240 lines
5.3 KiB
C
240 lines
5.3 KiB
C
/*
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* Test floating point textures.
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* No actual rendering, yet.
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*/
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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#include "extfuncs.h"
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#include "readtex.h"
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#include "shaderutil.h"
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static const char *TexFile = "../images/arch.rgb";
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static const char *FragShaderText =
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"uniform sampler2D tex1; \n"
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"void main() \n"
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"{ \n"
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" vec4 t = texture2D(tex1, gl_TexCoord[0].xy); \n"
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" // convert from [-255,0] to [0,1] \n"
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" gl_FragColor = t * (-1.0 / 255.0); \n"
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"} \n";
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static const char *VertShaderText =
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"void main() \n"
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"{ \n"
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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" gl_Position = ftransform(); \n"
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"} \n";
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static struct uniform_info Uniforms[] = {
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static GLuint Program;
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static GLboolean
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CheckError( int line )
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{
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GLenum error = glGetError();
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if (error) {
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char *err = (char *) gluErrorString( error );
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fprintf( stderr, "GL Error: %s at line %d\n", err, line );
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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static void
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Draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glBegin(GL_POLYGON);
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glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
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glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
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glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
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glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
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glEnd();
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glPopMatrix();
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glutSwapBuffers();
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}
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static void
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Reshape(int width, int height)
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{
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -8.0);
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}
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static void
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Key(unsigned char key, int x, int y)
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void
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InitTexture(void)
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{
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GLenum filter = GL_LINEAR;
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GLint imgWidth, imgHeight;
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GLenum imgFormat;
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GLubyte *image = NULL;
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GLfloat *ftex;
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GLint i, t;
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image = LoadRGBImage(TexFile, &imgWidth, &imgHeight, &imgFormat);
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if (!image) {
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printf("Couldn't read %s\n", TexFile);
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exit(0);
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}
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assert(imgFormat == GL_RGB);
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ftex = (float *) malloc(imgWidth * imgHeight * 4 * sizeof(float));
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if (!ftex) {
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printf("out of memory\n");
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exit(0);
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}
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/* convert ubytes to floats, negated */
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for (i = 0; i < imgWidth * imgHeight * 3; i++) {
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ftex[i] = -1.0f * image[i];
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB,
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imgWidth, imgHeight, 0,
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GL_RGB, GL_FLOAT, ftex);
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/* sanity checks */
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_TYPE_ARB, &t);
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assert(t == GL_FLOAT);
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free(image);
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free(ftex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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#if 0
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/* read back the texture and make sure values are correct */
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, tex2);
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CheckError(__LINE__);
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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if (tex[i][j][0] != tex2[i][j][0] ||
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tex[i][j][1] != tex2[i][j][1] ||
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tex[i][j][2] != tex2[i][j][2] ||
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tex[i][j][3] != tex2[i][j][3]) {
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printf("tex[%d][%d] %g %g %g %g != tex2[%d][%d] %g %g %g %g\n",
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i, j,
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tex[i][j][0], tex[i][j][1], tex[i][j][2], tex[i][j][3],
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i, j,
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tex2[i][j][0], tex2[i][j][1], tex2[i][j][2], tex2[i][j][3]);
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}
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}
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}
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#endif
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}
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static GLuint
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CreateProgram(void)
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{
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GLuint fragShader, vertShader, program;
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vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText);
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fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText);
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assert(vertShader);
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program = LinkShaders(vertShader, fragShader);
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assert(program);
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// InitUniforms(program, Uniforms);
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return program;
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}
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static void
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Init(void)
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{
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glClearColor(0.25, 0.25, 0.25, 0.0);
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GetExtensionFuncs();
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if (!ShadersSupported()) {
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printf("Sorry, this test requires GLSL\n");
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exit(1);
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}
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if (!glutExtensionSupported("GL_MESAX_texture_float")) {
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printf("Sorry, this test requires GL_MESAX_texture_float\n");
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exit(1);
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}
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InitTexture();
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Program = CreateProgram();
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glUseProgram_func(Program);
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowPosition(0, 0);
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glutInitWindowSize(400, 400);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutCreateWindow(argv[0]);
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Draw);
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Init();
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glutMainLoop();
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return 0;
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}
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