfe, 0x0a, 0xa8, 0x5a, 0xce, 0x9b, 0xc6, 0xaf, 0xbf, 0xfe, 0xea,
+ 0x7b, 0xce, 0x5a, 0xc6, 0xaa, 0x2c, 0xa0, 0xe8, 0x9b, 0xce, 0x5a, 0xc6, 0xea, 0xfe, 0xfa, 0xff, 0x7b, 0xce, 0x5a, 0xc6, 0xbe, 0xfa, 0xeb, 0xa5, 0x7b, 0xce, 0x5a, 0xc6, 0xaf, 0xae, 0xfe, 0xe7,
+ 0x7b, 0xc6, 0x5a, 0xc6, 0x0a, 0x38, 0x20, 0xbb, 0x7b, 0xc6, 0x5a, 0xc6, 0xfe, 0x03, 0xb8, 0x2d, 0x9b, 0xc6, 0x5a, 0xc6, 0x7b, 0x7e, 0xeb, 0x7f, 0x5b, 0xc6, 0x3a, 0xbe, 0x28, 0x08, 0x80, 0xe0,
+ 0x7b, 0xc6, 0x59, 0xbe, 0xea, 0xef, 0xfe, 0x77, 0x5b, 0xc6, 0x39, 0xbe, 0xa0, 0xba, 0x9b, 0xff, 0x3a, 0xc6, 0x7b, 0xbe, 0xff, 0xfb, 0xbf, 0xea, 0x7b, 0xc6, 0x3a, 0xbe, 0x8a, 0xaf, 0xee, 0x7f,
+ 0x7b, 0xc6, 0x3a, 0xbe, 0xa8, 0xaa, 0xae, 0xd5, 0x7b, 0xce, 0x3a, 0xbe, 0xaa, 0xaa, 0xff, 0xff, 0x7b, 0xce, 0x5a, 0xbe, 0xaa, 0xaf, 0xbf, 0xff, 0x7a, 0xce, 0x3b, 0xbe, 0x2a, 0xaa, 0xea, 0xfa,
+ 0x7b, 0xce, 0x5a, 0xbe, 0xaa, 0xaa, 0xba, 0xff, 0x7a, 0xce, 0x5b, 0xbe, 0xaa, 0xbb, 0xeb, 0xbf, 0x7a, 0xc6, 0x3b, 0xbe, 0x88, 0x88, 0xaa, 0xab, 0x7b, 0xce, 0x5a, 0xbe, 0xaa, 0xaf, 0xab, 0xef,
+ 0x7b, 0xc6, 0x5a, 0xbe, 0xa0, 0x8f, 0xaf, 0xae, 0x3a, 0xc6, 0x7b, 0xbe, 0xa2, 0xef, 0xfa, 0xba, 0x5a, 0xc6, 0x3b, 0xbe, 0x8a, 0xbf, 0xbe, 0xba, 0x3a, 0xc6, 0x5b, 0xbe, 0xea, 0x77, 0x7f, 0xff,
+ 0x7b, 0xc6, 0x1a, 0xbe, 0xfe, 0xee, 0xaf, 0x1b, 0x5b, 0xc6, 0x3a, 0xbe, 0xff, 0xf7, 0xfb, 0x77, 0x5b, 0xc6, 0x1a, 0xbe, 0xcb, 0xba, 0xa6, 0xfb, 0x5b, 0xc6, 0x1a, 0xbe, 0xbe, 0x2b, 0xaa, 0xee,
+ 0x5b, 0xc6, 0x1a, 0xbe, 0x28, 0xaa, 0xfb, 0xff, 0x5b, 0xc6, 0x3a, 0xb6, 0xaa, 0xaa, 0xbb, 0xfb, 0x7b, 0xc6, 0x3a, 0xbe, 0xe8, 0xbf, 0xff, 0xe7, 0x5b, 0xc6, 0x3a, 0xbe, 0xa8, 0xaa, 0xea, 0xe6,
+ 0x3a, 0xc6, 0x5b, 0xbe, 0xde, 0xea, 0xaa, 0xde, 0x3a, 0xc6, 0x9b, 0xbe, 0x6a, 0xaa, 0xaa, 0xaa, 0x3a, 0xc6, 0x7b, 0xbe, 0xa9, 0xaf, 0xfe, 0x88, 0x5b, 0xc6, 0x3a, 0xbe, 0x00, 0xc8, 0x80, 0xea,
+ 0x3b, 0xc6, 0x7a, 0xbe, 0xfb, 0xaa, 0xef, 0xfe, 0x7b, 0xc6, 0x3a, 0xbe, 0x8a, 0xaf, 0xbe, 0xfe, 0x7b, 0xce, 0x5a, 0xbe, 0xaf, 0xff, 0xff, 0xff, 0x7b, 0xc6, 0x3a, 0xbe, 0xa2, 0x2a, 0xba, 0xa8,
+ 0x7b, 0xce, 0x5a, 0xbe, 0xbb, 0xff, 0xff, 0xfb, 0x7b, 0xc6, 0x5a, 0xbe, 0xa2, 0xb9, 0xbf, 0xf6, 0x7b, 0xce, 0x5a, 0xbe, 0xbf, 0xab, 0xba, 0xab, 0x7b, 0xc6, 0x5a, 0xc6, 0x35, 0x2a, 0x82, 0xad,
+ 0x9b, 0xce, 0x5a, 0xc6, 0xef, 0x7f, 0xf7, 0x7d, 0x5b, 0xce, 0x9a, 0xc6, 0xaf, 0x9e, 0xaf, 0xff, 0x7b, 0xce, 0x5a, 0xc6, 0xeb, 0xbe, 0xab, 0xee, 0x9b, 0xc6, 0x7a, 0xc6, 0xe5, 0xfd, 0xff, 0x75,
+ 0x9b, 0xce, 0x5a, 0xc6, 0xef, 0xbb, 0xef, 0xef, 0x7a, 0xce, 0x9b, 0xc6, 0xe8, 0x2a, 0xcb, 0xba, 0x7a, 0xce, 0x9b, 0xc6, 0xab, 0xbe, 0xbe, 0x56, 0x9c, 0xce, 0x7a, 0xc6, 0xbf, 0xf7, 0xff, 0xbb,
+ 0x9b, 0xce, 0x7a, 0xc6, 0xfa, 0xff, 0x7f, 0xff, 0x7b, 0xce, 0x9a, 0xc6, 0xa2, 0x0a, 0xaa, 0xff, 0x9b, 0xce, 0x7a, 0xc6, 0xca, 0xfe, 0x5f, 0x7b, 0x9b, 0xce, 0x7a, 0xc6, 0xfe, 0xf5, 0xff, 0xff,
