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Brian Paule4b23562005-05-04 20:11:35 +00001/*
2 * Test GL_EXT_framebuffer_object render-to-texture
3 *
4 * Draw a teapot into a texture image with stenciling.
5 * Then draw a textured quad using that texture.
6 *
7 * Brian Paul
8 * 18 Apr 2005
9 */
10
11
12#define GL_GLEXT_PROTOTYPES
13#include <assert.h>
14#include <stdio.h>
15#include <stdlib.h>
16#include <math.h>
17#include <GL/glut.h>
18
19static int Width = 400, Height = 400;
20static int TexWidth = 512, TexHeight = 512;
21static GLuint MyFB;
22static GLuint TexObj;
23static GLuint DepthRB, StencilRB;
24static GLboolean Anim = GL_FALSE;
25static GLfloat Rot = 0.0;
26
27
28static void
29CheckError(int line)
30{
31 GLenum err = glGetError();
32 if (err) {
33 printf("GL Error 0x%x at line %d\n", (int) err, line);
34 }
35}
36
37
38static void
39Idle(void)
40{
41 Rot = glutGet(GLUT_ELAPSED_TIME) * 0.05;
42 glutPostRedisplay();
43}
44
45
46static void
47RenderTexture(void)
48{
49 GLint level = 0;
50 GLenum status;
51
52 glMatrixMode(GL_PROJECTION);
53 glLoadIdentity();
54 glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
55 glMatrixMode(GL_MODELVIEW);
56 glLoadIdentity();
57 glTranslatef(0.0, 0.0, -15.0);
58
Brian Paul7edf1e82005-10-04 15:16:27 +000059 /* draw to texture image */
60 glBindTexture(GL_TEXTURE_2D, 0);
Brian Paule4b23562005-05-04 20:11:35 +000061 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
62 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
63 GL_TEXTURE_2D, TexObj, level);
64
65 status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
66 if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
67 printf("Framebuffer incomplete!!!\n");
68 }
69
70 glViewport(0, 0, TexWidth, TexHeight);
71
72 glClearColor(0.5, 0.5, 1.0, 0.0);
73 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
74
75 glEnable(GL_DEPTH_TEST);
76 glEnable(GL_STENCIL_TEST);
77 glStencilFunc(GL_NEVER, 1, ~0);
78 glStencilOp(GL_REPLACE, GL_KEEP, GL_REPLACE);
79
80 /* draw diamond-shaped stencil pattern */
81 glColor3f(0, 1, 0);
82 glBegin(GL_POLYGON);
83 glVertex2f(-0.2, 0.0);
84 glVertex2f( 0.0, -0.2);
85 glVertex2f( 0.2, 0.0);
86 glVertex2f( 0.0, 0.2);
87 glEnd();
88
89 /* draw teapot where stencil != 1 */
90 glStencilFunc(GL_NOTEQUAL, 1, ~0);
91 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
92
93#if 0
94 glBegin(GL_POLYGON);
95 glColor3f(1, 0, 0);
96 glVertex2f(-1, -1);
97 glColor3f(0, 1, 0);
98 glVertex2f(1, -1);
99 glColor3f(0, 0, 1);
100 glVertex2f(0, 1);
101 glEnd();
102#else
103 glEnable(GL_LIGHTING);
104 glEnable(GL_LIGHT0);
105 glPushMatrix();
106 glRotatef(0.5 * Rot, 1.0, 0.0, 0.0);
107 glutSolidTeapot(0.5);
108 glPopMatrix();
109 glDisable(GL_LIGHTING);
110#endif
111 glDisable(GL_DEPTH_TEST);
112 glDisable(GL_STENCIL_TEST);
113
114 /* Bind normal framebuffer */
115 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
116
117 CheckError(__LINE__);
118}
119
120
121
122static void
123Display(void)
124{
125 float ar = (float) Width / (float) Height;
126
127 RenderTexture();
128
129 /* draw textured quad in the window */
130
131 glMatrixMode(GL_PROJECTION);
132 glLoadIdentity();
133 glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
134 glMatrixMode(GL_MODELVIEW);
135 glLoadIdentity();
136 glTranslatef(0.0, 0.0, -7.0);
137
138 glViewport(0, 0, Width, Height);
139
140 glClearColor(0.25, 0.25, 0.25, 0);
141 glClear(GL_COLOR_BUFFER_BIT);
142
143 glPushMatrix();
144 glRotatef(Rot, 0, 1, 0);
145 glEnable(GL_TEXTURE_2D);
Brian Paul7edf1e82005-10-04 15:16:27 +0000146 glBindTexture(GL_TEXTURE_2D, TexObj);
Brian Paule4b23562005-05-04 20:11:35 +0000147 glBegin(GL_POLYGON);
148 glColor3f(0.25, 0.25, 0.25);
149 glTexCoord2f(0, 0);
150 glVertex2f(-1, -1);
151 glTexCoord2f(1, 0);
152 glVertex2f(1, -1);
153 glColor3f(1.0, 1.0, 1.0);
154 glTexCoord2f(1, 1);
155 glVertex2f(1, 1);
156 glTexCoord2f(0, 1);
157 glVertex2f(-1, 1);
158 glEnd();
159 glPopMatrix();
160 glDisable(GL_TEXTURE_2D);
161
162 glutSwapBuffers();
163 CheckError(__LINE__);
164}
165
166
167static void
