| /* |
| * Test GL_EXT_framebuffer_object |
| * Like fbotest2.c but use a texture for the Z buffer / renderbuffer. |
| * Note: the Z texture is never resized so that limits what can be |
| * rendered if the window is resized. |
| * |
| * This tests a bug reported by Christoph Bumiller on 1 Feb 2010 |
| * on mesa3d-dev. |
| * |
| * XXX this should be made into a piglit test. |
| * |
| * Brian Paul |
| * 1 Feb 2010 |
| */ |
| |
| |
| #include <assert.h> |
| #include <stdio.h> |
| #include <stdlib.h> |
| #include <math.h> |
| #include <GL/glew.h> |
| #include <GL/glut.h> |
| |
| |
| static int Win = 0; |
| static int Width = 400, Height = 400; |
| static GLuint Tex = 0; |
| static GLuint MyFB, ColorRb, DepthRb; |
| static GLboolean Animate = GL_FALSE; |
| static GLfloat Rotation = 0.0; |
| |
| |
| static void |
| CheckError(int line) |
| { |
| GLenum err = glGetError(); |
| if (err) { |
| printf("fbotest3: GL Error 0x%x at line %d\n", (int) err, line); |
| } |
| } |
| |
| |
| static void |
| Display( void ) |
| { |
| GLubyte *buffer = malloc(Width * Height * 4); |
| GLenum status; |
| |
| CheckError(__LINE__); |
| |
| /* draw to user framebuffer */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); |
| glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); |
| glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); |
| |
| status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); |
| if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { |
| printf("fbotest3: Error: Framebuffer is incomplete!!!\n"); |
| } |
| |
| CheckError(__LINE__); |
| |
| glClearColor(0.5, 0.5, 1.0, 0.0); |
| glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
| |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_LIGHTING); |
| glEnable(GL_LIGHT0); |
| |
| glPushMatrix(); |
| glRotatef(30.0, 1, 0, 0); |
| glRotatef(Rotation, 0, 1, 0); |
| glutSolidTeapot(2.0); |
| glPopMatrix(); |
| |
| /* read from user framebuffer */ |
| glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
| |
| /* draw to window */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| glDisable(GL_DEPTH_TEST); /* in case window has depth buffer */ |
| glWindowPos2iARB(0, 0); |
| glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
| |
| free(buffer); |
| glutSwapBuffers(); |
| CheckError(__LINE__); |
| } |
| |
| |
| static void |
| Reshape( int width, int height ) |
| { |
| float ar = (float) width / (float) height; |
| |
| glViewport( 0, 0, width, height ); |
| glMatrixMode( GL_PROJECTION ); |
| glLoadIdentity(); |
| glFrustum( -ar, ar, -1.0, 1.0, 5.0, 25.0 ); |
| |
| glMatrixMode( GL_MODELVIEW ); |
| glLoadIdentity(); |
| glTranslatef( 0.0, 0.0, -15.0 ); |
| |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, ColorRb); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, width, height); |
| |
| Width = width; |
| Height = height; |
| } |
| |
| |
| static void |
| CleanUp(void) |
| { |
| glDeleteFramebuffersEXT(1, &MyFB); |
| glDeleteRenderbuffersEXT(1, &ColorRb); |
| glDeleteRenderbuffersEXT(1, &DepthRb); |
| glDeleteTextures(1, &Tex); |
| assert(!glIsFramebufferEXT(MyFB)); |
| assert(!glIsRenderbufferEXT(ColorRb)); |
| assert(!glIsRenderbufferEXT(DepthRb)); |
| glutDestroyWindow(Win); |
| exit(0); |
| } |
| |
| |
| static void |
| Idle(void) |
| { |
| Rotation = glutGet(GLUT_ELAPSED_TIME) * 0.1; |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Key( unsigned char key, int x, int y ) |
| { |
| (void) x; |
| (void) y; |
| switch (key) { |
| case 'a': |
| Animate = !Animate; |
| if (Animate) |
| glutIdleFunc(Idle); |
| else |
| glutIdleFunc(NULL); |
| break; |
| case 27: |
| CleanUp(); |
| break; |
| } |
| glutPostRedisplay(); |
| } |
| |
| |
| static void |
| Init( void ) |
| { |
| if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { |
| printf("fbotest3: GL_EXT_framebuffer_object not found!\n"); |
| exit(0); |
| } |
| printf("fbotest3: GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); |
| |
| /* create initial tex obj as an RGBA texture */ |
| glGenTextures(1, &Tex); |
| glBindTexture(GL_TEXTURE_2D, Tex); |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, |
| GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| glEnable(GL_TEXTURE_2D); |
| |
| /* draw something to make sure the texture is used */ |
| glBegin(GL_POINTS); |
| glVertex2f(0, 0); |
| glEnd(); |
| |
| /* done w/ texturing */ |
| glDisable(GL_TEXTURE_2D); |
| |
| /* Create my Framebuffer Object */ |
| glGenFramebuffersEXT(1, &MyFB); |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); |
| assert(glIsFramebufferEXT(MyFB)); |
| |
| /* Setup color renderbuffer */ |
| glGenRenderbuffersEXT(1, &ColorRb); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, ColorRb); |
| assert(glIsRenderbufferEXT(ColorRb)); |
| glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
| GL_RENDERBUFFER_EXT, ColorRb); |
| glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height); |
| |
| /* Setup depth renderbuffer (a texture) */ |
| glGenRenderbuffersEXT(1, &DepthRb); |
| glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRb); |
| assert(glIsRenderbufferEXT(DepthRb)); |
| /* replace RGBA texture with Z texture */ |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Width, Height, 0, |
| GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); |
| glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, |
| GL_TEXTURE_2D, Tex, 0); |
| |
| CheckError(__LINE__); |
| |
| /* restore to default */ |
| glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
| CheckError(__LINE__); |
| } |
| |
| |
| 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 (Animate) |
| glutIdleFunc(Idle); |
| Init(); |
| glutMainLoop(); |
| return 0; |
| } |