| /* |
| * Test GL_EXT_framebuffer_object render-to-texture |
| * |
| * Draw a teapot into a texture image with stenciling. |
| * Then draw a textured quad using that texture. |
| * |
| * Brian Paul |
| * 18 Apr 2005 |
| */ |
| |
| |
| #include <GL/glew.h> |
| #include <GL/glut.h> |
| #include <assert.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <string.h> |
| #include <math.h> |
| |
| /* For debug */ |
| #define DEPTH 1 |
| #define STENCIL 1 |
| #define DRAW 1 |
| |
| |
| static int Win = 0; |
| static int Width = 400, Height = 400; |
| |
| #if 1 |
| static GLenum TexTarget = GL_TEXTURE_2D; |
| static int TexWidth = 512, TexHeight = 512; |
| static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */ |
| #else |
| static GLenum TexTarget = GL_TEXTURE_RECTANGLE_ARB; |
| static int TexWidth = 200, TexHeight = 200; |
| static GLenum TexIntFormat = GL_RGB5; /* either GL_RGB or GL_RGBA */ |
| #endif |
| static GLuint TextureLevel = 0; /* which texture level to render to */ |
| |
| static GLuint MyFB; |
| static GLuint TexObj; |
| static GLuint DepthRB = 0, StencilRB = 0; |
| static GLboolean Anim = GL_FALSE; |
| static GLfloat Rot = 0.0; |
| static GLboolean UsePackedDepthStencil = GL_FALSE; |
| static GLboolean UsePackedDepthStencilBoth = GL_FALSE; |
| static GLboolean Use_ARB_fbo = GL_FALSE; |
| static GLboolean Cull = GL_FALSE; |
| static GLboolean Wireframe = GL_FALSE; |
| |
| |
| static void |
| CheckError(int line) |
| { |
| GLenum err = glGetError(); |
| if (err) { |
| printf("GL Error 0x%x at line %d\n", (int) err, line); |
| } |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| RenderTexture(void) |
| { |
| GLenum status; |
| |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0, 0.0, -15.0); |
| |
| /* draw to texture image */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); |
| |
| status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| printf("Framebuffer incomplete!!!\n"); |
| } |
| |
| glViewport(0, 0, TexWidth, TexHeight); |
| |
| glClearColor(0.5, 0.5, 1.0, 0.0); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
| CheckError(__LINE__); |
| |
| #if DEPTH |
| glEnable(GL_DEPTH_TEST); |
| #endif |
| |
| #if STENCIL |
| glEnable(GL_STENCIL_TEST); |
| glStencilFunc(GL_NEVER, 1, ~0); |
| glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE); |
| #endif |
| |
| CheckError(__LINE__); |
| |
| #if DEPTH || STENCIL |
| /* draw diamond-shaped stencil pattern */ |
| glColor3f(0, 1, 0); |
| glBegin(GL_POLYGON); |
| glVertex2f(-0.2, 0.0); |
| glVertex2f( 0.0, -0.2); |
| glVertex2f( 0.2, 0.0); |
| glVertex2f( 0.0, 0.2); |
| glEnd(); |
| #endif |
| |
| /* draw teapot where stencil != 1 */ |
| #if STENCIL |
| glStencilFunc(GL_NOTEQUAL, 1, ~0); |
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
| #endif |
| |
| CheckError(__LINE__); |
| |
| if (Wireframe) { |
| glPolygonMode(GL_FRONT, GL_LINE); |
| } |
| else { |
| glPolygonMode(GL_FRONT, GL_FILL); |
| } |
| |
| if (Cull) { |
| /* cull back */ |
| glCullFace(GL_BACK); |
| glEnable(GL_CULL_FACE); |
| } |
| else { |
| glDisable(GL_CULL_FACE); |
| } |
| |
| #if 0 |
| glBegin(GL_POLYGON); |
| glColor3f(1, 0, 0); |
| glVertex2f(-1, -1); |
| glColor3f(0, 1, 0); |
| glVertex2f(1, -1); |
| glColor3f(0, 0, 1); |
| glVertex2f(0, 1); |
| glEnd(); |
| #else |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| glPushMatrix(); |
| glRotatef(0.5 * Rot, 1.0, 0.0, 0.0); |
| glFrontFace(GL_CW); /* Teapot patches backward */ |
| glutSolidTeapot(0.5); |
| glFrontFace(GL_CCW); |
| glPopMatrix(); |
| glDisable(GL_LIGHTING); |
| /* |
| PrintStencilHistogram(TexWidth, TexHeight); |
| */ |
| #endif |
| |
