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/*
* Copyright © 2011 Intel Corporation
*
* 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 (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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
/*
* file depth-cube-map.c
* Test to verify cubemap depth texture support in GL version >= 3.0
*
* author: Anuj Phogat
*/
#include "piglit-util.h"
PIGLIT_GL_TEST_MAIN(
400 /*window_width*/,
300 /*window_height*/,
GLUT_RGB | GLUT_DOUBLE)
static GLuint tex;
static GLint prog;
static GLint fs;
static GLint vs;
static GLfloat vertices[12] = {150.0, 125.0, 0.0,
150.0, 175.0, 0.0,
100.0, 125.0, 0.0,
100.0, 175.0, 0.0};
static GLuint elements[4] = {0, 1, 2, 3};
static const char *vertShaderText =
"attribute vec3 textureCoords;\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
static const char *fragShaderText =
"uniform samplerCube depthcubeTex;\n"
"void main()\n"
"{\n"
" vec4 depthcolor = textureCube(depthcubeTex, gl_TexCoord[0].xyz);\n"
" gl_FragColor = vec4(depthcolor.xyz, 1.0);\n"
"}\n";
static void
shaderSetup(void)
{
vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText);
prog = piglit_link_simple_program(vs, fs);
glUseProgram(prog);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
static void
loadTex(void)
{
#define height 2
#define width 2
int i, j;
GLfloat texDepthDataPosX[width][height];
GLfloat texDepthDataNegX[width][height];
GLfloat texDepthDataPosY[width][height];
GLfloat texDepthDataNegY[width][height];
GLfloat texDepthDataPosZ[width][height];
GLfloat texDepthDataNegZ[width][height];
/* Set the cubemap texture data */
for (i=0; i < height; ++i) {
for (j = 0 ; j < width; ++j) {
texDepthDataPosX[i][j] = 0.0;
texDepthDataNegX[i][j] = 0.2;
texDepthDataPosY[i][j] = 0.35;
texDepthDataNegY[i][j] = 0.50;
texDepthDataPosZ[i][j] = 0.75;
texDepthDataNegZ[i][j] = 1.0;
}
}
/* Render the cube depth texture using LUMINANCE */
glGenTextures(1, &tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_GENERATE_MIPMAP,
GL_FALSE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_TEXTURE_WRAP_R,
GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP,
GL_DEPTH_TEXTURE_MODE,
GL_LUMINANCE);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_COMPARE_MODE,
GL_NONE);
/* Set a different color texture to each face of cubemap */
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataPosX);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataNegX);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataPosY);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataNegY);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataPosZ);
glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_DEPTH_COMPONENT,
width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
texDepthDataNegZ);
#undef height
#undef width
}
void
piglit_init(int argc, char **argv)
{
/* Check if EXT_gpu_shader4 is supported */
if (!piglit_is_extension_supported("GL_EXT_gpu_shader4"))
/* If EXT_gpu_shader4 is not supported GL version must be 3.0 */
piglit_require_gl_version(30);
loadTex();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, piglit_width, 0, piglit_height, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.1, 0.1, 0.1, 1.0);
shaderSetup();
}
enum piglit_result
piglit_display(void)
{
GLint loc1;
GLboolean pass = GL_TRUE;
GLfloat ColorPosX[3] = {0.0, 0.0, 0.0};
GLfloat ColorNegX[3] = {0.2, 0.2, 0.2};
GLfloat ColorPosY[3] = {0.35, 0.35, 0.35};
GLfloat ColorNegY[3] = {0.5, 0.5, 0.5};
GLfloat ColorPosZ[3] = {0.75, 0.75, 0.75};
GLfloat ColorNegZ[3] = {1.0, 1.0, 1.0};
loc1 = glGetUniformLocation(prog, "depthcubeTex");
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
/* Apply each face of cubemap as a texture to a polygon */
glUniform1i(loc1, 0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[0]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPushMatrix();
glTranslatef(75.0, 0.0, 0.0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[3]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[1]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0, 75.0, 0.0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[4]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[2]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glTranslatef(75.0, 0.0, 0.0);
glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[5]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements);
glPopMatrix();
glFinish();
/* Test the pixel color of polygons against the expected output */
pass = piglit_probe_pixel_rgb(110, 135, ColorPosX);
pass = pass && piglit_probe_pixel_rgb(185, 135, ColorNegX);
pass = pass && piglit_probe_pixel_rgb(260, 135, ColorPosY);
pass = pass && piglit_probe_pixel_rgb(110, 210, ColorNegY);
pass = pass && piglit_probe_pixel_rgb(185, 210, ColorPosZ);
pass = pass && piglit_probe_pixel_rgb(260, 210, ColorNegZ);
pass = piglit_check_gl_error(GL_NO_ERROR) && pass;
piglit_present_results();
piglit_report_result(pass ? PIGLIT_PASS : PIGLIT_FAIL);
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
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