diff options
Diffstat (limited to 'progs/tests')
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, ¶m); + printf("BUMP_ROT_MATRIX_SIZE_ATI = %d\n", param); + glGetTexBumpParameterivATI_func(GL_BUMP_NUM_TEX_UNITS_ATI, ¶m); + 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, 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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); |