+ 0x9b, 0xce, 0x7a, 0xc6, 0xfe, 0xf6, 0xff, 0x5f, 0x7a, 0xce, 0x9b, 0xc6, 0x8a, 0xaa, 0xaf, 0xf8, 0x9b, 0xce, 0x7a, 0xc6, 0xab, 0xaa, 0xae, 0xab, 0x9c, 0xce, 0x7a, 0xc6, 0x2a, 0xaa, 0xaa, 0xaa,
+ 0x9b, 0xce, 0x7a, 0xc6, 0x22, 0x02, 0xaa, 0xab, 0x9b, 0xce, 0x7a, 0xc6, 0x22, 0xea, 0xae, 0xb2, 0x9b, 0xce, 0x7b, 0xce, 0x03, 0xaa, 0x7a, 0xe3, 0x9c, 0xd6, 0x7a, 0xce, 0xeb, 0xff, 0xff, 0xdd,
+ 0x9b, 0xce, 0x7b, 0xce, 0x38, 0x82, 0x0b, 0x07, 0xbb, 0xce, 0x7a, 0xce, 0xfe, 0xff, 0xaa, 0xff, 0x9c, 0xd6, 0x7a, 0xc6, 0xba, 0xaa, 0xaa, 0x3a, 0xba, 0xce, 0x9b, 0xce, 0x15, 0x5f, 0x55, 0x55,
+ 0xbc, 0xd6, 0x9b, 0xce, 0xb7, 0xf7, 0x7d, 0xd5, 0xbb, 0xd6, 0x9a, 0xce, 0xb9, 0xfe, 0xff, 0xff, 0xbb, 0xd6, 0x9b, 0xce, 0xaa, 0xab, 0xaa, 0xaa, 0xbc, 0xd6, 0x9b, 0xce, 0xea, 0xca, 0xaa, 0xaa,
+ 0x9a, 0xd6, 0xbc, 0xce, 0xaf, 0x7f, 0xfb, 0xab, 0xbc, 0xd6, 0x9b, 0xce, 0xa8, 0xaa, 0x2a, 0xaa, 0xdc, 0xd6, 0xbb, 0xd6, 0xd5, 0xdb, 0x79, 0x75, 0xdc, 0xd6, 0xbb, 0xd6, 0xd5, 0xef, 0x56, 0x5a,
+ 0xdc, 0xd6, 0xbb, 0xd6, 0x69, 0xeb, 0xdd, 0x55, 0xdc, 0xd6, 0xbb, 0xce, 0xaa, 0xaa, 0xba, 0xbe, 0xdc, 0xd6, 0xbb, 0xd6, 0xad, 0x5e, 0x57, 0xf5, 0xdc, 0xd6, 0xbb, 0xd6, 0xea, 0xbf, 0xfd, 0x77,
+ 0xdc, 0xde, 0xbb, 0xce, 0xee, 0xfb, 0xef, 0xeb, 0xdc, 0xde, 0xbb, 0xce, 0xea, 0xae, 0xfb, 0xee, 0xdc, 0xde, 0xbb, 0xce, 0xaa, 0xaf, 0xef, 0xef, 0xdc, 0xd6, 0xbb, 0xd6, 0x6b, 0xba, 0x6a, 0xe3,
+};
diff --git a/progs/tests/texcompress2.c b/progs/tests/texcompress2.c
index e2eed756b6..b95aca9fb9 100644
--- a/progs/tests/texcompress2.c
+++ b/progs/tests/texcompress2.c
@@ -3,11 +3,10 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
+#include <GL/glew.h>
#include <GL/glut.h>
-#include <GL/glx.h>
#include "readtex.c"
#define IMAGE_FILE "../images/arch.rgb"
@@ -52,7 +51,6 @@ TestSubTex(void)
GLboolean all = 0*GL_TRUE;
GLubyte *buffer;
GLint size, fmt;
- int i;
glGetTexLevelParameteriv(Target, 0,
GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &size);
@@ -84,6 +82,23 @@ TestSubTex(void)
static void
+TestGetTex(void)
+{
+ GLubyte *buffer;
+
+ buffer = (GLubyte *) malloc(3 * ImgWidth * ImgHeight);
+
+ glGetTexImage(GL_TEXTURE_2D,
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ buffer);
+
+ free(buffer);
+}
+
+
+static void
LoadCompressedImage(const char *file)
{
const GLenum filter = GL_LINEAR;
@@ -147,7 +162,10 @@ LoadCompressedImage(const char *file)
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, filter);
- TestSubTex();
+ if (0)
+ TestSubTex();
+ else
+ TestGetTex();
}
@@ -258,6 +276,7 @@ main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
diff --git a/progs/tests/texcompsub.c b/progs/tests/texcompsub.c
new file mode 100644
index 0000000000..50106bf1e2
--- /dev/null
+++ b/progs/tests/texcompsub.c
@@ -0,0 +1,181 @@
+/*
+ * Test texture compression.