| glDisable(GL_DEPTH_TEST); |
| glDisable(GL_STENCIL_TEST); |
| glDisable(GL_CULL_FACE); |
| glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
| |
| #if DRAW |
| /* Bind normal framebuffer */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| #endif |
| |
| CheckError(__LINE__); |
| } |
| |
| |
| |
| static void |
| Display(void) |
| { |
| float ar = (float) Width / (float) Height; |
| |
| RenderTexture(); |
| |
| /* draw textured quad in the window */ |
| #if DRAW |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0, 0.0, -7.0); |
| |
| glViewport(0, 0, Width, Height); |
| |
| glClearColor(0.25, 0.25, 0.25, 0); |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| glPushMatrix(); |
| glRotatef(Rot, 0, 1, 0); |
| glEnable(TexTarget); |
| glBindTexture(TexTarget, TexObj); |
| glBegin(GL_POLYGON); |
| glColor3f(0.25, 0.25, 0.25); |
| if (TexTarget == GL_TEXTURE_2D) { |
| glTexCoord2f(0, 0); |
| glVertex2f(-1, -1); |
| glTexCoord2f(1, 0); |
| glVertex2f(1, -1); |
| glColor3f(1.0, 1.0, 1.0); |
| glTexCoord2f(1, 1); |
| glVertex2f(1, 1); |
| glTexCoord2f(0, 1); |
| glVertex2f(-1, 1); |
| } |
| else { |
| assert(TexTarget == GL_TEXTURE_RECTANGLE_ARB); |
| glTexCoord2f(0, 0); |
| glVertex2f(-1, -1); |
| glTexCoord2f(TexWidth, 0); |
| glVertex2f(1, -1); |
| glColor3f(1.0, 1.0, 1.0); |
| glTexCoord2f(TexWidth, TexHeight); |
| glVertex2f(1, 1); |
| glTexCoord2f(0, TexHeight); |
| glVertex2f(-1, 1); |
| } |
| glEnd(); |
| glPopMatrix(); |
| glDisable(TexTarget); |
| #endif |
| |
| glutSwapBuffers(); |
| CheckError(__LINE__); |
| } |
| |
| |
| static void |
| Reshape(int width, int height) |
| { |
| glViewport(0, 0, width, height); |
| Width = width; |
| Height = height; |
| } |
| |
| |
| static void |
| CleanUp(void) |
| { |
| #if DEPTH |
| glDeleteRenderbuffersEXT(1, &DepthRB); |
| #endif |
| #if STENCIL |
| glDeleteRenderbuffersEXT(1, &StencilRB); |
| #endif |
| glDeleteFramebuffersEXT(1, &MyFB); |
| |
| glDeleteTextures(1, &TexObj); |
| |
| glutDestroyWindow(Win); |
| |
| exit(0); |
| } |
| |
| |
| static void |
| Key(unsigned char key, int x, int y) |
| { |
| (void) x; |
| (void) y; |
| switch (key) { |
| case 'a': |
| Anim = !Anim; |
| if (Anim) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 'c': |
| Cull = !Cull; |
| break; |
| case 'w': |
| Wireframe = !Wireframe; |
| break; |
| case 's': |
| Rot += 2.0; |
| break; |
| case 'S': |
| Rot -= 2.0; |
| break; |
| case 27: |
| CleanUp(); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| /** |
| * Attach depth and stencil renderbuffer(s) to the given framebuffer object. |
| * \param tryDepthStencil if true, try to use a combined depth+stencil buffer |
| * \param bindDepthStencil if true, and tryDepthStencil is true, bind with |
| * the GL_DEPTH_STENCIL_ATTACHMENT target. |
| * \return GL_TRUE for success, GL_FALSE for failure |
| */ |
| static GLboolean |
| AttachDepthAndStencilBuffers(GLuint fbo, |
| GLsizei width, GLsizei height, |
| GLboolean tryDepthStencil, |
| GLboolean bindDepthStencil, |
| GLuint *depthRbOut, GLuint *stencilRbOut) |
| { |
| GLenum status; |
| |
| *depthRbOut = *stencilRbOut = 0; |
| |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); |
| |
| if (tryDepthStencil) { |
| GLuint rb; |
| |
| glGenRenderbuffersEXT(1, &rb); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
| GL_DEPTH24_STENCIL8_EXT, |
| width, height); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| if (bindDepthStencil) { |
| /* attach to both depth and stencil at once */ |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_DEPTH_STENCIL_ATTACHMENT, |
| GL_RENDERBUFFER_EXT, rb); |
| if (glGetError()) |
