Simple test for ARB_texture_env_crossbar functionality. It is difficult
to come up with good tests for this functionality that don't require either ATI_texture_env_combine3 or NV_texture_env_combine4.
This commit is contained in:
@@ -22,6 +22,7 @@ SOURCES = antialias.c \
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blendminmax.c \
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blendsquare.c \
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bufferobj.c \
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crossbar.c \
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cva.c \
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dinoshade.c \
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floattex.c \
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235
progs/tests/crossbar.c
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235
progs/tests/crossbar.c
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@@ -0,0 +1,235 @@
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/*
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* (C) Copyright IBM Corporation 2005
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* VA LINUX SYSTEM, IBM AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file crossbar.c
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*
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* Simple test of GL_ARB_texture_env_crossbar functionality. Several squares
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* are drawn with different texture combine modes, but all should be rendered
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* with the same final color.
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*
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* \author Ian Romanick <idr@us.ibm.com>
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glut.h>
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static const GLint tests[][8] = {
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{ 1, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
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2, GL_REPLACE, GL_TEXTURE, GL_PRIMARY_COLOR },
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{ 3, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
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2, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 },
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{ 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
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2, GL_REPLACE, GL_TEXTURE0, GL_TEXTURE0 },
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{ 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR,
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1, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 },
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{ 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1,
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2, GL_MODULATE, GL_TEXTURE1, GL_PREVIOUS },
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{ 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1,
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4, GL_MODULATE, GL_TEXTURE0, GL_PREVIOUS },
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};
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#define NUM_TESTS (sizeof(tests) / sizeof(tests[0]))
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static int Width = 100 * (NUM_TESTS + 1);
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static int Height = 200;
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static const GLfloat Near = 5.0, Far = 25.0;
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static void Display( void )
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{
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unsigned i;
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glClearColor(0.2, 0.2, 0.8, 0);
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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/* This is the "reference" square.
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*/
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glActiveTexture( GL_TEXTURE0 );
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glDisable( GL_TEXTURE_2D );
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glActiveTexture( GL_TEXTURE1 );
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glDisable( GL_TEXTURE_2D );
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glTranslatef(-(NUM_TESTS * 1.5), 0, 0);
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glBegin(GL_QUADS);
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glColor3f( 0.5, 0.5, 0.5 );
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glVertex2f(-1, -1);
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glVertex2f( 1, -1);
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glVertex2f( 1, 1);
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glVertex2f(-1, 1);
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glEnd();
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for ( i = 0 ; i < NUM_TESTS ; i++ ) {
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glActiveTexture( GL_TEXTURE0 );
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, tests[i][0] );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][1] );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][2] );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][3] );
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glActiveTexture( GL_TEXTURE1 );
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, tests[i][4] );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][5] );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][6] );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][7] );
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glCallList(1);
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}
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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GLfloat ar = (float) width / (float) height;
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Width = width;
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Height = height;
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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( -ar, ar, -1.0, 1.0, Near, Far );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -15.0 );
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}
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static void 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 Init( void )
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{
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const char * const ver_string = (const char * const)
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glGetString( GL_VERSION );
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float ver = strtof( ver_string, NULL );
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GLint tex_units;
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GLint temp[ 256 ];
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", ver_string);
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if ( (!glutExtensionSupported("GL_ARB_multitexture")
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&& (ver < 1.3))
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|| (!glutExtensionSupported("GL_ARB_texture_env_combine")
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&& !glutExtensionSupported("GL_EXT_texture_env_combine")
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&& (ver < 1.3))
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|| (!glutExtensionSupported("GL_ARB_texture_env_crossbar")
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&& !glutExtensionSupported("GL_NV_texture_env_combine4")
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&& (ver < 1.4)) ) {
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printf("\nSorry, this program requires GL_ARB_multitexture and either\n"
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"GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (or OpenGL 1.3).\n"
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"Either GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4 (or\n"
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"OpenGL 1.4) are also required.\n");
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exit(1);
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}
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glGetIntegerv( GL_MAX_TEXTURE_UNITS, & tex_units );
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if ( tex_units < 2 ) {
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printf("\nSorry, this program requires at least 2 texture units.\n");
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exit(1);
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}
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printf("\nAll %u squares should be the same color.\n", NUM_TESTS + 1);
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(void) memset( temp, 0x00, sizeof( temp ) );
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glBindTexture( GL_TEXTURE_2D, 1 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, temp );
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(void) memset( temp, 0x7f, sizeof( temp ) );
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glBindTexture( GL_TEXTURE_2D, 2 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, temp );
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(void) memset( temp, 0xff, sizeof( temp ) );
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glBindTexture( GL_TEXTURE_2D, 3 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, temp );
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(void) memset( temp, 0x3f, sizeof( temp ) );
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glBindTexture( GL_TEXTURE_2D, 4 );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, temp );
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glNewList( 1, GL_COMPILE );
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glTranslatef(3.0, 0, 0);
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glBegin(GL_QUADS);
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glColor3f( 0.9, 0.0, 0.0 );
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glMultiTexCoord2f( GL_TEXTURE0, 0.5, 0.5 );
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glMultiTexCoord2f( GL_TEXTURE1, 0.5, 0.5 );
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glVertex2f(-1, -1);
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glVertex2f( 1, -1);
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glVertex2f( 1, 1);
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glVertex2f(-1, 1);
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glEnd();
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glEndList();
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}
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int 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( Width, Height );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow( "GL_ARB_texture_env_crossbar test" );
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutDisplayFunc( Display );
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Init();
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glutMainLoop();
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return 0;
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}
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