+ */
+
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "texcomp_image.h"
+
+static int ImgWidth = 512;
+static int ImgHeight = 512;
+static GLenum CompFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+static GLfloat EyeDist = 5.0;
+static GLfloat Rot = 0.0;
+const GLenum Target = GL_TEXTURE_2D;
+
+
+static void
+CheckError(int line)
+{
+ GLenum err = glGetError();
+ if (err) {
+ printf("GL Error %d at line %d\n", (int) err, line);
+ }
+}
+
+static void
+LoadCompressedImage(void)
+{
+ unsigned char ImgDataTemp[ImgSize / 4];
+ unsigned i;
+ const GLenum filter = GL_LINEAR;
+ glTexImage2D(Target, 0, CompFormat, ImgWidth, ImgHeight, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+ /* bottom half */
+ glCompressedTexSubImage2DARB(Target, 0,
+ 0, 0, /* pos */
+ ImgWidth, ImgHeight / 2,
+ CompFormat, ImgSize / 2, ImgData + ImgSize / 2);
+
+ /* top left */
+ for (i = 0; i < ImgHeight / 8; i++) {
+ memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth], ImgWidth);
+ }
+ glCompressedTexSubImage2DARB(Target, 0,
+ 0, ImgHeight / 2, /* pos */
+ ImgWidth / 2, ImgHeight / 2,
+ CompFormat, ImgSize / 4, ImgDataTemp);
+
+ /* top right */
+ for (i = 0; i < ImgHeight / 8; i++) {
+ memcpy(&ImgDataTemp[i * ImgWidth], &ImgData[i * 2 * ImgWidth + ImgWidth], ImgWidth);
+ }
+ glCompressedTexSubImage2DARB(Target, 0,
+ ImgWidth / 2, ImgHeight / 2, /* pos */
+ ImgWidth / 2, ImgHeight / 2,
+ CompFormat, ImgSize / 4, ImgDataTemp);
+
+ glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, filter);
+ glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, filter);
+}
+
+static void
+Init()
+{
+ GLint numFormats, formats[100];
+ GLint p;
+
+ if (!glutExtensionSupported("GL_ARB_texture_compression")) {
+ printf("Sorry, GL_ARB_texture_compression is required.\n");
+ exit(1);
+ }
+ if (!glutExtensionSupported("GL_EXT_texture_compression_s3tc")) {
+ printf("Sorry, GL_EXT_texture_compression_s3tc is required.\n");
+ exit(1);
+ }
+
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, &numFormats);
+ glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS_ARB, formats);
+ printf("%d supported compression formats: ", numFormats);
+ for (p = 0; p < numFormats; p++)
+ printf("0x%x ", formats[p]);
+ printf("\n");
+
+ glEnable(GL_TEXTURE_2D);
+
+ LoadCompressedImage();
+}
+
+
+static void
+Reshape( int width, int height )
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum(-1, 1, -1, 1, 4, 100);
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+}
+
+
+static void
+Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'd':
+ EyeDist -= 1.0;
+ if (EyeDist < 4.0)
+ EyeDist = 4.0;
+ break;
+ case 'D':
+ EyeDist += 1.0;
+ break;
+ case 'z':
+ Rot += 5.0;
+ break;
+ case 'Z':
+ Rot -= 5.0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Draw( void )
+{
+ glClearColor(0.3, 0.3, .8, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CheckError(__LINE__);
+ glPushMatrix();
+ glTranslatef(0, 0, -(EyeDist+0.01));
+ glRotatef(Rot, 0, 0, 1);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0); glVertex2f(-1, -1);
+ glTexCoord2f(1, 0); glVertex2f( 1, -1);
+ glTexCoord2f(1, 1); glVertex2f( 1, 1);
+ glTexCoord2f(0, 1); glVertex2f(-1, 1);
+ glEnd();
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+int
+main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowSize( 600, 600 );
+
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE);
+
+ glutCreateWindow(argv[0]);
+ glewInit();
+
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Draw );
+
+ Init();
+
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/texdown.c b/progs/tests/texdown.c
new file mode 100644
index 0000000000..7e46045832
--- /dev/null
+++ b/progs/tests/texdown.c
@@ -0,0 +1,477 @@
+
+/*
+ * Copyright (C) 1999 Brian Paul 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
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL 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.
+ */
+
+
+/*
+ * texdown
+ *
+ * Measure texture download speed.
+ * Use keyboard to change texture size, format, datatype, scale/bias,
+ * subimageload, etc.
+ *
+ * Brian Paul 28 January 2000
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+
+
+static GLsizei MaxSize = 2048;
+static GLsizei TexWidth = 1024, TexHeight = 1024, TexBorder = 0;
+static GLboolean ScaleAndBias = GL_FALSE;
+static GLboolean SubImage = GL_FALSE;
+static GLdouble DownloadRate = 0.0; /* texels/sec */
+
+static GLuint Mode = 0;
+
+
+/* Try and avoid L2 cache effects by cycling through a small number of
+ * textures.
+ *
+ * At the initial size of 1024x1024x4 == 4mbyte, say 8 textures will
+ * keep us out of most caches at 32mb total.
+ *
+ * This turns into a fairly interesting question of what exactly you
+ * expect to be in cache in normal usage, and what you think should be
+ * outside. There's no rules for this, no reason to favour one usage
+ * over another except what the application you care about happens to
+ * resemble most closely.
+ *
+ * - Should the client texture image be in L2 cache? Has it just been
+ * generated or read from disk?
+ * - Does the application really use >1 texture, or is it constantly
+ * updating one image in-place?
+ *
+ * Different answers will favour different texture upload mechanisms.
+ * To upload an image that is purely outside of cache, a DMA-based
+ * upload will probably win, whereas for small, in-cache textures,
+ * copying looks good.
+ */
+#define NR_TEXOBJ 4
+static GLuint TexObj[NR_TEXOBJ];
+
+
+struct FormatRec {
+ GLenum Format;
+ GLenum Type;
+ GLenum IntFormat;
+ GLint TexelSize;
+};
+
+
+static const struct FormatRec FormatTable[] = {
+ /* Format Type IntFormat TexelSize */
