blob: 50a4b00afce361a7830f185d1c56e2200b51a62b [file] [log] [blame]
/*
* 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;
}