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// BEGIN_COPYRIGHT -*- glean -*-
//
// Copyright (C) 1999 Allen Akin All Rights Reserved.
//
// 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 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 ALLEN AKIN 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.
//
// END_COPYRIGHT
// ttexgen.cpp: Basic test of GL texture coordinate generation.
// This test does a basic test of the glTexGen functions, including
// object_linear, eye_linear, and sphere_map. We use the Sphere3D with
// a GeomRenderer to draw a sphere, and map a check texture onto it. We
// use an ortho projection to keep it simple. The result should be a 1:1
// mapping of the check texture for all three modes (sphere map maps 1:1
// because mapping it onto a sphere inverts the spheremap math).
//
// Note that accuracy issues might cause this test to fail if the
// texcoords near the center are a little warped; I've specifically tried
// to keep the matrices as "pure" as possible (no rotations) to
// keep the numerical precision high. So far it seems to work fine.
// Introducing a rotation by 90 degrees about the x axis resulted,
// on one driver, in a warping at the center of the sphere which caused
// the test to fail.
//
// For the second test of the three, we offset the texture by 0.5,
// so that each test's rendering is visually distinct from the
// previous.
//
// To test for pass/fail we examine the color buffer for red and blue,
// (the check colors) in the appropriate places.
//
// Author: Brian Sharp (brian@maniacal.org) December 2000
#include "ttexgen.h"
#include <stdio.h>
#include "geomutil.h"
const GLuint viewSize=50;
namespace GLEAN {
void
TexgenTest::FailMessage(BasicResult &r, const std::string& texgenMode,
GeomRenderer::DrawMethod method, bool arraysCompiled,
int retainedMode,
const std::string& colorMismatch) const {
env->log << name << ": FAIL "
<< r.config->conciseDescription() << '\n';
env->log << "\t" << "during mode " << texgenMode << ", ";
switch(method)
{
case GeomRenderer::GLVERTEX_MODE: env->log << "glVertex-style rendering, "; break;
case GeomRenderer::GLARRAYELEMENT_MODE: env->log << "glArrayElement-style rendering, "; break;
case GeomRenderer::GLDRAWELEMENTS_MODE: env->log << "glDrawElements-style rendering, "; break;
case GeomRenderer::GLDRAWARRAYS_MODE: env->log << "glDrawArrays-style rendering, "; break;
}
if (arraysCompiled) env->log << "arrays locked, ";
else env->log << "arrays not locked, ";
if (retainedMode) env->log << "built into a display list, ";
else env->log << "called immediately (not display listed), ";
env->log << colorMismatch << std::endl;
}
bool
TexgenTest::compareColors(GLfloat* color0, GLfloat* color1, std::string& failureInfo) const {
// Compare the colors; fail and report why if they don't match.
if (color0[0] != color1[0] || color0[1] != color1[1] || color0[2] != color1[2])
{
// Assemble the error message into a C-string, then hand it back in the string.
char failureOut[1024];
sprintf(failureOut, "expected [%f,%f,%f], read back [%f,%f,%f]",
color0[0], color0[1], color0[2],
color1[0], color1[1], color1[2]);
failureInfo = std::string(failureOut);
return false;
}
return true;
}
bool
TexgenTest::verifyCheckers(GLfloat* pixels, GLfloat* upperLeftColor, GLfloat* upperRightColor, std::string& failureInfo) const {
// My loop control variable, since gcc and MSVC do things differently.
GLint samp;
// It's a viewSize x viewSize pixel block; since we drew a sphere that doesn't quite touch the
// edges, we need to be careful not to sample from what should be background.
// These pairs are hand-picked coordinates on the image that fall on the bottom-left quadrant
// of the sphere.
// XXX FIX ME: these sample coordinates assume that viewSize == 50.
GLuint samples[6][2] = {{13,13}, {4,22}, {22,4}, {20,20}, {20,10}, {10,20}};
// Run through those sample points in the bottom-left corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = (samples[samp][0] + (viewSize*samples[samp][1]))*3;
if (!compareColors(upperRightColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the bottom-right corner and make sure they're all the right color.
// Note the "viewSize - samples[samp][0]" to flip it to the bottom-right quadrant.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = ((viewSize - samples[samp][0]) + (viewSize*samples[samp][1]))*3;
if (!compareColors(upperLeftColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the upper-right corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = ((viewSize - samples[samp][0]) + (viewSize*(viewSize - samples[samp][1])))*3;
if (!compareColors(upperRightColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the upper-left corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = (samples[samp][0] + (viewSize*(viewSize - samples[samp][1])))*3;
if (!compareColors(upperLeftColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// runOne: Run a single test case
///////////////////////////////////////////////////////////////////////////////
void
TexgenTest::runOne(BasicResult& r, Window&) {
// Temporary buffer to store pixels we've read back for verification.
GLfloat pixels[50*50*3];
// Colors for matching against when we readback pixels.
GLfloat matchBlue[3] = {0,0,1};
GLfloat matchRed[3] = {1,0,0};
// A sphere to draw.
Sphere3D theSphere(9.9, 32, 16);
// A GeomRenderer to draw it with.
