xenocara/dist/Mesa/progs/tests/texcmp.c

439 lines
12 KiB
C

/*
* Compressed texture demo. Written by Daniel Borca.
* This program is in the public domain.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.c" /* I know, this is a hack. */
#define TEXTURE_FILE "../images/tree2.rgba"
static float Rot = 0.0;
static GLboolean Anim = 1;
typedef struct {
GLubyte *data;
GLuint size;
GLenum format;
GLuint w, h;
GLenum TC;
GLubyte *cData;
GLuint cSize;
GLenum cFormat;
} TEXTURE;
static TEXTURE *Tx, t1, t2, t3;
static GLboolean fxt1, dxtc, s3tc;
static const char *TextureName (GLenum TC)
{
switch (TC) {
case GL_RGB:
return "RGB";
case GL_RGBA:
return "RGBA";
case GL_COMPRESSED_RGB:
return "COMPRESSED_RGB";
case GL_COMPRESSED_RGBA:
return "COMPRESSED_RGBA";
case GL_COMPRESSED_RGB_FXT1_3DFX:
return "GL_COMPRESSED_RGB_FXT1_3DFX";
case GL_COMPRESSED_RGBA_FXT1_3DFX:
return "GL_COMPRESSED_RGBA_FXT1_3DFX";
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT";
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT";
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT";
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT";
case GL_RGB_S3TC:
return "GL_RGB_S3TC";
case GL_RGB4_S3TC:
return "GL_RGB4_S3TC";
case GL_RGBA_S3TC:
return "GL_RGBA_S3TC";
case GL_RGBA4_S3TC:
return "GL_RGBA4_S3TC";
case 0:
return "Invalid format";
default:
return "Unknown format";
}
}
static void
PrintString(const char *s)
{
while (*s) {
glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
s++;
}
}
static void Idle( void )
{
float t = glutGet(GLUT_ELAPSED_TIME) * 0.001; /* in seconds */
Rot = t * 360 / 4; /* 1 rotation per 4 seconds */
glutPostRedisplay();
}
static void Display( void )
{
/* draw background gradient */
glDisable(GL_TEXTURE_2D);
glBegin(GL_POLYGON);
glColor3f(1.0, 0.0, 0.2); glVertex2f(-1.5, -1.0);
glColor3f(1.0, 0.0, 0.2); glVertex2f( 1.5, -1.0);
glColor3f(0.0, 0.0, 1.0); glVertex2f( 1.5, 1.0);
glColor3f(0.0, 0.0, 1.0); glVertex2f(-1.5, 1.0);
glEnd();
glPushMatrix();
glRotatef(Rot, 0, 0, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBegin(GL_POLYGON);
glTexCoord2f(0, 1); glVertex2f(-1, -0.5);
glTexCoord2f(1, 1); glVertex2f( 1, -0.5);
glTexCoord2f(1, 0); glVertex2f( 1, 0.5);
glTexCoord2f(0, 0); glVertex2f(-1, 0.5);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
/* info */
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glRasterPos3f(-1.2, -0.7, 0);
PrintString("Selected: ");
PrintString(TextureName(Tx->TC));
if (Tx->cData) {
char tmp[64];
glRasterPos3f(-1.2, -0.8, 0);
PrintString("Internal: ");
PrintString(TextureName(Tx->cFormat));
glRasterPos3f(-1.2, -0.9, 0);
PrintString("Size : ");
sprintf(tmp, "%d (%d%% of %d)", Tx->cSize, Tx->cSize * 100 / Tx->size, Tx->size);
PrintString(tmp);
}
glutSwapBuffers();
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( -1.5, 1.5, -1.0, 1.0, -1.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
static void ReInit( GLenum TC, TEXTURE *Tx )
{
GLint rv, v;
if ((Tx->TC == TC) && (Tx->cData != NULL)) {
glCompressedTexImage2DARB(GL_TEXTURE_2D, /* target */
0, /* level */
Tx->cFormat, /* real format */
Tx->w, /* original width */
Tx->h, /* original height */
0, /* border */
Tx->cSize, /* compressed size*/
Tx->cData); /* compressed data*/
} else {
glTexImage2D(GL_TEXTURE_2D, /* target */
0, /* level */
TC, /* internal format */
Tx->w, Tx->h, /* width, height */
0, /* border */
Tx->format, /* texture format */
GL_UNSIGNED_BYTE, /* texture type */
Tx->data); /* the texture */
v = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
GL_TEXTURE_INTERNAL_FORMAT, &v);
printf("Requested internal format = 0x%x, actual = 0x%x\n", TC, v);
if (0) {
GLint r, g, b, a, l, i;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &r);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_GREEN_SIZE, &g);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BLUE_SIZE, &b);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_ALPHA_SIZE, &a);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_LUMINANCE_SIZE, &l);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTENSITY_SIZE, &i);
printf("Compressed Bits per R: %d G: %d B: %d A: %d L: %d I: %d\n",
r, g, b, a, l, i);
}
/* okay, now cache the compressed texture */
Tx->TC = TC;
if (Tx->cData != NULL) {
free(Tx->cData);
Tx->cData = NULL;
}
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB, &rv);