| return GL_FALSE; |
| } |
| else { |
| /* attach to depth attachment point */ |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_DEPTH_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, rb); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| /* and attach to stencil attachment point */ |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_STENCIL_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, rb); |
| if (glGetError()) |
| return GL_FALSE; |
| } |
| |
| status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) |
| return GL_FALSE; |
| |
| *depthRbOut = *stencilRbOut = rb; |
| return GL_TRUE; |
| } |
| |
| /* just depth renderbuffer */ |
| { |
| GLuint rb; |
| |
| glGenRenderbuffersEXT(1, &rb); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
| GL_DEPTH_COMPONENT, |
| width, height); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| /* attach to depth attachment point */ |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_DEPTH_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, rb); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) |
| return GL_FALSE; |
| |
| *depthRbOut = rb; |
| } |
| |
| /* just stencil renderbuffer */ |
| { |
| GLuint rb; |
| |
| glGenRenderbuffersEXT(1, &rb); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, |
| GL_STENCIL_INDEX, |
| width, height); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| /* attach to depth attachment point */ |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, |
| GL_STENCIL_ATTACHMENT_EXT, |
| GL_RENDERBUFFER_EXT, rb); |
| if (glGetError()) |
| return GL_FALSE; |
| |
| status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| glDeleteRenderbuffersEXT(1, depthRbOut); |
| *depthRbOut = 0; |
| glDeleteRenderbuffersEXT(1, &rb); |
| return GL_FALSE; |
| } |
| |
| *stencilRbOut = rb; |
| } |
| |
| return GL_TRUE; |
| } |
| |
| |
| static void |
| ParseArgs(int argc, char *argv[]) |
| { |
| GLint i; |
| for (i = 1; i < argc; i++) { |
| if (strcmp(argv[i], "-ds") == 0) { |
| if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { |
| printf("GL_EXT_packed_depth_stencil not found!\n"); |
| exit(0); |
| } |
| UsePackedDepthStencil = GL_TRUE; |
| printf("Using GL_EXT_packed_depth_stencil\n"); |
| } |
| else if (strcmp(argv[i], "-ds2") == 0) { |
| if (!glutExtensionSupported("GL_EXT_packed_depth_stencil")) { |
| printf("GL_EXT_packed_depth_stencil not found!\n"); |
| exit(0); |
| } |
| if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { |
| printf("GL_ARB_framebuffer_object not found!\n"); |
| exit(0); |
| } |
| UsePackedDepthStencilBoth = GL_TRUE; |
| printf("Using GL_EXT_packed_depth_stencil and GL_DEPTH_STENCIL attachment point\n"); |
| } |
| else if (strcmp(argv[i], "-arb") == 0) { |
| if (!glutExtensionSupported("GL_ARB_framebuffer_object")) { |
| printf("Sorry, GL_ARB_framebuffer object not supported!\n"); |
| } |
| else { |
| Use_ARB_fbo = GL_TRUE; |
| } |
| } |
| else { |
| printf("Unknown option: %s\n", argv[i]); |
| } |
| } |
| } |
| |
| |
| /* |
| * Make FBO to render into given texture. |
| */ |
| static GLuint |
| MakeFBO_RenderTexture(GLuint TexObj) |
| { |
| GLuint fb; |
| GLint sizeFudge = 0; |
| |
| glGenFramebuffersEXT(1, &fb); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); |
| /* Render color to texture */ |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
| TexTarget, TexObj, TextureLevel); |
| |
| if (Use_ARB_fbo) { |
| /* use a smaller depth buffer to see what happens */ |
| sizeFudge = 90; |
| } |
| |
| /* Setup depth and stencil buffers */ |
| { |
| GLboolean b; |
| b = AttachDepthAndStencilBuffers(fb, |
| TexWidth - sizeFudge, |