GeomRenderer sphereRenderer;
sphereRenderer.setDrawMethod(GeomRenderer::GLVERTEX_MODE);
sphereRenderer.setParameterBits(GeomRenderer::NORMAL_BIT);
sphereRenderer.setVArrayIndices(theSphere.getNumIndices(),GL_UNSIGNED_INT,theSphere.getIndices());
sphereRenderer.setVertexPointer(theSphere.getNumVertices(), 3, GL_FLOAT, 0, theSphere.getVertices());
sphereRenderer.setNormalPointer(GL_FLOAT, 0, theSphere.getNormals());
// draw the sphere in a 50x50 pixel window for some precision.
glViewport(0, 0, 50, 50);
// Basic GL setup.
glDisable(GL_DITHER);
glEnable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1,1,1);
// Setup the projection.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10,10,-10,10,-10,10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set up our texture.
glEnable(GL_TEXTURE_2D);
GLuint checkerTextureHandle;
glGenTextures(1, &checkerTextureHandle);
glBindTexture(GL_TEXTURE_2D, checkerTextureHandle);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
// Make a little checker texture.
unsigned char redBlueCheck[256*256*3];
for (int x=0; x<256; x++)
{
for (int y=0; y<256; y++)
{
bool xPastHalf = x >= 128;
bool yPastHalf = y >= 128;
redBlueCheck[(x+(256*y))*3 + 0] = ((xPastHalf && yPastHalf) || (!xPastHalf && !yPastHalf)) ? 255 : 0;
redBlueCheck[(x+(256*y))*3 + 1] = 0;
redBlueCheck[(x+(256*y))*3 + 2] = ((xPastHalf && !yPastHalf) || (!xPastHalf && yPastHalf)) ? 255 : 0;
}
}
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, redBlueCheck);
// Setup our arrays of configuration info; we loop over the rendering pass a number of times,
// using a different GL primitive path each time.
GeomRenderer::DrawMethod drawMethods[] = {GeomRenderer::GLVERTEX_MODE, GeomRenderer::GLARRAYELEMENT_MODE,
GeomRenderer::GLDRAWELEMENTS_MODE, GeomRenderer::GLARRAYELEMENT_MODE,
GeomRenderer::GLDRAWELEMENTS_MODE};
bool arraysCompiled[] = {false, false, false, true, true};
// Iterate once for all immediate mode styles, then once for retained mode styles.
for (int retainedMode=0; retainedMode<2; retainedMode++)
{
for (int testIteration=0; testIteration<5; testIteration++)
{
sphereRenderer.setDrawMethod(drawMethods[testIteration]);
if (!sphereRenderer.setArraysCompiled(arraysCompiled[testIteration]))
{
// We don't have the extension... not sure what we should do.
// May as well just keep going, it's no big deal (it should still
// yield correct results, of course, it's just redundant).
}
// GL_SPHERE_MAP: with spheremap, the UL corner is blue
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string sphereMapResult;
if (!verifyCheckers(pixels, matchBlue, matchRed, sphereMapResult))
{
FailMessage(r, std::string("GL_SPHERE_MAP"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, sphereMapResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
// GL_OBJECT_LINEAR: with object linear and the below planes, the UL corner is red.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
float sObjPlane[4] = {0,0.05,0,1.5}; // We flip the checker by setting W to 1.5 (phases by half a period)
float tObjPlane[4] = {0.05,0,0,1};
glTexGenfv(GL_S, GL_OBJECT_PLANE, sObjPlane);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tObjPlane);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string objectLinearResult;
if (!verifyCheckers(pixels, matchRed, matchBlue, objectLinearResult))
{
FailMessage(r, std::string("GL_OBJECT_LINEAR"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, objectLinearResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
// GL_EYE_LINEAR: with eye linear and the below planes, the UL corner is blue.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
float sEyePlane[4] = {0,0.05,0,1};
float tEyePlane[4] = {0.05,0,0,1};
glTexGenfv(GL_S, GL_EYE_PLANE, sEyePlane);
glTexGenfv(GL_T, GL_EYE_PLANE, tEyePlane);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string eyeLinearResult;
if (!verifyCheckers(pixels, matchBlue, matchRed, eyeLinearResult))
{
FailMessage(r, std::string("GL_EYE_LINEAR"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, eyeLinearResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
}
}
// success
r.pass = true;
} // TexgenTest::runOne
///////////////////////////////////////////////////////////////////////////////
// logOne: Log a single test case
///////////////////////////////////////////////////////////////////////////////
void
TexgenTest::logOne(BasicResult& r) {
if (r.pass) {
logPassFail(r);
logConcise(r);
}
} // TexgenTest::logOne
void
TexgenTest::renderSphere(int retainedMode, GeomRenderer& sphereRenderer)
{
if (retainedMode)
{
GLint displayList;
assert(sphereRenderer.generateDisplayList(GL_TRIANGLES, displayList));
glCallList(displayList);
glDeleteLists(displayList, 1);
}
else
{
assert(sphereRenderer.renderPrimitives(GL_TRIANGLES));
}
} // TexgenTest::renderSphere
///////////////////////////////////////////////////////////////////////////////
// The test object itself:
///////////////////////////////////////////////////////////////////////////////
TexgenTest texgenTest("texgen", "window, rgb",
"This test verifies that the three basic OpenGL texture coordinate\n"
"modes: object_linear, eye_linear, and sphere_map, work for a simple\n"
"case.\n");
} // namespace GLEAN
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