summaryrefslogtreecommitdiff
path: root/progs/demos/fbotexture.c
blob: 50a4b00afce361a7830f185d1c56e2200b51a62b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
/*
 * 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
 */


#include <GL/glew.h>
#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;

#if 1
static GLenum TexTarget = GL_TEXTURE_2D;
static int TexWidth = 512, TexHeight = 512;
static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
#else
static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB;
static int TexWidth = 200, TexHeight = 200;
static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */
#endif
static GLuint TextureLevel = 0;  /* which texture level to render to */

static GLuint MyFB;
static GLuint TexObj;
static GLuint DepthRB = 0, StencilRB = 0;
static GLboolean Anim = GL_FALSE;
static GLfloat Rot = 0.0;
static GLboolean UsePackedDepthStencil = GL_FALSE;
static GLboolean UsePackedDepthStencilBoth = GL_FALSE;
static GLboolean Use_ARB_fbo = GL_FALSE;
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
   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();
}


/**
 * Attach depth and stencil renderbuffer(s) to the given framebuffer object.
 * \param tryDepthStencil  if true, try to use a combined depth+stencil buffer
 * \param bindDepthStencil  if true, and tryDepthStencil is true, bind with
 *                          the GL_DEPTH_STENCIL_ATTACHMENT target.
 * \return GL_TRUE for success, GL_FALSE for failure
 */
static GLboolean
AttachDepthAndStencilBuffers(GLuint fbo,
                             GLsizei width, GLsizei height,
                             GLboolean tryDepthStencil,
                             GLboolean bindDepthStencil,
                             GLuint *depthRbOut, GLuint *stencilRbOut)
{
   GLenum status;

   *depthRbOut = *stencilRbOut = 0;

   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);

   if (tryDepthStencil) {
      GLuint rb;

      glGenRenderbuffersEXT(1, &rb);
      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
      glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
                               GL_DEPTH24_STENCIL8_EXT,
                               width, height);
      if (glGetError())
         return GL_FALSE;

      if (bindDepthStencil) {
         /* attach to both depth and stencil at once */
         glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                      GL_DEPTH_STENCIL_ATTACHMENT,
                                      GL_RENDERBUFFER_EXT, rb);
         if (glGetError())
            return GL_FALSE;
      }
      else {
         /* attach to depth attachment point */
         glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                      GL_DEPTH_ATTACHMENT_EXT,
                                      GL_RENDERBUFFER_EXT, rb);
         if (glGetError())
            return GL_FALSE;

         /* and attach to stencil attachment point */
         glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                      GL_STENCIL_ATTACHMENT_EXT,
                                      GL_RENDERBUFFER_EXT, rb);
         if (glGetError())
            return GL_FALSE;
      }

      status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
      if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
         return GL_FALSE;

      *depthRbOut = *stencilRbOut = rb;
      return GL_TRUE;
   }

   /* just depth renderbuffer */
   {
      GLuint rb;

      glGenRenderbuffersEXT(1, &rb);
      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
      glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
                               GL_DEPTH_COMPONENT,
                               width, height);
      if (glGetError())
         return GL_FALSE;

      /* attach to depth attachment point */
      glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                   GL_DEPTH_ATTACHMENT_EXT,
                                   GL_RENDERBUFFER_EXT, rb);
      if (glGetError())
         return GL_FALSE;

      status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
      if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
         return GL_FALSE;

      *depthRbOut = rb;
   }

   /* just stencil renderbuffer */
   {
      GLuint rb;

      glGenRenderbuffersEXT(1, &rb);
      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
      glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
                               GL_STENCIL_INDEX,
                               width, height);
      if (glGetError())
         return GL_FALSE;

      /* attach to depth attachment point */
      glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
                                   GL_STENCIL_ATTACHMENT_EXT,
                                   GL_RENDERBUFFER_EXT, rb);
      if (glGetError())
         return GL_FALSE;

      status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
      if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
         glDeleteRenderbuffersEXT(1, depthRbOut);
         *depthRbOut = 0;
         glDeleteRenderbuffersEXT(1, &rb);
         return GL_FALSE;
      }

