// BEGIN_COPYRIGHT -*- glean -*- /* * Copyright © 2006 Intel Corporation * Copyright © 1999 Allen Akin * * 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: * Eric Anholt * */ /* ttexrect.cpp: Test the ARB_texture_rectangle extension * Author: Eric Anholt * * Test procedure: * Create a 255x127 texture of varying colors and bind it as a * GL_ARB_texture_recangle target. Draw that rectangle to the window, and * check that the texture was drawn correctly. The common failure to be * caught with this test is not adjusting the non-normalized coordinates on * hardware that expects normalized coordinates. */ #include "ttexrect.h" #include #include #include namespace GLEAN { /** * Test if two colors are close enough to be considered the same. */ bool TexRectTest::TestColor(const GLfloat c1[3], const GLfloat c2[3]) { if (fabs(c1[0] - c2[0]) <= mTolerance[0] && fabs(c1[1] - c2[1]) <= mTolerance[1] && fabs(c1[2] - c2[2]) <= mTolerance[2]) return true; else return false; } void TexRectTest::CalculateTolerance() { GLint rBits, gBits, bBits; GLint rTexBits, gTexBits, bTexBits; // Get fb resolution glGetIntegerv(GL_RED_BITS, &rBits); glGetIntegerv(GL_GREEN_BITS, &gBits); glGetIntegerv(GL_BLUE_BITS, &bBits); // Get tex resolution glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_RED_SIZE, &rTexBits); glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_GREEN_SIZE, &gTexBits); glGetTexLevelParameteriv(GL_TEXTURE_RECTANGLE_ARB, 0, GL_TEXTURE_BLUE_SIZE, &bTexBits); // Find smaller of frame buffer and texture bits rBits = (rBits < rTexBits) ? rBits : rTexBits; gBits = (gBits < gTexBits) ? gBits : gTexBits; bBits = (bBits < bTexBits) ? bBits : bTexBits; // If these fail, something's seriously wrong. assert(rBits > 0); assert(gBits > 0); assert(bBits > 0); mTolerance[0] = 3.0 / (1 << rBits); mTolerance[1] = 3.0 / (1 << gBits); mTolerance[2] = 3.0 / (1 << bBits); } #define TEXTURE_WIDTH 255 #define TEXTURE_HEIGHT 127 /** * Creates a TEXTURE_WIDTH * TEXTURE_HEIGHT rectangular texture and draws it to * the window. It then reads the output back to verify that the texture stayed * intact. */ void TexRectTest::runOne(BasicResult& r, Window& w) { float image[TEXTURE_WIDTH * TEXTURE_HEIGHT * 3]; float actual[TEXTURE_WIDTH * TEXTURE_HEIGHT * 3]; (void) w; /* Set up a texture that is color ramps with red to black top to * bottom and green to black left to right. */ for (int y = 0; y < TEXTURE_HEIGHT; y++) { for (int x = 0; x < TEXTURE_WIDTH; x++) { int i = (y * TEXTURE_WIDTH + x) * 3; image[i + 0] = (float)x / (TEXTURE_WIDTH - 1); image[i + 1] = 1.0 - ((float) y / (TEXTURE_HEIGHT - 1)); image[i + 2] = 0.0; } } glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glShadeModel(GL_FLAT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 256, 0, 256, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, windowSize, windowSize); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, 255, 127, 0, GL_RGB, GL_FLOAT, image); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_RECTANGLE_ARB); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); r.pass = true; /* Draw our texture to the window such that each texel should map * to the corresponding pixel of the window. */ glBegin(GL_POLYGON); glTexCoord2f(0, 0); glVertex2f(0, 0); glTexCoord2f(TEXTURE_WIDTH, 0); glVertex2f(TEXTURE_WIDTH, 0); glTexCoord2f(TEXTURE_WIDTH, TEXTURE_HEIGHT); glVertex2f(TEXTURE_WIDTH, TEXTURE_HEIGHT); glTexCoord2f(0, TEXTURE_HEIGHT); glVertex2f(0, TEXTURE_HEIGHT); glEnd(); /* Read back the output */ glReadPixels(0, 0, TEXTURE_WIDTH, TEXTURE_HEIGHT, GL_RGB, GL_FLOAT, actual); w.swap(); // lets us watch the progress CalculateTolerance(); /* Verify the output */ for (int y = 0; y < TEXTURE_HEIGHT; y++) { for (int x = 0; x < TEXTURE_WIDTH; x++) { int i = (y * TEXTURE_WIDTH + x) * 3; if (!TestColor(&image[i], &actual[i])) { // Report the error env->log << name << ": FAIL at (" << x << "," << y << "):\n" << " Expected=(" << image[i + 0] << ", " << image[i + 1] << ", " << image[i + 2] << ")\n" << " Measured=(" << actual[i + 0] << ", " << actual[i + 1] << ", " << actual[i + 2] << ")\n"; r.pass = false; } } } } // TexRectTest::runOne void TexRectTest::logOne(BasicResult& r) { logPassFail(r); logConcise(r); } // TexRectTest::logOne /////////////////////////////////////////////////////////////////////////////// // The test object itself: /////////////////////////////////////////////////////////////////////////////// TexRectTest texRectTest("texRect", "window, rgb", "GL_ARB_texture_rectangle", "Test basic texture rectangle functionality.\n"); } // namespace GLEAN