+ { GL_BGRA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
+ { GL_RGB, GL_UNSIGNED_BYTE, GL_RGB, 3 },
+ { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA, 4 },
+ { GL_RGBA, GL_UNSIGNED_BYTE, GL_RGB, 4 },
+ { GL_RGB, GL_UNSIGNED_SHORT_5_6_5, GL_RGB, 2 },
+ { GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LUMINANCE, 1 },
+ { GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, GL_LUMINANCE_ALPHA, 2 },
+ { GL_ALPHA, GL_UNSIGNED_BYTE, GL_ALPHA, 1 },
+};
+static GLint Format;
+
+#define NUM_FORMATS (sizeof(FormatTable)/sizeof(FormatTable[0]))
+
+static int
+BytesPerTexel(GLint format)
+{
+ return FormatTable[format].TexelSize;
+}
+
+
+static const char *
+FormatStr(GLenum format)
+{
+ switch (format) {
+ case GL_RGB:
+ return "GL_RGB";
+ case GL_RGBA:
+ return "GL_RGBA";
+ case GL_BGRA:
+ return "GL_BGRA";
+ case GL_LUMINANCE:
+ return "GL_LUMINANCE";
+ case GL_LUMINANCE_ALPHA:
+ return "GL_LUMINANCE_ALPHA";
+ case GL_ALPHA:
+ return "GL_ALPHA";
+ default:
+ return "";
+ }
+}
+
+
+static const char *
+TypeStr(GLenum type)
+{
+ switch (type) {
+ case GL_UNSIGNED_BYTE:
+ return "GL_UNSIGNED_BYTE";
+ case GL_UNSIGNED_SHORT:
+ return "GL_UNSIGNED_SHORT";
+ case GL_UNSIGNED_SHORT_5_6_5:
+ return "GL_UNSIGNED_SHORT_5_6_5";
+ case GL_UNSIGNED_SHORT_5_6_5_REV:
+ return "GL_UNSIGNED_SHORT_5_6_5_REV";
+ default:
+ return "";
+ }
+}
+
+/* On x86, there is a performance cliff for memcpy to texture memory
+ * for sources below 64 byte alignment. We do our best with this in
+ * the driver, but it is better if the images are correctly aligned to
+ * start with:
+ */
+#define ALIGN (1<<12)
+
+static unsigned long align(unsigned long value, unsigned long a)
+{
+ return (value + a - 1) & ~(a-1);
+}
+
+static void
+MeasureDownloadRate(void)
+{
+ const int w = TexWidth + 2 * TexBorder;
+ const int h = TexHeight + 2 * TexBorder;
+ const int image_bytes = align(w * h * BytesPerTexel(Format), ALIGN);
+ const int bytes = image_bytes * NR_TEXOBJ;
+ GLubyte *orig_texImage, *orig_getImage;
+ GLubyte *texImage, *getImage;
+ GLdouble t0, t1, time;
+ int count;
+ int i;
+ int offset = 0;
+ GLdouble total = 0; /* ints will tend to overflow */
+
+ printf("allocating %d bytes for %d %dx%d images\n",
+ bytes, NR_TEXOBJ, w, h);
+
+ orig_texImage = (GLubyte *) malloc(bytes + ALIGN);
+ orig_getImage = (GLubyte *) malloc(image_bytes + ALIGN);
+ if (!orig_texImage || !orig_getImage) {
+ DownloadRate = 0.0;
+ return;
+ }
+
+ printf("alloc %p %p\n", orig_texImage, orig_getImage);
+
+ texImage = (GLubyte *)align((unsigned long)orig_texImage, ALIGN);
+ getImage = (GLubyte *)align((unsigned long)orig_getImage, ALIGN);
+
+ for (i = 1; !(((unsigned long)texImage) & i); i<<=1)
+ ;
+ printf("texture image alignment: %d bytes (%p)\n", i, texImage);
+
+ for (i = 0; i < bytes; i++) {
+ texImage[i] = i & 0xff;
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ if (ScaleAndBias) {
+ glPixelTransferf(GL_RED_SCALE, 0.5);
+ glPixelTransferf(GL_GREEN_SCALE, 0.5);
+ glPixelTransferf(GL_BLUE_SCALE, 0.5);
+ glPixelTransferf(GL_RED_BIAS, 0.5);
+ glPixelTransferf(GL_GREEN_BIAS, 0.5);
+ glPixelTransferf(GL_BLUE_BIAS, 0.5);
+ }
+ else {
+ glPixelTransferf(GL_RED_SCALE, 1.0);
+ glPixelTransferf(GL_GREEN_SCALE, 1.0);
+ glPixelTransferf(GL_BLUE_SCALE, 1.0);
+ glPixelTransferf(GL_RED_BIAS, 0.0);
+ glPixelTransferf(GL_GREEN_BIAS, 0.0);
+ glPixelTransferf(GL_BLUE_BIAS, 0.0);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glEnable(GL_TEXTURE_2D);
+
+ count = 0;
+ t0 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ do {
+ int img = count%NR_TEXOBJ;
+ GLubyte *img_ptr = texImage + img * image_bytes;
+
+ glBindTexture(GL_TEXTURE_2D, TexObj[img]);
+
+ if (SubImage && count > 0) {
+ /* Only update a portion of the image each iteration. This
+ * is presumably why you'd want to use texsubimage, otherwise
+ * you may as well just call teximage again.
+ *
+ * A bigger question is whether to use a pointer that moves
+ * with each call, ie does the incoming data come from L2
+ * cache under normal circumstances, or is it pulled from
+ * uncached memory?
+ *
+ * There's a good argument to say L2 cache, ie you'd expect
+ * the data to have been recently generated. It's possible
+ * that it could have come from a file read, which may or may
+ * not have gone through the cpu.
+ */
+ glTexSubImage2D(GL_TEXTURE_2D, 0,
+ -TexBorder,
+ -TexBorder + offset * h/8,
+ w,
+ h/8,
+ FormatTable[Format].Format,
+ FormatTable[Format].Type,
+#if 1
+ texImage /* likely in L2$ */
+#else
+ img_ptr + offset * bytes/8 /* unlikely in L2$ */
+#endif
+ );
+ offset += 1;
+ offset %= 8;
+ total += w * h / 8;
+ }
+ else {
+ glTexImage2D(GL_TEXTURE_2D, 0,
+ FormatTable[Format].IntFormat, w, h, TexBorder,
+ FormatTable[Format].Format,
+ FormatTable[Format].Type,
+ img_ptr);
+ total += w*h;
+ }
+
+ /* draw a tiny polygon to force texture into texram */
+ glBegin(GL_TRIANGLES);
+ glTexCoord2f(0, 0); glVertex2f(1, 1);
+ glTexCoord2f(1, 0); glVertex2f(3, 1);
+ glTexCoord2f(0.5, 1); glVertex2f(2, 3);
+ glEnd();
+
+ t1 = glutGet(GLUT_ELAPSED_TIME) * 0.001;
+ time = t1 - t0;
+ count++;
+ } while (time < 3.0);
+
+ glDisable(GL_TEXTURE_2D);
+
+ printf("total texels=%f time=%f\n", total, time);
+ DownloadRate = total / time;
+
+
+ free(orig_texImage);
+ free(orig_getImage);
+
+ {
+ GLint err = glGetError();
+ if (err)
+ printf("GL error %d\n", err);
+ }
+}
+
+
+static void
+PrintString(const char *s)
+{
+ while (*s) {
+ glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
+ s++;
+ }
+}
+
+
+static void
+Display(void)
+{
+ const int w = TexWidth + 2 * TexBorder;
+ const int h = TexHeight + 2 * TexBorder;
+ char s[1000];
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glRasterPos2i(10, 80);
+ sprintf(s, "Texture size[cursor]: %d x %d Border[b]: %d", w, h, TexBorder);
+ PrintString(s);
+
+ glRasterPos2i(10, 65);
+ sprintf(s, "Format[f]: %s Type: %s IntFormat: %s",
+ FormatStr(FormatTable[Format].Format),
+ TypeStr( FormatTable[Format].Type),
+ FormatStr(FormatTable[Format].IntFormat));
+ PrintString(s);
+
+ glRasterPos2i(10, 50);
+ sprintf(s, "Pixel Scale&Bias[p]: %s TexSubImage[s]: %s",
+ ScaleAndBias ? "Yes" : "No",
+ SubImage ? "Yes" : "No");
+ PrintString(s);
+
+ if (Mode == 0) {
+ glRasterPos2i(200, 10);
+ sprintf(s, "...Measuring...");
+ PrintString(s);
+ glutSwapBuffers();
+ glutPostRedisplay();
+ Mode++;
+ }
+ else if (Mode == 1) {
+ MeasureDownloadRate();
+ glutPostRedisplay();
+ Mode++;
+ }
+ else {
+ /* show results */
+ glRasterPos2i(10, 10);
+ sprintf(s, "Download rate: %g Mtexels/second %g MB/second",
+ DownloadRate / 1000000.0,
+ DownloadRate * BytesPerTexel(Format) / 1000000.0);
+ PrintString(s);
+ {
+ GLint r, g, b, a, l, i;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i);
+ sprintf(s, "TexelBits: R=%d G=%d B=%d A=%d L=%d I=%d", r, g, b, a, l, i);
+ glRasterPos2i(10, 25);
+ PrintString(s);
+ }
+
+ glutSwapBuffers();
+ }
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glOrtho(0, width, 0, height, -1, 1);
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+}
+
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case ' ':
+ Mode = 0;
+ break;
+ case 'b':
+ /* toggle border */
+ TexBorder = 1 - TexBorder;
+ Mode = 0;
+ break;
+ case 'f':
+ /* change format */
+ Format = (Format + 1) % NUM_FORMATS;
+ Mode = 0;
+ break;
+ case 'F':
+ /* change format */
+ Format = (Format - 1) % NUM_FORMATS;
+ Mode = 0;
+ break;
+ case 'p':
+ /* toggle border */
+ ScaleAndBias = !ScaleAndBias;
+ Mode = 0;
+ break;
+ case 's':
+ SubImage = !SubImage;
+ Mode = 0;
+ break;
+ case 27:
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ if (TexHeight < MaxSize)
+ TexHeight *= 2;
+ break;
+ case GLUT_KEY_DOWN:
+ if (TexHeight > 1)
+ TexHeight /= 2;
+ break;
+ case GLUT_KEY_LEFT:
+ if (TexWidth > 1)
+ TexWidth /= 2;
+ break;
+ case GLUT_KEY_RIGHT:
+ if (TexWidth < MaxSize)
+ TexWidth *= 2;
+ break;
+ }
+ Mode = 0;
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ printf("GL_VENDOR = %s\n", (const char *) glGetString(GL_VENDOR));
+ printf("GL_VERSION = %s\n", (const char *) glGetString(GL_VERSION));
+ printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize( 600, 100 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutCreateWindow(argv[0]);
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutSpecialFunc( SpecialKey );
+ glutDisplayFunc( Display );
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/texfilt.c b/progs/tests/texfilt.c
index 6ee4bc4eae..fa919dba62 100644
--- a/progs/tests/texfilt.c
+++ b/progs/tests/texfilt.c
@@ -27,6 +27,7 @@
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
const GLenum filter_modes[] = {
@@ -219,8 +220,8 @@ static void Init( void )
static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
GLfloat ** tex_data )
{
- const GLfloat far = 20.0f;
- const GLfloat near = -90.0f;
+ const GLfloat far_distance = 20.0f;
+ const GLfloat near_distance = -90.0f;
const GLfloat far_tex = 30.0f;
const GLfloat near_tex = 0.0f;
const GLfloat angle_step = (2 * M_PI) / num_segs;
@@ -241,12 +242,12 @@ static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
for ( i = 0 ; i < num_segs ; i++ ) {
position[0] = 2.5 * sinf( angle );
position[1] = 2.5 * cosf( angle );
- position[2] = (i & 1) ? far : near;
+ position[2] = (i & 1) ? far_distance : near_distance;
position[3] = 1.0f;
position[4] = position[0];
position[5] = position[1];
- position[6] = (i & 1) ? near : far;
+ position[6] = (i & 1) ? near_distance : far_distance;
position[7] = 1.0f;
position += 8;
@@ -264,12 +265,12 @@ static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
position[0] = 2.5 * sinf( angle );
position[1] = 2.5 * cosf( angle );
- position[2] = (i & 1) ? near : far;
+ position[2] = (i & 1) ? near_distance : far_distance;
position[3] = 1.0f;
position[4] = position[0];
position[5] = position[1];
- position[6] = (i & 1) ? far : near;
+ position[6] = (i & 1) ? far_distance : near_distance;
position[7] = 1.0f;
position += 8;
@@ -381,6 +382,7 @@ int main( int argc, char ** argv )
glutInitWindowSize( 800, 600 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "Texture Filter Test" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/texgenmix.c b/progs/tests/texgenmix.c
index be8f6775c7..008da8625e 100644
--- a/progs/tests/texgenmix.c
+++ b/progs/tests/texgenmix.c
@@ -6,6 +6,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#undef max
@@ -618,6 +619,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( winWidth, winHeight );
glutInitWindowPosition( 0, 0 );
glutCreateWindow( "Mixed texgen/non-texgen texture coordinate test" );
+ glewInit();
initialize();
instructions();
diff --git a/progs/tests/texline.c b/progs/tests/texline.c
index 76dfccd9b1..1803832b47 100644
--- a/progs/tests/texline.c
+++ b/progs/tests/texline.c
@@ -9,6 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* I know, this is a hack. */
@@ -263,6 +264,7 @@ int main( int argc, char *argv[] )
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init(argc, argv);
diff --git a/progs/tests/texobj.c b/progs/tests/texobj.c
new file mode 100644
index 0000000000..40bce6e569
--- /dev/null
+++ b/progs/tests/texobj.c
@@ -0,0 +1,284 @@
+
+/*
+ * Example of using the 1.1 texture object functions.
+ * Also, this demo utilizes Mesa's fast texture map path.
+ *
+ * Brian Paul June 1996 This file is in the public domain.
