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/*
* Copyright 2012 VMware, Inc.
*
* 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.
*/
/**
* Test glDrawPixels(GL_DEPTH_COMPONENT)
* Brian Paul
* June 2012
*
* We don't rely on glReadPixels(GL_DEPTH_COMPONENT) in case it's not
* working. Instead we test by drawing an image into the depth buffer
* while setting the color buffer to white. Next, we draw quads just
* in front and behind where we expect the Z values to be. The quad
* behind should be invisible while the quad in front should be totally
* visible.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_compat_version = 10;
config.window_width = 200;
config.window_height = 200;
config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH;
PIGLIT_GL_TEST_CONFIG_END
static void
draw_z_gradient(GLfloat zLeft, GLfloat zRight)
{
GLfloat verts[4][3];
verts[0][0] = -1.0; verts[0][1] = -1.0; verts[0][2] = zLeft;
verts[1][0] = 1.0; verts[1][1] = -1.0; verts[1][2] = zRight;
verts[2][0] = 1.0; verts[2][1] = 1.0; verts[2][2] = zRight;
verts[3][0] = -1.0; verts[3][1] = 1.0; verts[3][2] = zLeft;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
enum piglit_result
piglit_display(void)
{
/* a tight epsilon isn't important for this test */
const GLfloat epsilon = 4.0 / piglit_width;
static const GLfloat white[4] = { 1, 1, 1, 1 };
static const GLfloat green[4] = { 0, 1, 0, 1 };
static const GLfloat red[4] = { 1, 0, 0, 1 };
GLfloat *buf;
bool pass = true;
int i, j;
float zLeft, zRight;
/* For both glDrawPixels and the polygon rendering below we
* use a range of Z values in [0, 1] where 0=near and 1=far.
* So object Z coords are the same as normalized depth coords.
*/
zLeft = epsilon;
zRight = 1.0 - epsilon;
/* create image of Z values increasing from left to right */
buf = (GLfloat *)
malloc(piglit_width * piglit_height * sizeof(GLfloat));
for (j = 0; j < piglit_height; j++) {
for (i = 0; i < piglit_width; i++) {
float z = i / (float) (piglit_width - 1);
z = zLeft + z * (zRight - zLeft);
buf[j * piglit_width + i] = z;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* glDrawPixels the Z gradient image */
glColor4fv(white);
glWindowPos2i(0, 0);
glDrawPixels(piglit_width, piglit_height,
GL_DEPTH_COMPONENT, GL_FLOAT, buf);
free(buf);
/* draw a red quad behind the Z gradient - it should not be visible */
glColor4fv(red);
draw_z_gradient(zLeft + epsilon, zRight + epsilon);
if (!piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, white)) {
printf("Quad behind test failed\n");
pass = false;
}
/* draw green quad in front of the Z gradient - it should be visible */
glColor4fv(green);
draw_z_gradient(zLeft - epsilon, zRight - epsilon);
if (!piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, green)) {
printf("Quad in front test failed\n");
pass = false;
}
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char **argv)
{
/* Setup projection matrix such that zObj=0 becomes zBuffer=0
* and zObj=1 becomes zBuffer=1 (identity transform).
* So, glOrtho maps zObj=0 to zNDC=-1 and maps zObj=1 to zNDC=1.
* Then, zNDC=-1 maps to zBuffer=0 and zNDC=1 maps to zBuffer=1.
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, -1.0);
glEnable(GL_DEPTH_TEST);
}
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