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- /*
- * Test GL_EXT_framebuffer_object render-to-texture
- *
- * Draw a teapot into a texture image with stenciling.
- * Then draw a textured quad using that texture.
- *
- * Brian Paul
- * 18 Apr 2005
- */
-
-
- #include <GL/glew.h>
- #include <GL/glut.h>
- #include <assert.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
-
- /* For debug */
-
-
- static int Win = 0;
- static int Width = 512, Height = 512;
-
- static GLenum TexTarget = GL_TEXTURE_2D;
- static int TexWidth = 512, TexHeight = 512;
-
- static GLuint MyFB;
- static GLuint TexObj;
- static GLboolean Anim = GL_FALSE;
- static GLfloat Rot = 0.0;
- static GLuint TextureLevel = 0; /* which texture level to render to */
- static GLenum TexIntFormat = GL_RGB; /* either GL_RGB or GL_RGBA */
-
-
- static void
- CheckError(int line)
- {
- GLenum err = glGetError();
- if (err) {
- printf("GL Error 0x%x at line %d\n", (int) err, line);
- }
- }
-
-
- static void
- Idle(void)
- {
- Rot = glutGet(GLUT_ELAPSED_TIME) * 0.1;
- glutPostRedisplay();
- }
-
-
- static void
- RenderTexture(void)
- {
- GLenum status;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0, 0.0, -15.0);
-
- if (1) {
- /* draw to texture image */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
-
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- printf("Framebuffer incomplete!!!\n");
- }
-
- glViewport(0, 0, TexWidth, TexHeight);
-
- glClearColor(0.5, 0.5, 1.0, 0.0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- CheckError(__LINE__);
-
- glBegin(GL_POLYGON);
- glColor3f(1, 0, 0);
- glVertex2f(-1, -1);
- glColor3f(0, 1, 0);
- glVertex2f(1, -1);
- glColor3f(0, 0, 1);
- glVertex2f(0, 1);
- glEnd();
-
- /* Bind normal framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- }
- else {
- }
-
- CheckError(__LINE__);
- }
-
-
-
- static void
- Display(void)
- {
- float ar = (float) Width / (float) Height;
-
- RenderTexture();
-
- /* draw textured quad in the window */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-ar, ar, -1.0, 1.0, 5.0, 25.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0, 0.0, -7.0);
-
- glViewport(0, 0, Width, Height);
-
- glClearColor(0.25, 0.25, 0.25, 0);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glPushMatrix();
- glRotatef(Rot, 0, 1, 0);
- 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);
- glEnd();
- }
-
- glPopMatrix();
- glDisable(TexTarget);
-
- glutSwapBuffers();
- CheckError(__LINE__);
- }
-
-
- static void
- Reshape(int width, int height)
- {
- glViewport(0, 0, width, height);
- Width = width;
- Height = height;
- }
-
-
- static void
- CleanUp(void)
- {
- glDeleteFramebuffersEXT(1, &MyFB);
-
- glDeleteTextures(1, &TexObj);
-
- glutDestroyWindow(Win);
-
- exit(0);
- }
-
-
- static void
- Key(unsigned char key, int x, int y)
- {
- (void) x;
- (void) y;
- switch (key) {
- case 'a':
- Anim = !Anim;
- if (Anim)
- glutIdleFunc(Idle);
- else
- glutIdleFunc(NULL);
- break;
- case 's':
- Rot += 2.0;
- break;
- case 27:
- CleanUp();
- break;
- }
- glutPostRedisplay();
- }
-
-
- static 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);
- }
-
- printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
-
-
- /* Make texture object/image */
- glGenTextures(1, &TexObj);
- glBindTexture(TexTarget, TexObj);
- glTexParameteri(TexTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(TexTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(TexTarget, GL_TEXTURE_BASE_LEVEL, TextureLevel);
- glTexParameteri(TexTarget, GL_TEXTURE_MAX_LEVEL, TextureLevel);
-
- glTexImage2D(TexTarget, 0, TexIntFormat, TexWidth, TexHeight, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-
-
-
- /* gen framebuffer id, delete it, do some assertions, just for testing */
- glGenFramebuffersEXT(1, &MyFB);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
- assert(glIsFramebufferEXT(MyFB));
-
-
- CheckError(__LINE__);
-
- /* Render color to texture */
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- TexTarget, TexObj, TextureLevel);
-
-
-
- CheckError(__LINE__);
-
- /* bind regular framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-
-
- }
-
-
- 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 (Anim)
- glutIdleFunc(Idle);
- Init(argc, argv);
- glutMainLoop();
- return 0;
- }
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