+ */
+
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+
+static GLuint Window = 0;
+
+static GLuint TexObj[2];
+static GLfloat Angle = 0.0f;
+static GLboolean UseObj = GL_FALSE;
+
+
+#if defined(GL_VERSION_1_1) || defined(GL_VERSION_1_2)
+# define TEXTURE_OBJECT 1
+#elif defined(GL_EXT_texture_object)
+# define TEXTURE_OBJECT 1
+# define glBindTexture(A,B) glBindTextureEXT(A,B)
+# define glGenTextures(A,B) glGenTexturesEXT(A,B)
+# define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B)
+#endif
+
+
+
+
+static void draw( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ /* draw first polygon */
+ glPushMatrix();
+ glTranslatef( -1.0, 0.0, 0.0 );
+ glRotatef( Angle, 0.0, 0.0, 1.0 );
+ if (UseObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+#endif
+ }
+ else {
+ glCallList( TexObj[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();
+
+ /* draw second polygon */
+ glPushMatrix();
+ glTranslatef( 1.0, 0.0, 0.0 );
+ glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
+ if (UseObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+#endif
+ }
+ else {
+ glCallList( TexObj[1] );
+ }
+ 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();
+
+ glutSwapBuffers();
+}
+
+
+
+static void idle( void )
+{
+ static double t0 = -1.;
+ double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
+ if (t0 < 0.0)
+ t0 = t;
+ dt = t - t0;
+ t0 = t;
+ Angle += 120.0*dt;
+ glutPostRedisplay();
+}
+
+
+
+/* change view Angle, exit upon ESC */
+static void key(unsigned char k, int x, int y)
+{
+ (void) x;
+ (void) y;
+ switch (k) {
+ case 27:
+#ifdef TEXTURE_OBJECT
+ glDeleteTextures( 2, TexObj );
+#endif
+ glutDestroyWindow(Window);
+ exit(0);
+ }
+}
+
+
+
+/* new window size or exposure */
+static void reshape( int width, int height )
+{
+ glViewport(0, 0, (GLint)width, (GLint)height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ /* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 );*/
+ glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -8.0 );
+}
+
+
+static void init( void )
+{
+ static int width=8, height=8;
+ static GLubyte tex1[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ static GLubyte tex2[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 2, 2, 0, 0, 0,
+ 0, 0, 2, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 2, 0, 0, 0,
+ 0, 0, 0, 2, 0, 0, 0, 0,
+ 0, 0, 2, 2, 2, 2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ GLubyte tex[64][3];
+ GLint i, j;
+
+
+ glDisable( GL_DITHER );
+
+ /* Setup texturing */
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST );
+
+
+ /* generate texture object IDs */
+ if (UseObj) {
+#ifdef TEXTURE_OBJECT
+ glGenTextures( 2, TexObj );
+#endif
+ }
+ else {
+ TexObj[0] = glGenLists(2);
+ TexObj[1] = TexObj[0]+1;
+ }
+
+ /* setup first texture object */
+ if (UseObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+ assert(glIsTexture(TexObj[0]));
+#endif
+ }
+ else {
+ glNewList( TexObj[0], GL_COMPILE );
+ }
+ /* red on white */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex1[(height-i-1)*width+j]) {
+ tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 255; tex[p][1] = 255; tex[p][2] = 255;
+ }
+ }
+ }
+
+ glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, tex );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ if (!UseObj) {
+ glEndList();
+ }
+ /* end of texture object */
+
+ /* setup second texture object */
+ if (UseObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+ assert(glIsTexture(TexObj[1]));
+#endif
+ assert(!glIsTexture(TexObj[1] + 999));
+ }
+ else {
+ glNewList( TexObj[1], GL_COMPILE );
+ }
+ /* green on blue */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex2[(height-i-1)*width+j]) {
+ tex[p][0] = 0; tex[p][1] = 255; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 255;
+ }
+ }
+ }
+ glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
+ GL_RGB, GL_UNSIGNED_BYTE, tex );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ if (!UseObj) {
+ glEndList();
+ }
+ /* end texture object */
+
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(300, 300);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+
+ Window = glutCreateWindow("Texture Objects");
+ if (!Window) {
+ exit(1);
+ }
+
+ /* check that renderer has the GL_EXT_texture_object extension
+ * or supports OpenGL 1.1
+ */
+#ifdef TEXTURE_OBJECT
+ {
+ char *exten = (char *) glGetString( GL_EXTENSIONS );
+ char *version = (char *) glGetString( GL_VERSION );
+ if ( strstr( exten, "GL_EXT_texture_object" )
+ || strncmp( version, "1.1", 3 )==0
+ || strncmp( version, "1.2", 3 )==0 ) {
+ UseObj = GL_TRUE;
+ }
+ }
+#endif
+
+ init();
+
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ glutIdleFunc( idle );
+ glutDisplayFunc( draw );
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/texrect.c b/progs/tests/texrect.c
index 43edc49180..10061ee586 100644
--- a/progs/tests/texrect.c
+++ b/progs/tests/texrect.c
@@ -6,11 +6,11 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.h"
@@ -328,6 +328,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init( argc, argv );
diff --git a/progs/tests/texwrap.c b/progs/tests/texwrap.c
index 8143256f8a..92c8a2f14c 100644
--- a/progs/tests/texwrap.c
+++ b/progs/tests/texwrap.c
@@ -8,10 +8,10 @@
*/
-#define GL_GLEXT_PROTOTYPES
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -258,8 +258,26 @@ static void Init( void )
}
glBindTexture(GL_TEXTURE_2D, BORDER_TEXTURE);
+#ifdef TEST_PBO_DLIST
+ /* test fetching teximage from PBO in display list */
+ {
+ GLuint b = 42, l = 10;
+
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, b);
+ glBufferDataARB(GL_PIXEL_UNPACK_BUFFER, sizeof(BorderImage),
+ BorderImage, GL_STREAM_DRAW);
+
+ glNewList(l, GL_COMPILE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1,
+ GL_RGBA, GL_UNSIGNED_BYTE, (void *) 0/* BorderImage*/);
+ glEndList();
+ glCallList(l);
+ glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, 0);
+ }
+#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1,
GL_RGBA, GL_UNSIGNED_BYTE, (void *) BorderImage);
+#endif
for (i = 0; i < SIZE; i++) {
for (j = 0; j < SIZE; j++) {
@@ -294,6 +312,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 1000, 270 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/tkmap.c b/progs/tests/tkmap.c
new file mode 100644
index 0000000000..3ded79caca
--- /dev/null
+++ b/progs/tests/tkmap.c
@@ -0,0 +1,71 @@
+
+enum {
+ COLOR_BLACK = 0,
+ COLOR_RED,
+ COLOR_GREEN,
+ COLOR_YELLOW,
+ COLOR_BLUE,
+ COLOR_MAGENTA,
+ COLOR_CYAN,
+ COLOR_WHITE
+};
+
+static float RGBMap[9][3] = {
+ {0, 0, 0},
+ {1, 0, 0},
+ {0, 1, 0},
+ {1, 1, 0},
+ {0, 0, 1},
+ {1, 0, 1},
+ {0, 1, 1},
+ {1, 1, 1},
+ {0.5, 0.5, 0.5}
+};
+
+static void SetColor(int c)
+{
+ if (glutGet(GLUT_WINDOW_RGBA))
+ glColor3fv(RGBMap[c]);
+ else
+ glIndexf(c);
+}
+
+static void InitMap(void)
+{
+ int i;
+
+ if (rgb)
+ return;
+
+ for (i = 0; i < 9; i++)
+ glutSetColor(i, RGBMap[i][0], RGBMap[i][1], RGBMap[i][2]);
+}
+
+static void SetFogRamp(int density, int startIndex)
+{