168Reshape(int width, int height)
169{
170 glViewport(0, 0, width, height);
171 Width = width;
172 Height = height;
173}
174
175
176static void
177Key(unsigned char key, int x, int y)
178{
179 (void) x;
180 (void) y;
181 switch (key) {
182 case 'a':
183 Anim = !Anim;
184 if (Anim)
185 glutIdleFunc(Idle);
186 else
187 glutIdleFunc(NULL);
188 break;
189 case 27:
190 exit(0);
191 break;
192 }
193 glutPostRedisplay();
194}
195
196
197static void
198Init(void)
199{
200 GLint i;
201
202 if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
203 printf("GL_EXT_framebuffer_object not found!\n");
204 exit(0);
205 }
206 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
207
Brian Paul7edf1e82005-10-04 15:16:27 +0000208 /* gen framebuffer id, delete it, do some assertions, just for testing */
Brian Paule4b23562005-05-04 20:11:35 +0000209 glGenFramebuffersEXT(1, &MyFB);
210 assert(MyFB);
Brian Paul9e920fb2005-10-04 15:01:51 +0000211 assert(!glIsFramebufferEXT(MyFB));
Brian Paule4b23562005-05-04 20:11:35 +0000212 glDeleteFramebuffersEXT(1, &MyFB);
213 assert(!glIsFramebufferEXT(MyFB));
214 /* Note, continue to use MyFB below */
215
216 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
217 assert(glIsFramebufferEXT(MyFB));
218 glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &i);
219 assert(i == MyFB);
220
221 /* make depth renderbuffer */
222 glGenRenderbuffersEXT(1, &DepthRB);
223 assert(DepthRB);
Brian Paul9e920fb2005-10-04 15:01:51 +0000224 assert(!glIsRenderbufferEXT(DepthRB));
Brian Paule4b23562005-05-04 20:11:35 +0000225 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
Brian Paul7edf1e82005-10-04 15:16:27 +0000226 assert(glIsRenderbufferEXT(DepthRB));
Brian Paule4b23562005-05-04 20:11:35 +0000227 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
228 TexWidth, TexHeight);
Brian Paul58a95732005-07-01 01:34:29 +0000229 glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
230 GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
231 printf("Depth renderbuffer size = %d bits\n", i);
232 assert(i > 0);
Brian Paule4b23562005-05-04 20:11:35 +0000233
234 /* make stencil renderbuffer */
235 glGenRenderbuffersEXT(1, &StencilRB);
236 assert(StencilRB);
Brian Paul9e920fb2005-10-04 15:01:51 +0000237 assert(!glIsRenderbufferEXT(StencilRB));
Brian Paule4b23562005-05-04 20:11:35 +0000238 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
Brian Paul7edf1e82005-10-04 15:16:27 +0000239 assert(glIsRenderbufferEXT(StencilRB));
Brian Paule4b23562005-05-04 20:11:35 +0000240 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
241 TexWidth, TexHeight);
Brian Paul58a95732005-07-01 01:34:29 +0000242 glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
243 GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
244 printf("Stencil renderbuffer size = %d bits\n", i);
245 assert(i > 0);
Brian Paule4b23562005-05-04 20:11:35 +0000246
247 /* attach DepthRB to MyFB */
248 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
249 GL_RENDERBUFFER_EXT, DepthRB);
250
251 /* attach StencilRB to MyFB */
252 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
253 GL_RENDERBUFFER_EXT, StencilRB);
254
255
256 /* bind regular framebuffer */
257 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
258
259 /* Make texture object/image */
260 glGenTextures(1, &TexObj);
261 glBindTexture(GL_TEXTURE_2D, TexObj);
262 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
263 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
265 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
266 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
267
268 CheckError(__LINE__);
269}
270
271
272int
273main(int argc, char *argv[])
274{
275 glutInit(&argc, argv);
276 glutInitWindowPosition(0, 0);
277 glutInitWindowSize(Width, Height);
278 glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
279 glutCreateWindow(argv[0]);
280 glutReshapeFunc(Reshape);
281 glutKeyboardFunc(Key);
282 glutDisplayFunc(Display);
283 if (Anim)
284 glutIdleFunc(Idle);
285 Init();
286 glutMainLoop();
287 return 0;
288}