#include <GL/glew.h>
#include <GL/glut.h>
-static GLint WinWidth = 500, WinHeight = 500;
+
+#define ZWIDTH 100
+#define ZHEIGHT 100
+
+#define ZOOM 4
+
+#define ZWIDTH2 (ZOOM * ZWIDTH)
+#define ZHEIGHT2 (ZOOM * ZHEIGHT)
+
+static GLint WinWidth = ZWIDTH + ZWIDTH2, WinHeight = ZHEIGHT + ZHEIGHT2;
+static GLboolean Invert = GL_FALSE;
+static GLboolean TestPacking = GL_FALSE;
+static GLboolean TestList = GL_FALSE;
static void Display(void)
{
- GLfloat depth[100 * 100];
- GLfloat depth2[400 * 400];
- GLfloat min, max;
- int i;
+ GLfloat depth[ZWIDTH * ZHEIGHT * 2];
+ GLfloat depth2[ZWIDTH2 * ZHEIGHT2]; /* *2 to test pixelstore stuff */
+ GLuint list;
+ GLenum depthType = GL_FLOAT;
- glClearColor(0.5, 0.5, 0.5, 0);
+ glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+
/* draw a sphere */
- glViewport(0, 0, 100, 100);
+ glViewport(0, 0, ZWIDTH, ZHEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1, 1, -1, 1, -1, 0); /* clip away back half of sphere */
glLoadIdentity();
glutSolidSphere(1.0, 20, 10);
+ if (TestPacking) {
+ glPixelStorei(GL_PACK_ROW_LENGTH, 120);
+ glPixelStorei(GL_PACK_SKIP_PIXELS, 5);
+ }
+
/* read the depth image */
- glReadPixels(0, 0, 100, 100, GL_DEPTH_COMPONENT, GL_FLOAT, depth);
- min = max = depth[0];
- for (i = 1; i < 100 * 100; i++) {
- if (depth[i] < min)
- min = depth[i];
- if (depth[i] > max)
- max = depth[i];
+ glReadPixels(0, 0, ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
+ if (depthType == GL_FLOAT) {
+ GLfloat min, max;
+ int i;
+ min = max = depth[0];
+ for (i = 1; i < ZWIDTH * ZHEIGHT; i++) {
+ if (depth[i] < min)
+ min = depth[i];
+ if (depth[i] > max)
+ max = depth[i];
+ }
+ printf("Depth value range: [%f, %f]\n", min, max);
+ }
+
+ /* debug */
+ if (0) {
+ int i;
+ float *z = depth + ZWIDTH * 50;
+ printf("z at y=50:\n");
+ for (i = 0; i < ZWIDTH; i++) {
+ printf("%5.3f ", z[i]);
+ if ((i + 1) % 12 == 0)
+ printf("\n");
+ }
+ printf("\n");
+ }
+
+ /* Draw the Z image as luminance above original rendering */
+ glWindowPos2i(0, ZHEIGHT);
+ glDrawPixels(ZWIDTH, ZHEIGHT, GL_LUMINANCE, depthType, depth);
+
+ if (TestPacking) {
+ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 120);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 5);
}
- printf("Depth value range: [%f, %f]\n", min, max);
/* draw depth image with scaling (into z buffer) */
- glPixelZoom(4.0, 4.0);
- glWindowPos2i(100, 0);
- glDrawPixels(100, 100, GL_DEPTH_COMPONENT, GL_FLOAT, depth);
+ glPixelZoom(ZOOM, ZOOM);
+ glColor4f(1, 0, 0, 0);
+ glWindowPos2i(ZWIDTH, 0);
+ if (Invert) {
+ glPixelTransferf(GL_DEPTH_SCALE, -1.0);
+ glPixelTransferf(GL_DEPTH_BIAS, 1.0);
+ }
+ if (TestList) {
+ list = glGenLists(1);
+ glNewList(list, GL_COMPILE);
+ glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
+ glEndList();
+ glCallList(list);
+ glDeleteLists(list, 1);
+ }
+ else {
+ glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
+ }
+ if (Invert) {
+ glPixelTransferf(GL_DEPTH_SCALE, 1.0);
+ glPixelTransferf(GL_DEPTH_BIAS, 0.0);
+ }
+
+ if (TestPacking) {
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ }
+
+ glDisable(GL_DEPTH_TEST);
/* read back scaled depth image */
- glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
+ glReadPixels(ZWIDTH, 0, ZWIDTH2, ZHEIGHT2, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
+
+ /* debug */
+ if (0) {
+ int i;
+ float *z = depth2 + ZWIDTH2 * 200;
+ printf("z at y=200:\n");
+ for (i = 0; i < ZWIDTH2; i++) {
+ printf("%5.3f ", z[i]);
+ if ((i + 1) % 12 == 0)
+ printf("\n");
+ }
+ printf("\n");
+ }
+
/* draw as luminance */
glPixelZoom(1.0, 1.0);
- glDrawPixels(400, 400, GL_LUMINANCE, GL_FLOAT, depth2);
+ glWindowPos2i(ZWIDTH, 0);
+ glDrawPixels(ZWIDTH2, ZHEIGHT2, GL_LUMINANCE, GL_FLOAT, depth2);
glutSwapBuffers();
}
(void) x;
(void) y;
switch (key) {
+ case 'i':
+ Invert = !Invert;
+ break;
+ case 'p':
+ TestPacking = !TestPacking;
+ printf("Test pixel pack/unpack: %d\n", TestPacking);
+ break;
+ case 'l':
+ TestList = !TestList;
+ printf("Test dlist: %d\n", TestList);
+ break;
case 27:
exit(0);
break;
static void Init(void)
{
- const GLfloat blue[4] = {.1, .1, 1.0, 0.0};
+ const GLfloat blue[4] = {.1, .1, 1.0, 1.0};
const GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
const GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
const GLfloat pos[4] = {0, 0, 10, 0};
+ GLint z;
+
+ glGetIntegerv(GL_DEPTH_BITS, &z);
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_DEPTH_BITS = %d\n", z);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
}