+ int fogValues, colorValues;
+ int i, j, k;
+ float intensity;
+
+ fogValues = 1 << density;
+ colorValues = 1 << startIndex;
+ for (i = 0; i < colorValues; i++) {
+ for (j = 0; j < fogValues; j++) {
+ k = i * fogValues + j;
+ intensity = (i * fogValues + j * colorValues) / 255.0;
+ glutSetColor(k, intensity, intensity, intensity);
+ }
+ }
+}
+
+static void SetGreyRamp(void)
+{
+ int i;
+ float intensity;
+
+ for (i = 0; i < 255; i++) {
+ intensity = i / 255.0;
+ glutSetColor(i, intensity, intensity, intensity);
+ }
+}
+
diff --git a/progs/tests/unfilledclip.c b/progs/tests/unfilledclip.c
index f25e52616a..db6fffa3e8 100644
--- a/progs/tests/unfilledclip.c
+++ b/progs/tests/unfilledclip.c
@@ -26,6 +26,7 @@
*/
#include <stdlib.h>
+#include <GL/glew.h>
#include <GL/glut.h>
static int win_width, win_height;
@@ -194,6 +195,7 @@ main(int argc, char *argv[])
glutInitWindowSize(win_width, win_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutDisplayFunc(display);
diff --git a/progs/tests/vao-01.c b/progs/tests/vao-01.c
index c2d70885f0..117fae8bd9 100644
--- a/progs/tests/vao-01.c
+++ b/progs/tests/vao-01.c
@@ -49,6 +49,7 @@ typedef void (* PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays);
typedef GLboolean (* PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
#else
+#include <GL/glew.h>
#include <GL/glut.h>
#endif
@@ -166,6 +167,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB );
glutCreateWindow( "GL_APPLE_vertex_array_object demo" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/vao-02.c b/progs/tests/vao-02.c
index 993bc368d4..7764ed5106 100644
--- a/progs/tests/vao-02.c
+++ b/progs/tests/vao-02.c
@@ -49,6 +49,7 @@ typedef void (* PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays);
typedef GLboolean (* PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
#else
+#include <GL/glew.h>
#include <GL/glut.h>
#endif
@@ -194,6 +195,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( Width, Height );
glutInitDisplayMode( GLUT_RGB );
glutCreateWindow( "GL_APPLE_vertex_array_object demo" );
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/vparray.c b/progs/tests/vparray.c
index 580a670f8e..af9b62d33e 100644
--- a/progs/tests/vparray.c
+++ b/progs/tests/vparray.c
@@ -12,7 +12,7 @@
#include <stdlib.h>
#include <string.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include "GL/glew.h"
#include "GL/glut.h"
#define MAXVERTS 10000
@@ -282,6 +282,7 @@ int main(int argc, char **argv)
if (glutCreateWindow("Isosurface") <= 0) {
exit(0);
}
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
diff --git a/progs/tests/vpeval.c b/progs/tests/vpeval.c
index 8b6996d3b5..f07737f973 100644
--- a/progs/tests/vpeval.c
+++ b/progs/tests/vpeval.c
@@ -10,7 +10,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -222,6 +222,7 @@ main(int argc, char **argv)
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
+ glewInit();
myinit(argc, argv);
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
diff --git a/progs/tests/vptest1.c b/progs/tests/vptest1.c
index 560df2c3fd..6e32b03346 100644
--- a/progs/tests/vptest1.c
+++ b/progs/tests/vptest1.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -128,7 +128,7 @@ static void Init( void )
glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1,
strlen(prog1),
(const GLubyte *) prog1);
- assert(!glIsProgramNV(1));
+ assert(glIsProgramNV(1));
glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 2,
strlen(prog2),
@@ -161,6 +161,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/vptest2.c b/progs/tests/vptest2.c
index 2158e07f04..4161b03a67 100644
--- a/progs/tests/vptest2.c
+++ b/progs/tests/vptest2.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
@@ -140,6 +140,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 50, 50 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/vptest3.c b/progs/tests/vptest3.c
index 2c5c800040..4e4bfee31d 100644
--- a/progs/tests/vptest3.c
+++ b/progs/tests/vptest3.c
@@ -5,7 +5,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Zrot = 0.0;
@@ -111,6 +111,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
diff --git a/progs/tests/vptorus.c b/progs/tests/vptorus.c
index 764dea4ec2..e61ffdac21 100644
--- a/progs/tests/vptorus.c
+++ b/progs/tests/vptorus.c
@@ -7,7 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
@@ -162,6 +162,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/vpwarpmesh.c b/progs/tests/vpwarpmesh.c
index 56aa8200ec..80204ea136 100644
--- a/progs/tests/vpwarpmesh.c
+++ b/progs/tests/vpwarpmesh.c
@@ -7,7 +7,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static float Xrot = -60.0, Yrot = 0.0, Zrot = 0.0;
@@ -224,6 +224,7 @@ int main( int argc, char *argv[] )
glutInitWindowSize( 250, 250 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
diff --git a/progs/tests/yuvrect.c b/progs/tests/yuvrect.c
index acef406097..aab2f80ed9 100644
--- a/progs/tests/yuvrect.c
+++ b/progs/tests/yuvrect.c
@@ -9,7 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* I know, this is a hack. */
@@ -180,6 +180,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init( argc, argv );
diff --git a/progs/tests/yuvsquare.c b/progs/tests/yuvsquare.c
index 3601e7a31c..658528b799 100644
--- a/progs/tests/yuvsquare.c
+++ b/progs/tests/yuvsquare.c
@@ -9,7 +9,7 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
#include "../util/readtex.c" /* I know, this is a hack. */
@@ -219,6 +219,7 @@ int main( int argc, char *argv[] )
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
+ glewInit();
Init( argc, argv );
diff --git a/progs/tests/zcomp.c b/progs/tests/zcomp.c
new file mode 100644
index 0000000000..15e35f17b0
--- /dev/null
+++ b/progs/tests/zcomp.c
@@ -0,0 +1,224 @@
+/**
+ * Test Z compositing with glDrawPixels(GL_DEPTH_COMPONENT) and stencil test.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "../util/showbuffer.c"
+
+
+static int Win;
+static GLfloat Xrot = 0, Yrot = 0, Zpos = 6;
+static GLboolean Anim = GL_FALSE;
+
+static int Width = 400, Height = 200;
+static GLfloat *Zimg;
+static GLubyte *Cimg;
+static GLboolean showZ = 0;
+
+
+static void
+Idle(void)
+{
+ Xrot += 3.0;
+ Yrot += 4.0;
+ glutPostRedisplay();
+}
+
+
+/**
+ * Draw first object, save color+Z images
+ */
+static void
+DrawFirst(void)
+{
+ static const GLfloat red[4] = { 1.0, 0.0, 0.0, 0.0 };
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(-1, 0, 0);
+ glRotatef(45 + Xrot, 1, 0, 0);
+
+ glutSolidTorus(0.75, 2.0, 10, 20);
+
+ glPopMatrix();
+
+ glReadPixels(0, 0, Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, Zimg);
+ glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Cimg);
+}
+
+
+/**
+ * Draw second object.
+ */
+static void
+DrawSecond(void)
+{
+ static const GLfloat blue[4] = { 0.0, 0.0, 1.0, 0.0 };
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ glPushMatrix();
+ glTranslatef(+1, 0, 0);
+ glRotatef(-45 + Xrot, 1, 0, 0);
+
+ glutSolidTorus(0.75, 2.0, 10, 20);
+
+ glPopMatrix();
+}
+
+
+/**
+ * Composite first/saved image over second rendering.
