/* * Copyright © 2010 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. * * Authors: * Eric Anholt * */ /** @file glsl-fs-texturecube-2.c * * Tests that cubemap coordinates are appropriately normalized for * sampling. */ #include "piglit-util-gl.h" #define SIZE 32 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = SIZE*6; config.window_height = SIZE; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END static GLint prog; static GLfloat colors[][3] = { {1.0, 1.0, 1.0}, {1.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {1.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 1.0, 1.0}, {0.0, 1.0, 0.0}, }; static void set_face_image(GLenum face, int color) { GLfloat *color1 = colors[color]; GLfloat *color2 = colors[(color + 1) % ARRAY_SIZE(colors)]; GLfloat *tex; int x, y; tex = malloc(SIZE * SIZE * 3 * sizeof(GLfloat)); /* Set the texture for this face the edge pixels being color1 * and everything else being color2. */ for (y = 0; y < SIZE; y++) { for (x = 0; x < SIZE; x++) { GLfloat *chosen_color; if (x == 0 || x == SIZE - 1 || y == 0 || y == SIZE - 1) chosen_color = color1; else chosen_color = color2; tex[(y * SIZE + x) * 3 + 0] = chosen_color[0]; tex[(y * SIZE + x) * 3 + 1] = chosen_color[1]; tex[(y * SIZE + x) * 3 + 2] = chosen_color[2]; } } glTexImage2D(face, 0, GL_RGB, SIZE, SIZE, 0, GL_RGB, GL_FLOAT, tex); free(tex); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLuint tex; int face; static GLboolean scale = GL_TRUE; /* Rescale the coordinates to catch failure on hw that needs * normalization of coords. */ if (scale) { for (face = 0; face < 6; face++) { int i; for (i = 0; i < 4; i++) { float s = 4; cube_face_texcoords[face][i][0] *= s; cube_face_texcoords[face][i][1] *= s; cube_face_texcoords[face][i][2] *= s; } } scale = GL_FALSE; } piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); /* Create the texture. */ glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, tex); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Fill in faces on each level */ for (face = 0; face < 6; face++) { set_face_image(cube_face_targets[face], face); } glEnable(GL_TEXTURE_CUBE_MAP_ARB); for (face = 0; face < 6; face++) { int x1 = piglit_width * face / 6; int x2 = piglit_width * (face + 1) / 6; int y1 = 0; int y2 = piglit_height; glBegin(GL_QUADS); glTexCoord3fv(cube_face_texcoords[face][0]); glVertex2f(x1, y1); glTexCoord3fv(cube_face_texcoords[face][1]); glVertex2f(x2, y1); glTexCoord3fv(cube_face_texcoords[face][2]); glVertex2f(x2, y2); glTexCoord3fv(cube_face_texcoords[face][3]); glVertex2f(x1, y2); glEnd(); } for (face = 0; face < 6; face++) { GLfloat *color1 = colors[face]; GLfloat *color2 = colors[(face + 1) % ARRAY_SIZE(colors)]; int fx = face * SIZE; int x, y; if (piglit_width != SIZE * 6 || piglit_height != SIZE) break; for (y = 0; y < SIZE; y++) { for (x = 0; x < SIZE; x++) { float *color; if (x == 0 || y == 0 || x == SIZE - 1 || y == SIZE - 1) { color = color1; } else { color = color2; } pass = pass && piglit_probe_pixel_rgb(fx + x, y, color); } } } glDeleteTextures(1, &tex); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs; int loc; GLboolean bias = GL_FALSE; char *fs_name; int i = 0; for (i = 0; i < argc; i++) { if (!strcmp(argv[i], "-bias")) bias = GL_TRUE; } piglit_require_gl_version(20); piglit_require_extension("GL_ARB_texture_cube_map"); vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-tex-mvp.vert"); if (bias) { fs_name = "shaders/glsl-fs-texturecube-bias.frag"; } else { fs_name = "shaders/glsl-fs-texturecube.frag"; } fs = piglit_compile_shader(GL_FRAGMENT_SHADER, fs_name); prog = piglit_link_simple_program(vs, fs); if (!piglit_link_check_status(prog)) piglit_report_result(PIGLIT_FAIL); glUseProgram(prog); loc = glGetUniformLocation(prog, "sampler"); glUniform1i(loc, 0); }