/* The original code is: * Author: Edwin Moehlheinrich * This piece of code is public domain, just don't get yourself killed. * * Subsequent modifications to the code is: * Copyright © 2009 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. * * Authors: * Edwin Moehlheinrich * Eric Anholt * */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 800; config.window_height = 600; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END /* Misbehaviour: first: the quads are not drawn in the correct order * (darker equals closer to the viewer), second: the middle one is strangely * distorted. */ static GLuint vs, fs, prog, shadow_vs, shadow_fs, shadow_prog; static GLint shadowMap_location; static GLint eye_projection_location, light_projection_location; enum piglit_result piglit_display(void) { GLuint shadow_texture; GLuint fbo; float matrix[] = { 2.0/2.0, 0.0, 0.0, 0.0, 0.0, 2.0/2.0, 0.0, 0.0, 0.0, 0.0, -2/10.0, -12.0/10, 0.0, 0.0, 0.0, 1.0}; float rect1_color[3] = {.3, .3, .3}; float rect2_color_dark[3] = {.01, .01, .01}; float rect2_color_bottom_rect1[3] = {.09, .09, .09}; float rect3_color[3] = {.1, .1, .1}; GLboolean pass = GL_TRUE; glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glClearDepth(1.0f); glDepthFunc(GL_LEQUAL); /* Create empty 512x512 depth texture */ glActiveTexture(GL_TEXTURE0); glGenTextures(1, &shadow_texture); glBindTexture(GL_TEXTURE_2D, shadow_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); 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_COMPARE_MODE_ARB, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY); glGenFramebuffersEXT(1, &fbo); /* Render to the depth texture */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, shadow_texture, 0); glViewport(0, 0, 512, 512); glClear(GL_DEPTH_BUFFER_BIT); glUseProgram(shadow_prog); glUniform1i(shadowMap_location, 0); /* ogl reads in col-vectors, so transform=true */ glUniformMatrix4fv(light_projection_location, 1, GL_TRUE, matrix); glBegin(GL_QUADS); /* rect1 */ glVertex3f(-0.4, 0.4, -2.0); glVertex3f(-0.4, -0.4, -2.0); glVertex3f(0.4, -0.4, -2.0); glVertex3f(0.4, 0.4, -2.0); /* rect2 */ glVertex3f(-0.2, 0.5, -7.0); glVertex3f(-0.2, -0.3, -1.0); glVertex3f(0.6, -0.3, -1.0); glVertex3f(0.6, 0.5, -7.0); /* rect3 */ glVertex3f(-0.0, 0.6, -4.0); glVertex3f(-0.0, -0.2, -4.0); glVertex3f(0.8, -0.2, -4.0); glVertex3f(0.8, 0.6, -4.0); glEnd(); /* bind back the backbuffer and display the depthmap */ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo); glViewport(0, 0, 600, 600); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, shadow_texture); glUseProgram(prog); glUniformMatrix4fv(eye_projection_location, 1, 1, matrix); /* this is the quad that is texturized with what we want to see */ glBegin(GL_QUADS); glTexCoord2d(0.0,1.0); glVertex3f(-0.9, 0.9, -1); glTexCoord2d(0.0,0.0); glVertex3f(-0.9, -0.9, -1); glTexCoord2d(1.0,0.0); glVertex3f(0.9, -0.9, -1); glTexCoord2d(1.0,1.0); glVertex3f(0.9, 0.9, -1); glEnd(); /* check that rect1 is present. */ pass &= piglit_probe_pixel_rgb(500, 400, rect1_color); /* check that rect3 is present. */ pass &= piglit_probe_pixel_rgb(220, 300, rect3_color); /* check that rect2 where greater than rect1 is not rendered */ pass &= piglit_probe_pixel_rgb(450, 350, rect1_color); /* check that rect2 where greater than rect3 is not rendered */ pass &= piglit_probe_pixel_rgb(270, 350, rect3_color); /* check that rect2 where less than rect3 is rendered */ pass &= piglit_probe_pixel_rgb(270, 225, rect2_color_dark); /* check that rect2 where less than rect1 is rendered */ pass &= piglit_probe_pixel_rgb(450, 250, rect2_color_bottom_rect1); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { const char *vs_source = "uniform mat4 eye_projection;" "varying vec2 texture_coords;" "void main()" "{" " gl_Position = eye_projection * gl_Vertex;" " texture_coords = gl_MultiTexCoord0.st;" "}"; const char *fs_source = "uniform sampler2D shadowMap;" "varying vec2 texture_coords;" "void main()" "{" " float map_depth = texture2D(shadowMap,texture_coords).a;" " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0)* map_depth;" "}"; const char *vs_shadow_source = "uniform mat4 light_projection; " "void main() " "{" " gl_Position = light_projection * gl_Vertex;" "}"; const char *fs_shadow_source = "void main()" "{" " gl_FragDepth = gl_FragCoord.z;" "}"; piglit_require_extension("GL_EXT_framebuffer_object"); piglit_require_GLSL(); vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_source); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_source); prog = piglit_link_simple_program(vs, fs); shadow_vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vs_shadow_source); shadow_fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_shadow_source); shadow_prog = piglit_link_simple_program(shadow_vs, shadow_fs); eye_projection_location = glGetUniformLocation(prog, "eye_projection"); light_projection_location = glGetUniformLocation(shadow_prog, "light_projection"); shadowMap_location = glGetUniformLocation(shadow_prog, "shadowMap"); }