+ */
+static void
+Composite(void)
+{
+ glWindowPos2i(0, 0);
+
+ /* Draw Z values, set stencil where Z test passes */
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 1, ~0);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glColorMask(0,0,0,0);
+ glDrawPixels(Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, Zimg);
+ glColorMask(1,1,1,1);
+
+ /* Draw color where stencil==1 */
+ glStencilFunc(GL_EQUAL, 1, ~0);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glDisable(GL_DEPTH_TEST);
+ glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, Cimg);
+ glEnable(GL_DEPTH_TEST);
+
+ glDisable(GL_STENCIL_TEST);
+}
+
+
+static void
+Draw(void)
+{
+ DrawFirst();
+ DrawSecond();
+ Composite();
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ GLfloat ar = (float) width / height;
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-ar, ar, -1.0, 1.0, 5.0, 30.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -15.0);
+
+ Width = width;
+ Height = height;
+
+ if (Zimg)
+ free(Zimg);
+ if (Cimg)
+ free(Cimg);
+ Zimg = (float *) malloc(width * height * 4);
+ Cimg = (GLubyte *) malloc(width * height * 4);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 1.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'd':
+ showZ = !showZ;
+ break;
+ case 'z':
+ Zpos -= step;
+ break;
+ case 'Z':
+ Zpos += step;
+ break;
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ /* setup lighting, etc */
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(Width, Height);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Draw);
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/zdrawpix.c b/progs/tests/zdrawpix.c
new file mode 100644
index 0000000000..ba7da571eb
--- /dev/null
+++ b/progs/tests/zdrawpix.c
@@ -0,0 +1,193 @@
+/**
+ * Test glDrawPixels(GL_DEPTH_COMPONENT)
+ *
+ * We load a window-sized buffer of Z values so that Z=1 at the top and
+ * Z=0 at the bottom (and interpolate between).
+ * We draw that image into the Z buffer, then draw an ordinary cube.
+ * The bottom part of the cube should be "clipped" where the cube fails
+ * the Z test.
+ *
+ * Press 'd' to view the Z buffer as a grayscale image.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+#include "../util/showbuffer.c"
+
+
+static int Win;
+static GLfloat Xrot = 50, Yrot = 40, Zpos = 6;
+static GLboolean Anim = GL_FALSE;
+
+static int Width = 200, Height = 200;
+static GLfloat *z;
+static GLboolean showZ = 0;
+
+
+static void
+Idle(void)
+{
+ Xrot += 3.0;
+ Yrot += 4.0;
+ glutPostRedisplay();
+}
+
+
+static void
+Draw(void)
+{
+ glClearColor(0, 0, 0.5, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+#if 1
+ glColor3f(1, 0, 0);
+ glWindowPos2i(0,0);
+ glColorMask(0,0,0,0);
+ glDrawPixels(Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, z);
+#elif 0
+ glPushMatrix();
+ glTranslatef(-0.75, 0, Zpos);
+ glutSolidSphere(1.0, 20, 10);
+ glPopMatrix();
+#endif
+ glColorMask(1,1,1,1);
+
+ /* draw cube */
+ glPushMatrix();
+ glTranslatef(0, 0, Zpos);
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glutSolidCube(2.0);
+ glPopMatrix();
+
+#if 0
+ /* drawpixels after cube */
+ glColor3f(1, 0, 0);
+ glWindowPos2i(0,0);
+ //glColorMask(0,0,0,0);
+ glDrawPixels(Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, z);
+#endif
+
+ if (showZ) {
+ ShowDepthBuffer(Width, Height, 0.0, 1.0);
+ }
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 30.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -15.0);
+
+ Width = width;
+ Height = height;
+
+ z = (float *) malloc(width * height * 4);
+ {
+ int i, j, k = 0;
+ for (i = 0; i < height; i++) {
+ float zval = (float) i / (height - 1);
+ for (j = 0; j < width; j++) {
+ z[k++] = zval;
+ }
+ }
+ }
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 1.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'd':
+ showZ = !showZ;
+ break;
+ case 'z':
+ Zpos -= step;
+ break;
+ case 'Z':
+ Zpos += step;
+ break;
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init(void)
+{
+ /* setup lighting, etc */
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(400, 400);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Draw);
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/tests/zreaddraw.c b/progs/tests/zreaddraw.c
index e2dacbf7f2..0821d5fb35 100644
--- a/progs/tests/zreaddraw.c
+++ b/progs/tests/zreaddraw.c
@@ -8,10 +8,11 @@
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
-#define GL_GLEXT_PROTOTYPES
+#include <GL/glew.h>
#include <GL/glut.h>
static GLint WinWidth = 500, WinHeight = 500;
+static GLboolean Invert = GL_FALSE;
static void Display(void)
@@ -21,9 +22,11 @@ static void Display(void)
GLfloat min, max;
int i;
- glClearColor(0.5, 0.5, 0.5, 0);
+ glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+
/* draw a sphere */
glViewport(0, 0, 100, 100);
glMatrixMode(GL_PROJECTION);
@@ -46,8 +49,19 @@ static void Display(void)
/* draw depth image with scaling (into z buffer) */
glPixelZoom(4.0, 4.0);
+ glColor4f(1, 0, 0, 0);
glWindowPos2i(100, 0);
+ if (Invert) {
+ glPixelTransferf(GL_DEPTH_SCALE, -1.0);
+ glPixelTransferf(GL_DEPTH_BIAS, 1.0);
+ }
glDrawPixels(100, 100, GL_DEPTH_COMPONENT, GL_FLOAT, depth);
+ if (Invert) {
+ glPixelTransferf(GL_DEPTH_SCALE, 1.0);
+ glPixelTransferf(GL_DEPTH_BIAS, 0.0);
+ }
+
+ glDisable(GL_DEPTH_TEST);
/* read back scaled depth image */
glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
@@ -72,6 +86,9 @@ static void Key(unsigned char key, int x, int y)
(void) x;
(void) y;
switch (key) {
+ case 'i':
+ Invert = !Invert;
+ break;
case 27:
exit(0);
break;
@@ -82,7 +99,7 @@ static void Key(unsigned char key, int x, int y)
static void Init(void)
{
- const GLfloat blue[4] = {.1, .1, 1.0, 0.0};
+ const GLfloat blue[4] = {.1, .1, 1.0, 1.0};
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};
@@ -96,7 +113,6 @@ static void Init(void)
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
}
@@ -107,6 +123,7 @@ int main(int argc, char *argv[])
glutInitWindowSize(WinWidth, WinHeight);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow(argv[0]);
+ glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);