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/*
* Test GL_ARB_draw_buffers2, GL_ARB_draw_buffers, GL_EXT_framebuffer_object
* and GLSL's gl_FragData[].
*
* We draw to two color buffers and show the left half of the first
* color buffer on the left side of the window, and show the right
* half of the second color buffer on the right side of the window.
*
* Different color masks are used for the two color buffers.
* Blending is enabled for the second buffer only.
*
* Brian Paul
* 31 Dec 2009
*/
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "extfuncs.h"
static int Win;
static int Width = 400, Height = 400;
static GLuint FBobject, RBobjects[3];
static GLfloat Xrot = 0.0, Yrot = 0.0;
static GLuint Program;
static GLboolean Anim = GL_TRUE;
static void
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error 0x%x at line %d\n", (int) err, line);
}
}
static void
Display(void)
{
GLubyte *buffer = malloc(Width * Height * 4);
static const GLenum buffers[2] = {
GL_COLOR_ATTACHMENT0_EXT,
GL_COLOR_ATTACHMENT1_EXT
};
glUseProgram_func(Program);
glEnable(GL_DEPTH_TEST);
/* draw to user framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
/* Clear color buffer 0 (blue) */
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(GL_COLOR_BUFFER_BIT);
/* Clear color buffer 1 (1 - blue) */
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
/* draw to two buffers w/ fragment shader */
glDrawBuffersARB(2, buffers);
/* different color masks for each buffer */
if (1) {
glColorMaskIndexedEXT(0, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaskIndexedEXT(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
}
glPushMatrix();
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glPushMatrix();
glTranslatef(1, 0, 0);
glutSolidTorus(1.0, 2.0, 10, 20);
glPopMatrix();
glPushMatrix();
glTranslatef(-1, 0, 0);
glRotatef(90, 1, 0, 0);
glutSolidTorus(1.0, 2.0, 10, 20);
glPopMatrix();
glPopMatrix();
/* restore default color masks */
glColorMaskIndexedEXT(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaskIndexedEXT(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
/* read from user framebuffer */
/* left half = colorbuffer 0 */
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
glPixelStorei(GL_PACK_ROW_LENGTH, Width);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glReadPixels(0, 0, Width / 2, Height, GL_RGBA, GL_UNSIGNED_BYTE,
buffer);
/* right half = colorbuffer 1 */
glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
glPixelStorei(GL_PACK_SKIP_PIXELS, Width / 2);
glReadPixels(Width / 2, 0, Width - Width / 2, Height,
GL_RGBA, GL_UNSIGNED_BYTE,
buffer);
/* draw to window */
glUseProgram_func(0);
glDisable(GL_DEPTH_TEST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glWindowPos2iARB(0, 0);
glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
free(buffer);
glutSwapBuffers();
CheckError(__LINE__);
}
static void
Idle(void)
{
Xrot = glutGet(GLUT_ELAPSED_TIME) * 0.05;
glutPostRedisplay();
}
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, 35.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -20.0);
Width = width;
Height = height;
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
Width, Height);
}
static void
CleanUp(void)
{
glDeleteFramebuffersEXT(1, &FBobject);
glDeleteRenderbuffersEXT(3, RBobjects);
glutDestroyWindow(Win);
exit(0);
}
static void
Key(unsigned char key, int x, int y)
{
(void) x;
(void) y;
switch (key) {
case ' ':
Anim = !Anim;
glutIdleFunc(Anim ? Idle : NULL);
break;
case 'x':
Xrot += 5.0;
break;
case 'X':
Xrot -= 5.0;
break;
case 'y':
Yrot += 5.0;
break;
case 'Y':
Yrot -= 5.0;
break;
case 27:
CleanUp();
break;
}
glutPostRedisplay();
}
static void
CheckExtensions(void)
{
const char *req[] = {
"GL_EXT_framebuffer_object",
"GL_ARB_draw_buffers",
"GL_EXT_draw_buffers2"
};
const char *version = (const char *) glGetString(GL_VERSION);
GLint numBuf;
GLint i;
for (i = 0; i < 3; i++) {
if (!glutExtensionSupported(req[i])) {
printf("Sorry, %s extension is required!\n", req[i]);
exit(1);
}
}
if (version[0] != '2') {
printf("Sorry, OpenGL 2.0 is required!\n");
exit(1);
}
glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &numBuf);
printf("GL_MAX_DRAW_BUFFERS_ARB = %d\n", numBuf);
if (numBuf < 2) {
printf("Sorry, GL_MAX_DRAW_BUFFERS_ARB needs to be >= 2\n");
exit(1);
}
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
}
static void
SetupRenderbuffers(void)
{
glGenFramebuffersEXT(1, &FBobject);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
glGenRenderbuffersEXT(3, RBobjects);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
Width, Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, RBobjects[0]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
GL_RENDERBUFFER_EXT, RBobjects[1]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, RBobjects[2]);
CheckError(__LINE__);
}
static GLuint
LoadAndCompileShader(GLenum target, const char *text)
{
GLint stat;
GLuint shader = glCreateShader_func(target);
glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
glCompileShader_func(shader);
glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog_func(shader, 1000, &len, log);
fprintf(stderr, "drawbuffers: problem compiling shader:\n%s\n", log);
exit(1);
}
return shader;
}
static void
CheckLink(GLuint prog)
{
GLint stat;
glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog_func(prog, 1000, &len, log);
fprintf(stderr, "drawbuffers: shader link error:\n%s\n", log);
}
}
static void
SetupShaders(void)
{
/* emit same color to both draw buffers */
static const char *fragShaderText =
"void main() {\n"
" gl_FragData[0] = gl_Color; \n"
" gl_FragData[1] = gl_Color; \n"
"}\n";
GLuint fragShader;
fragShader = LoadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderText);
Program = glCreateProgram_func();
glAttachShader_func(Program, fragShader);
glLinkProgram_func(Program);
CheckLink(Program);
glUseProgram_func(Program);
}
static void
SetupLighting(void)
{
static const GLfloat ambient[4] = { 0.0, 0.0, 0.0, 0.0 };
static const GLfloat diffuse[4] = { 1.0, 1.0, 1.0, 0.75 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
}
static void
Init(void)
{
CheckExtensions();
GetExtensionFuncs();
SetupRenderbuffers();
SetupShaders();
SetupLighting();
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableIndexedEXT(GL_BLEND, 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();
glutIdleFunc(Anim ? Idle : NULL);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
Init();
glutMainLoop();
return 0;
}
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