      *stencilRbOut = rb;
   }

   return GL_TRUE;
}


static void
ParseArgs(int argc, char *argv[])
{
   GLint i;
   for (i = 1; i < argc; i++) {
      if (strcmp(argv[i], "-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");
      }
      else if (strcmp(argv[i], "-ds2") == 0) {
         if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) {
            printf("GL_EXT_packed_depth_stencil not found!\n");
            exit(0);
         }
         if (!glutExtensionSupported("GL_ARB_framebuffer_object")) {
            printf("GL_ARB_framebuffer_object not found!\n");
            exit(0);
         }
         UsePackedDepthStencilBoth = GL_TRUE;
         printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n");
      }
      else if (strcmp(argv[i], "-arb") == 0) {
         if (!glutExtensionSupported("GL_ARB_framebuffer_object")) {
            printf("Sorry, GL_ARB_framebuffer object not supported!\n");
         }
         else {
            Use_ARB_fbo = GL_TRUE;
         }
      }
      else {
         printf("Unknown option: %s\n", argv[i]);
      }
   }
}


/*
 * Make FBO to render into given texture.
 */
static GLuint
MakeFBO_RenderTexture(GLuint TexObj)
{
   GLuint fb;
   GLint sizeFudge = 0;

   glGenFramebuffersEXT(1, &fb);
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
   /* Render color to texture */
   glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                             TexTarget, TexObj, TextureLevel);

   if (Use_ARB_fbo) {
      /* use a smaller depth buffer to see what happens */
      sizeFudge = 90;
   }

   /* Setup depth and stencil buffers */
   {
      GLboolean b;
      b = AttachDepthAndStencilBuffers(fb,
                                       TexWidth - sizeFudge,
                                       TexHeight - sizeFudge,
                                       UsePackedDepthStencil,
                                       UsePackedDepthStencilBoth,
                                       &DepthRB, &StencilRB);
      if (!b) {
         /* try !UsePackedDepthStencil */
         b = AttachDepthAndStencilBuffers(fb,
                                          TexWidth - sizeFudge,
                                          TexHeight - sizeFudge,
                                          !UsePackedDepthStencil,
                                          UsePackedDepthStencilBoth,
                                          &DepthRB, &StencilRB);
      }
      if (!b) {
         printf("Unable to create/attach depth and stencil renderbuffers "
                " to FBO!\n");
         exit(1);
      }
   }

   /* queries */
   {
      GLint bits, w, h;

      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
      glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
                                      GL_RENDERBUFFER_WIDTH_EXT, &w);
      glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
                                      GL_RENDERBUFFER_HEIGHT_EXT, &h);
      printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight);
      printf("Depth buffer size: %d x %d\n", w, h);

      glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
                                      GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits);
      printf("Depth renderbuffer size = %d bits\n", bits);

      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
      glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
                                      GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits);
      printf("Stencil renderbuffer size = %d bits\n", bits);
   }

   /* bind the regular framebuffer */
   glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

   return fb;
}


static void
Init(void)
{
   if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
      printf("GL_EXT_framebuffer_object not found!\n");
      exit(0);
   }

   printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));

   /* lighting */
   {
      static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
      glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
   }

   /*
    * Make texture object/image (we'll render into this texture)
    */
   {
      glGenTextures(1, &TexObj);
      glBindTexture(TexTarget, TexObj);

      /* make two image levels */
      glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
                   GL_RGBA, GL_UNSIGNED_BYTE, NULL);
      if (TexTarget == GL_TEXTURE_2D) {
         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_MAX_LEVEL, TextureLevel);
      }

      glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
      glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
   }

   MyFB = MakeFBO_RenderTexture(TexObj);
}


static void
Usage(void)
{
   printf("Usage:\n");
   printf("  -ds  Use combined depth/stencil renderbuffer\n");
   printf("  -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n");
   printf("  -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n");
   printf("Keys:\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");
}


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(Display);
   if (Anim)
      glutIdleFunc(Idle);

   ParseArgs(argc, argv);
   Init();
   Usage();

   glutMainLoop();
   return 0;
}