/* * 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. */ // author: Ben Holmes /* * GLSL version of depth-tex-modes. Draws depth textures as LUMINANCE, * INTENSITY, and ALPHA with programmable shaders. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLuint tex[3]; 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 GLfloat texCoords[8] = {1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0}; static GLuint elements[4] = {0, 1, 2, 3}; static const char *vertShaderText = "attribute vec2 textureCoords;\n" "varying vec2 texCoords;\n" "void main()\n" "{ \n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " texCoords = textureCoords;\n" "} \n"; static const char *fragShaderText = "uniform sampler2D depthTex2d;\n" "uniform int colorOrAlpha;\n" "varying vec2 texCoords;\n" "void main()\n" "{ \n" " vec4 color = vec4(1.0, 0.0, 1.0, 1.0);\n" " vec4 depth = texture2D(depthTex2d, texCoords);\n" " if (colorOrAlpha == 0)\n" " gl_FragColor = vec4(color.xyz*depth.xyz, 1.0);\n" " else\n" " gl_FragColor = vec4(color.xyz*depth.w, 1.0);\n" "} \n"; static void compileLinkProg(void); static void loadTex(void); void piglit_init(int argc, char **argv) { piglit_require_gl_version(20); if (!piglit_automatic) printf(" Left to Right: LUMINANCE, INTENSITY, ALPHA\n" "Lower row: Combined with color\n" "Upper row: combined with alpha\n"); loadTex(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 400, 0, 300, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glClearColor(0.2, 0.2, 0.2, 1.0); compileLinkProg(); } static void compileLinkProg(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); glBindAttribLocation(prog, 1, "textureCoords"); glUseProgram(prog); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat), vertices); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), texCoords); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); } static void loadTex(void) { #define height 2 #define width 2 int i, j; GLfloat texDepthData[width][height]; for (i=0; i < width; ++i) { for (j=0; j < height; ++j) { if ((i+j) & 1) { texDepthData[i][j] = 1.0; } else { texDepthData[i][j] = 0.0; } } } //depth texture 0 using LUMINANCE glGenTextures(3, tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex[0]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData); //depth texture 1 using INTENSITY glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, tex[1]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData); //depth texture 2 using ALPHA glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, tex[2]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); 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_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData); #undef height #undef width } enum piglit_result piglit_display(void) { GLint loc1, loc2; GLboolean pass = GL_TRUE; GLfloat pink[3] = {1.0, 0.0, 1.0}; GLfloat black[3] = {0.0, 0.0, 0.0}; GLenum err; loc1 = glGetUniformLocation(prog, "depthTex2d"); loc2 = glGetUniformLocation(prog, "colorOrAlpha"); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glUniform1i(loc1, 0); glUniform1i(loc2, 0); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPushMatrix(); glTranslatef(75.0, 0.0, 0.0); glUniform1i(loc1, 1); glUniform1i(loc2, 0); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glUniform1i(loc1, 2); glUniform1i(loc2, 0); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, 75.0, 0.0); glUniform1i(loc1, 0); glUniform1i(loc2, 1); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glUniform1i(loc1, 1); glUniform1i(loc2, 1); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glUniform1i(loc1, 2); glUniform1i(loc2, 1); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPopMatrix(); pass = piglit_probe_pixel_rgb(110, 135, black); pass = pass && piglit_probe_pixel_rgb(140, 135, pink); pass = pass && piglit_probe_pixel_rgb(185, 135, black); pass = pass && piglit_probe_pixel_rgb(215, 135, pink); pass = pass && piglit_probe_pixel_rgb(260, 135, black); pass = pass && piglit_probe_pixel_rgb(290, 135, black); pass = pass && piglit_probe_pixel_rgb(110, 210, pink); pass = pass && piglit_probe_pixel_rgb(140, 210, pink); pass = pass && piglit_probe_pixel_rgb(185, 210, black); pass = pass && piglit_probe_pixel_rgb(215, 210, pink); pass = pass && piglit_probe_pixel_rgb(260, 210, black); pass = pass && piglit_probe_pixel_rgb(290, 210, pink); err = glGetError(); switch (err) { case GL_INVALID_ENUM: printf("GL_INVALID_ENUM\n"); break; case GL_INVALID_VALUE: printf("GL_INVALID_VALUE\n"); break; case GL_INVALID_OPERATION: printf("GL_INVALID_OPERATION\n"); break; case GL_STACK_OVERFLOW: printf("GL_STACK_OVERLFOW\n"); break; case GL_STACK_UNDERFLOW: printf("GL_STACK_UNDERFLOW\n"); break; case GL_OUT_OF_MEMORY: printf("GL_OUT_OF_MEMORY\n"); break; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }