progs/glsl: update shtest.c to handle 1D/3D/CUBE/RECT textures

This commit is contained in:
Brian Paul
2009-08-20 14:19:01 -06:00
parent 174054c973
commit 0062bd68b3

View File

@@ -21,8 +21,9 @@
* fs shader.frag
* uniform pi 3.14159
* uniform v1 1.0 0.5 0.2 0.3
* texture 0 texture0.rgb
* texture 1 texture1.rgb
* texture 0 2D texture0.rgb
* texture 1 CUBE texture1.rgb
* texture 2 RECT texture2.rgb
*
*/
@@ -378,13 +379,14 @@ InitUniforms(const struct config_file *conf,
static void
LoadTexture(GLint unit, const char *texFileName)
LoadTexture(GLint unit, GLenum target, const char *texFileName)
{
GLint imgWidth, imgHeight;
GLenum imgFormat;
GLubyte *image = NULL;
GLuint tex;
GLenum filter = GL_LINEAR;
GLenum objTarget;
image = LoadRGBImage(texFileName, &imgWidth, &imgHeight, &imgFormat);
if (!image) {
@@ -392,21 +394,41 @@ LoadTexture(GLint unit, const char *texFileName)
exit(1);
}
printf("Load Texture: unit %d: %s %d x %d\n",
unit, texFileName, imgWidth, imgHeight);
printf("Load Texture: unit %d, target 0x%x: %s %d x %d\n",
unit, target, texFileName, imgWidth, imgHeight);
if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) {
objTarget = GL_TEXTURE_CUBE_MAP;
}
else {
objTarget = target;
}
glActiveTexture(GL_TEXTURE0 + unit);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glBindTexture(objTarget, tex);
if (target == GL_TEXTURE_3D) {
/* depth=1 */
gluBuild3DMipmaps(target, 4, imgWidth, imgHeight, 1,
imgFormat, GL_UNSIGNED_BYTE, image);
}
else if (target == GL_TEXTURE_1D) {
gluBuild1DMipmaps(target, 4, imgWidth,
imgFormat, GL_UNSIGNED_BYTE, image);
}
else {
gluBuild2DMipmaps(target, 4, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
}
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight,
imgFormat, GL_UNSIGNED_BYTE, image);
free(image);
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_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(objTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(objTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(objTarget, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(objTarget, GL_TEXTURE_MAG_FILTER, filter);
}
@@ -425,8 +447,11 @@ TypeFromName(const char *n)
{ "GL_INT_VEC2", GL_INT_VEC2 },
{ "GL_INT_VEC3", GL_INT_VEC3 },
{ "GL_INT_VEC4", GL_INT_VEC4 },
{ "GL_SAMPLER_1D", GL_SAMPLER_1D },
{ "GL_SAMPLER_2D", GL_SAMPLER_2D },
{ "GL_SAMPLER_3D", GL_SAMPLER_3D },
{ "GL_SAMPLER_CUBE", GL_SAMPLER_CUBE },
{ "GL_SAMPLER_2D_RECT", GL_SAMPLER_2D_RECT_ARB },
{ NULL, 0 }
};
GLuint i;
@@ -471,11 +496,40 @@ ReadConfigFile(const char *filename, struct config_file *conf)
FragShaderFile[strlen(FragShaderFile) - 1] = 0;
}
else if (strncmp(line, "texture ", 8) == 0) {
char texFileName[100];
char target[100], texFileName[100];
int unit, k;
k = sscanf(line + 8, "%d %s", &unit, texFileName);
assert(k == 2);
LoadTexture(unit, texFileName);
k = sscanf(line + 8, "%d %s %s", &unit, target, texFileName);
assert(k == 3 || k == 8);
if (strcmp(target, "CUBE") == 0) {
char texFileNames[6][100];
k = sscanf(line + 8, "%d %s %s %s %s %s %s %s",
&unit, target,
texFileNames[0],
texFileNames[1],
texFileNames[2],
texFileNames[3],
texFileNames[4],
texFileNames[5]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texFileNames[0]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, texFileNames[1]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, texFileNames[2]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, texFileNames[3]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, texFileNames[4]);
LoadTexture(unit, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, texFileNames[5]);
}
else if (!strcmp(target, "2D")) {
LoadTexture(unit, GL_TEXTURE_2D, texFileName);
}
else if (!strcmp(target, "3D")) {
LoadTexture(unit, GL_TEXTURE_3D, texFileName);
}
else if (!strcmp(target, "RECT")) {
LoadTexture(unit, GL_TEXTURE_RECTANGLE_ARB, texFileName);
}
else {
printf("Bad texture target: %s\n", target);
exit(1);
}
}
else if (strncmp(line, "uniform ", 8) == 0) {
char name[1000], typeName[100];