#define GL_GLEXT_PROTOTYPES
+#include <GL/glut.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
#include <math.h>
-#include <GL/glut.h>
+/* For debug */
+#define DEPTH 1
+#define STENCIL 1
+#define DRAW 1
+
+
+static int Win = 0;
static int Width = 400, Height = 400;
+
+static GLenum TexTarget = GL_TEXTURE_2D; /*GL_TEXTURE_RECTANGLE_ARB;*/
static int TexWidth = 512, TexHeight = 512;
+/*static int TexWidth = 600, TexHeight = 600;*/
+
static GLuint MyFB;
static GLuint TexObj;
static GLuint DepthRB, StencilRB;
static GLboolean Anim = GL_FALSE;
static GLfloat Rot = 0.0;
+static GLboolean UsePackedDepthStencil = GL_FALSE;
+static GLuint TextureLevel = 1; /* which texture level to render to */
+static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
static void
static void
Idle(void)
{
- Rot = glutGet(GLUT_ELAPSED_TIME) * 0.05;
+ Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
glutPostRedisplay();
}
static void
RenderTexture(void)
{
- GLint level = 0;
GLenum status;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glTranslatef(0.0, 0.0, -15.0);
- /* draw to texture */
+ /* draw to texture image */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, TexObj, level);
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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);
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 0
glBegin(GL_POLYGON);
glutSolidTeapot(0.5);
glPopMatrix();
glDisable(GL_LIGHTING);
+ /*
+ PrintStencilHistogram(TexWidth, TexHeight);
+ */
#endif
+
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
+#if DRAW
/* Bind normal framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+#endif
CheckError(__LINE__);
}
RenderTexture();
/* draw textured quad in the window */
-
+#if DRAW
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
glPushMatrix();
glRotatef(Rot, 0, 1, 0);
- glEnable(GL_TEXTURE_2D);
+ glEnable(TexTarget);
+ glBindTexture(TexTarget, TexObj);
glBegin(GL_POLYGON);
glColor3f(0.25, 0.25, 0.25);
- 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);
+ 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(GL_TEXTURE_2D);
-
+ glDisable(TexTarget);
+#endif
+
glutSwapBuffers();
CheckError(__LINE__);
}
}
+static void
+CleanUp(void)
+{
+#if DEPTH
+ glDeleteRenderbuffersEXT(1, &DepthRB);
+#endif
+#if STENCIL
+ if (!UsePackedDepthStencil)
+ glDeleteRenderbuffersEXT(1, &StencilRB);
+#endif
+ glDeleteFramebuffersEXT(1, &MyFB);
+
+ glDeleteTextures(1, &TexObj);
+
+ glutDestroyWindow(Win);
+
+ exit(0);
+}
+
+
static void
Key(unsigned char key, int x, int y)
{
else
glutIdleFunc(NULL);
break;
+ case 's':
+ Rot += 2.0;
+ break;
case 27:
- exit(0);
+ CleanUp();
break;
}
glutPostRedisplay();
static void
-Init(void)
+Init(int argc, char *argv[])
{
+ static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
GLint i;
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
printf("GL_EXT_framebuffer_object not found!\n");
exit(0);
}
+
+ if (argc > 1 && strcmp(argv[1], "-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");
+ }
+
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
- /* make framebuffer */
+ /* gen framebuffer id, delete it, do some assertions, just for testing */
glGenFramebuffersEXT(1, &MyFB);
assert(MyFB);
assert(!glIsFramebufferEXT(MyFB));
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &i);
assert(i == MyFB);
+ /* Make texture object/image */
+ glGenTextures(1, &TexObj);
+ glBindTexture(TexTarget, TexObj);
+ /* make two image levels */
+ glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ 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_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
+ glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
+
+ CheckError(__LINE__);
+
+ /* Render color to texture */
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ TexTarget, TexObj, TextureLevel);
+
+
+#if DEPTH
/* make depth renderbuffer */
glGenRenderbuffersEXT(1, &DepthRB);
assert(DepthRB);
assert(!glIsRenderbufferEXT(DepthRB));
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
- TexWidth, TexHeight);
+ assert(glIsRenderbufferEXT(DepthRB));
+ if (UsePackedDepthStencil)
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
+ TexWidth, TexHeight);
+ else
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
+ TexWidth, TexHeight);
+ CheckError(__LINE__);
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
+ CheckError(__LINE__);
printf("Depth renderbuffer size = %d bits\n", i);
assert(i > 0);
- /* make stencil renderbuffer */
- glGenRenderbuffersEXT(1, &StencilRB);
- assert(StencilRB);
- assert(!glIsRenderbufferEXT(StencilRB));
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
- TexWidth, TexHeight);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
- GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
- printf("Stencil renderbuffer size = %d bits\n", i);
- assert(i > 0);
-
/* attach DepthRB to MyFB */
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthRB);
+#endif
- /* attach StencilRB to MyFB */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
- GL_RENDERBUFFER_EXT, StencilRB);
+ CheckError(__LINE__);
+#if STENCIL
+ if (UsePackedDepthStencil) {
+ /* DepthRb is a combined depth/stencil renderbuffer */
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, DepthRB);
+ }
+ else {
+ /* make stencil renderbuffer */
+ glGenRenderbuffersEXT(1, &StencilRB);
+ assert(StencilRB);
+ assert(!glIsRenderbufferEXT(StencilRB));
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
+ assert(glIsRenderbufferEXT(StencilRB));
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
+ TexWidth, TexHeight);
+ /* attach StencilRB to MyFB */
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT_EXT,
+ GL_RENDERBUFFER_EXT, StencilRB);
+ }
+ glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ GL_RENDERBUFFER_STENCIL_SIZE_EXT, &i);
+ CheckError(__LINE__);
+ printf("Stencil renderbuffer size = %d bits\n", i);
+ assert(i > 0);
+#endif
+
+ CheckError(__LINE__);
/* bind regular framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- /* Make texture object/image */
- glGenTextures(1, &TexObj);
- glBindTexture(GL_TEXTURE_2D, TexObj);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- CheckError(__LINE__);
+ /* lighting */
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
}
glutInitWindowPosition(0, 0);
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
- glutCreateWindow(argv[0]);
+ Win = glutCreateWindow(argv[0]);
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
if (Anim)
glutIdleFunc(Idle);
- Init();
+ Init(argc, argv);
glutMainLoop();
return 0;
}