/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /* * file depth-cube-map.c * Test to verify cubemap depth texture support in GL version >= 3.0 * * author: Anuj Phogat */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 400; config.window_height = 300; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLuint tex; static GLint prog; static GLint fs; static GLint vs; static GLfloat vertices[12] = {150.0, 125.0, 0.0, 150.0, 175.0, 0.0, 100.0, 125.0, 0.0, 100.0, 175.0, 0.0}; static GLuint elements[4] = {0, 1, 2, 3}; static const char *vertShaderText = "attribute vec3 textureCoords;\n" "void main()\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n"; static const char *fragShaderText = "uniform samplerCube depthcubeTex;\n" "void main()\n" "{\n" " vec4 depthcolor = textureCube(depthcubeTex, gl_TexCoord[0].xyz);\n" " gl_FragColor = vec4(depthcolor.xyz, 1.0);\n" "}\n"; static void shaderSetup(void) { vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText); fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); glVertexPointer(3, GL_FLOAT, 0, vertices); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } static void loadTex(void) { #define height 2 #define width 2 int i, j; GLfloat texDepthDataPosX[width][height]; GLfloat texDepthDataNegX[width][height]; GLfloat texDepthDataPosY[width][height]; GLfloat texDepthDataNegY[width][height]; GLfloat texDepthDataPosZ[width][height]; GLfloat texDepthDataNegZ[width][height]; /* Set the cubemap texture data */ for (i=0; i < height; ++i) { for (j = 0 ; j < width; ++j) { texDepthDataPosX[i][j] = 0.0; texDepthDataNegX[i][j] = 0.2; texDepthDataPosY[i][j] = 0.35; texDepthDataNegY[i][j] = 0.50; texDepthDataPosZ[i][j] = 0.75; texDepthDataNegZ[i][j] = 1.0; } } /* Render the cube depth texture using LUMINANCE */ glGenTextures(1, &tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, tex); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_GENERATE_MIPMAP, GL_FALSE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); /* Set a different color texture to each face of cubemap */ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataPosX); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataNegX); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataPosY); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataNegY); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataPosZ); glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthDataNegZ); #undef height #undef width } void piglit_init(int argc, char **argv) { /* Check if EXT_gpu_shader4 is supported */ if (!piglit_is_extension_supported("GL_EXT_gpu_shader4")) /* If EXT_gpu_shader4 is not supported GL version must be 3.0 */ piglit_require_gl_version(30); loadTex(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, piglit_width, 0, piglit_height, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glClearColor(0.1, 0.1, 0.1, 1.0); shaderSetup(); } enum piglit_result piglit_display(void) { GLint loc1; GLboolean pass = GL_TRUE; GLfloat ColorPosX[3] = {0.0, 0.0, 0.0}; GLfloat ColorNegX[3] = {0.2, 0.2, 0.2}; GLfloat ColorPosY[3] = {0.35, 0.35, 0.35}; GLfloat ColorNegY[3] = {0.5, 0.5, 0.5}; GLfloat ColorPosZ[3] = {0.75, 0.75, 0.75}; GLfloat ColorNegZ[3] = {1.0, 1.0, 1.0}; loc1 = glGetUniformLocation(prog, "depthcubeTex"); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); /* Apply each face of cubemap as a texture to a polygon */ glUniform1i(loc1, 0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[0]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPushMatrix(); glTranslatef(75.0, 0.0, 0.0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[3]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[1]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPopMatrix(); glPushMatrix(); glTranslatef(0.0, 75.0, 0.0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[4]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[2]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glTranslatef(75.0, 0.0, 0.0); glTexCoordPointer(3, GL_FLOAT, 0, cube_face_texcoords[5]); glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, elements); glPopMatrix(); /* Test the pixel color of polygons against the expected output */ pass = piglit_probe_pixel_rgb(110, 135, ColorPosX); pass = pass && piglit_probe_pixel_rgb(185, 135, ColorNegX); pass = pass && piglit_probe_pixel_rgb(260, 135, ColorPosY); pass = pass && piglit_probe_pixel_rgb(110, 210, ColorNegY); pass = pass && piglit_probe_pixel_rgb(185, 210, ColorPosZ); pass = pass && piglit_probe_pixel_rgb(260, 210, ColorNegZ); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; }