
Otherwise we use glRead/DrawPixels to copy the off-screen FBO image into the window. Looks like NVIDIA's broken when using -c (the image is upside down), but OK with -c -t.
235 lines
5.6 KiB
C
235 lines
5.6 KiB
C
/*
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* Use scissor to clear the four quadrants of the FBO to different
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* colors. Then draw a grey triangle in the middle.
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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 <string.h>
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include <GL/glu.h>
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static int Width = 512, Height = 512;
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static GLuint MyFB, MyRB;
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static GLboolean UseTex = GL_FALSE;
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static GLboolean UseCopyPix = GL_FALSE;
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#define CheckError() \
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do { \
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GLenum err = glGetError(); \
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if (err != GL_NO_ERROR) \
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printf("Error: %s\n", gluErrorString(err)); \
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assert(err == GL_NO_ERROR); \
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} while (0)
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static void
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Init(void)
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{
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GLenum status;
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fprintf(stderr, "GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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fprintf(stderr, "GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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fprintf(stderr, "GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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fflush(stderr);
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if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
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printf("GL_EXT_framebuffer_object not found!\n");
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exit(0);
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}
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glGenFramebuffersEXT(1, &MyFB);
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glGenRenderbuffersEXT(1, &MyRB);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
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if (UseTex) {
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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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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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, tex, 0);
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}
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else {
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, MyRB);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, MyRB);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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}
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status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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fprintf(stderr, "Framebuffer object is incomplete (0x%x)!\n", status);
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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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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glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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Width = width;
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Height = height;
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if (!UseTex) {
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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}
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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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if (key == 27) {
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exit(0);
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}
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glutPostRedisplay();
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}
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static void
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Draw(void)
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{
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GLboolean scissor = GL_TRUE;
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/* draw to user framebuffer */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glViewport(0, 0, Width, Height);
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CheckError();
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if (scissor) {
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glEnable(GL_SCISSOR_TEST);
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/* lower-left = red */
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glClearColor(1, 0, 0, 0);
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glScissor(0, 0, Width / 2, Height / 2);
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glClear(GL_COLOR_BUFFER_BIT);
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/* lower-right = green */
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glClearColor(0, 1, 0, 0);
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glScissor(Width / 2, 0, Width - Width / 2, Height / 2);
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glClear(GL_COLOR_BUFFER_BIT);
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/* upper-left = blue */
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glClearColor(0, 0, 1, 0);
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glScissor(0, Height / 2, Width / 2, Height - Height / 2);
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glClear(GL_COLOR_BUFFER_BIT);
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/* upper-right = white */
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glClearColor(1, 1, 1, 0);
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glScissor(Width / 2, Height / 2, Width - Width / 2, Height - Height / 2);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_SCISSOR_TEST);
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}
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else {
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glClearColor(0, 1, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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CheckError();
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/* gray triangle in middle, pointing up */
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glColor3f(0.5, 0.5, 0.5);
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glBegin(GL_TRIANGLES);
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glVertex2f(Width/4, Height/4);
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glVertex2f(Width*3/4, Height/4);
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glVertex2f(Width/2, Height*3/4);
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glVertex2f(-0.5, -0.5);
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glVertex2f(+0.5, -0.5);
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glVertex2f( 0.0, 0.7);
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glEnd();
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CheckError();
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/* copy fbo to window */
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, MyFB);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glDrawBuffer(GL_BACK);
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if (UseCopyPix) {
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glWindowPos2i(0, 0);
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glCopyPixels(0, 0, Width, Height, GL_COLOR);
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}
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else {
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GLubyte *buffer = malloc(Width * Height * 4);
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/* read from user framebuffer */
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glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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/* draw to window */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glWindowPos2iARB(0, 0);
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glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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free(buffer);
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}
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/* Bind normal framebuffer */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glutSwapBuffers();
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CheckError();
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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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int i;
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glutInit(&argc, argv);
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glutInitWindowPosition(100, 0);
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glutInitWindowSize(Width, Height);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-t") == 0)
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UseTex = GL_TRUE;
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else if (strcmp(argv[i], "-c") == 0)
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UseCopyPix = GL_TRUE;
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}
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if (UseTex)
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printf("Using render to texture\n");
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else
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printf("Using user-created render buffer\n");
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if (!glutCreateWindow(argv[0])) {
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exit(1);
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}
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glewInit();
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Init();
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Draw);
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glutMainLoop();
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return 0;
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}
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