if (rv) {
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&Tx->cFormat);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, (GLint *)&Tx->cSize);
if ((Tx->cData = malloc(Tx->cSize)) != NULL) {
glGetCompressedTexImageARB(GL_TEXTURE_2D, 0, Tx->cData);
}
}
}
}
static void Init( void )
{
/* HEIGHT * WIDTH + 1 (for trailing '\0') */
static char pattern[8 * 32 + 1] = {"\
\
MMM EEEE SSS AAA \
M M M E S S A A \
M M M EEEE SS A A \
M M M E SS AAAAA \
M M E S S A A \
M M EEEE SSS A A \
"
};
GLuint i, j;
GLubyte (*texture1)[8 * 32][4];
GLubyte (*texture2)[256][256][4];
t1.w = 32;
t1.h = 8;
t1.size = t1.w * t1.h * 4;
t1.data = malloc(t1.size);
t1.format = GL_RGBA;
t1.TC = GL_RGBA;
texture1 = (GLubyte (*)[8 * 32][4])t1.data;
for (i = 0; i < sizeof(pattern) - 1; i++) {
switch (pattern[i]) {
default:
case ' ':
(*texture1)[i][0] = 255;
(*texture1)[i][1] = 255;
(*texture1)[i][2] = 255;
(*texture1)[i][3] = 64;
break;
case 'M':
(*texture1)[i][0] = 255;
(*texture1)[i][1] = 0;
(*texture1)[i][2] = 0;
(*texture1)[i][3] = 255;
break;
case 'E':
(*texture1)[i][0] = 0;
(*texture1)[i][1] = 255;
(*texture1)[i][2] = 0;
(*texture1)[i][3] = 255;
break;
case 'S':
(*texture1)[i][0] = 0;
(*texture1)[i][1] = 0;
(*texture1)[i][2] = 255;
(*texture1)[i][3] = 255;
break;
case 'A':
(*texture1)[i][0] = 255;
(*texture1)[i][1] = 255;
(*texture1)[i][2] = 0;
(*texture1)[i][3] = 255;
break;
}
}
t2.w = 256;
t2.h = 256;
t2.size = t2.w * t2.h * 4;
t2.data = malloc(t2.size);
t2.format = GL_RGBA;
t2.TC = GL_RGBA;
texture2 = (GLubyte (*)[256][256][4])t2.data;
for (j = 0; j < t2.h; j++) {
for (i = 0; i < t2.w; i++) {
(*texture2)[j][i][0] = sqrt(i * j * 255 * 255 / (t2.w * t2.h));
(*texture2)[j][i][1] = 0;
(*texture2)[j][i][2] = 0;
(*texture2)[j][i][3] = 255;
}
}
t3.data = LoadRGBImage(TEXTURE_FILE, (GLint *)&t3.w, (GLint *)&t3.h, &t3.format);
t3.size = t3.w * t3.h * ((t3.format == GL_RGB) ? 3 : 4);
t3.TC = GL_RGBA;
ReInit(GL_RGBA, Tx = &t1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
case ' ':
Anim = !Anim;
if (Anim)
glutIdleFunc( Idle );
else
glutIdleFunc( NULL );
break;
case 't':
if (Tx == &t1) {
Tx = &t2;
} else if (Tx == &t2) {
Tx = &t3;
} else {
Tx = &t1;
}
ReInit(Tx->TC, Tx);
break;
case '9':
ReInit(GL_RGB, Tx);
break;
case '0':
ReInit(GL_RGBA, Tx);
break;
case '1':
ReInit(GL_COMPRESSED_RGB, Tx);
break;
case '2':
ReInit(GL_COMPRESSED_RGBA, Tx);
break;
case '3':
if (fxt1) ReInit(GL_COMPRESSED_RGB_FXT1_3DFX, Tx);
break;
case '4':
if (fxt1) ReInit(GL_COMPRESSED_RGBA_FXT1_3DFX, Tx);
break;
case '5':
if (dxtc) ReInit(GL_COMPRESSED_RGB_S3TC_DXT1_EXT, Tx);
break;
case '6':
if (dxtc) ReInit(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, Tx);
break;
case '7':
if (dxtc) ReInit(GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, Tx);
break;
case '8':
if (dxtc) ReInit(GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, Tx);
break;
case 'a':
if (s3tc) ReInit(GL_RGB_S3TC, Tx);
break;
case 's':
if (s3tc) ReInit(GL_RGB4_S3TC, Tx);
break;
case 'd':
if (s3tc) ReInit(GL_RGBA_S3TC, Tx);
break;
case 'f':
if (s3tc) ReInit(GL_RGBA4_S3TC, Tx);
break;
}
glutPostRedisplay();
}
int main( int argc, char *argv[] )
{
float gl_version;
GLint num_formats;
GLint i;
GLint formats[64];
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 400, 300 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
if (glutCreateWindow(argv[0]) <= 0) {
printf("Couldn't create window\n");
exit(0);
}
glewInit();
gl_version = atof( (const char *) glGetString( GL_VERSION ) );
if ( (gl_version < 1.3)
&& !glutExtensionSupported("GL_ARB_texture_compression") ) {
printf("Sorry, GL_ARB_texture_compression not supported\n");
exit(0);
}
if (glutExtensionSupported("GL_3DFX_texture_compression_FXT1")) {
fxt1 = GL_TRUE;
}
if (glutExtensionSupported("GL_EXT_texture_compression_s3tc")) {
dxtc = GL_TRUE;
}
if (glutExtensionSupported("GL_S3_s3tc")) {
s3tc = GL_TRUE;
}
glGetIntegerv( GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, & num_formats );
(void) memset( formats, 0, sizeof( formats ) );
glGetIntegerv( GL_COMPRESSED_TEXTURE_FORMATS_ARB, formats );
printf( "The following texture formats are supported:\n" );
for ( i = 0 ; i < num_formats ; i++ ) {
printf( "\t%s\n", TextureName( formats[i] ) );
}
Init();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutDisplayFunc( Display );
if (Anim)
glutIdleFunc( Idle );
glutMainLoop();
return 0;
}