| TexHeight - sizeFudge, |
| UsePackedDepthStencil, |
| UsePackedDepthStencilBoth, |
| &DepthRB, &StencilRB); |
| if (!b) { |
| /* try !UsePackedDepthStencil */ |
| b = AttachDepthAndStencilBuffers(fb, |
| TexWidth - sizeFudge, |
| TexHeight - sizeFudge, |
| !UsePackedDepthStencil, |
| UsePackedDepthStencilBoth, |
| &DepthRB, &StencilRB); |
| } |
| if (!b) { |
| printf("Unable to create/attach depth and stencil renderbuffers " |
| " to FBO!\n"); |
| exit(1); |
| } |
| } |
| |
| /* queries */ |
| { |
| GLint bits, w, h; |
| |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB); |
| glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |
| GL_RENDERBUFFER_WIDTH_EXT, &w); |
| glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |
| GL_RENDERBUFFER_HEIGHT_EXT, &h); |
| printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight); |
| printf("Depth buffer size: %d x %d\n", w, h); |
| |
| glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |
| GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits); |
| printf("Depth renderbuffer size = %d bits\n", bits); |
| |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB); |
| glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, |
| GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits); |
| printf("Stencil renderbuffer size = %d bits\n", bits); |
| } |
| |
| /* bind the regular framebuffer */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| |
| return fb; |
| } |
| |
| |
| static void |
| Init(void) |
| { |
| if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { |
| printf("GL_EXT_framebuffer_object not found!\n"); |
| exit(0); |
| } |
| |
| printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); |
| |
| /* lighting */ |
| { |
| static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 }; |
| glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); |
| } |
| |
| /* |
| * Make texture object/image (we'll render into this texture) |
| */ |
| { |
| glGenTextures(1, &TexObj); |
| glBindTexture(TexTarget, TexObj); |
| |
| /* make two image levels */ |
| glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| if (TexTarget == GL_TEXTURE_2D) { |
| glTexImage2D(TexTarget, 1, TexIntFormat, TexWidth/2, TexHeight/2, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| TexWidth = TexWidth >> TextureLevel; |
| TexHeight = TexHeight >> TextureLevel; |
| glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel); |
| } |
| |
| glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel); |
| glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
| } |
| |
| MyFB = MakeFBO_RenderTexture(TexObj); |
| } |
| |
| |
| static void |
| Usage(void) |
| { |
| printf("Usage:\n"); |
| printf(" -ds Use combined depth/stencil renderbuffer\n"); |
| printf(" -arb Try GL_ARB_framebuffer_object's mismatched buffer sizes\n"); |
| printf(" -ds2 Try GL_ARB_framebuffer_object's GL_DEPTH_STENCIL_ATTACHMENT\n"); |
| printf("Keys:\n"); |
| printf(" a Toggle animation\n"); |
| printf(" s/s Step/rotate\n"); |
| printf(" c Toggle back-face culling\n"); |
| printf(" w Toggle wireframe mode (front-face only)\n"); |
| printf(" Esc Exit\n"); |
| } |
| |
| |
| int |
| main(int argc, char *argv[]) |
| { |
| glutInit(&argc, argv); |
| glutInitWindowPosition(0, 0); |
| glutInitWindowSize(Width, Height); |
| glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); |
| Win = glutCreateWindow(argv[0]); |
| glewInit(); |
| glutReshapeFunc(Reshape); |
| glutKeyboardFunc(Key); |
| glutDisplayFunc(Display); |
| if (Anim) |
| glutIdleFunc(Idle); |
| |
| ParseArgs(argc, argv); |
| Init(); |
| Usage(); |
| |
| glutMainLoop(); |
| return 0; |
| } |