/* * 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.c * * Tests that we can access cubemaps in the fragment shader. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; 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 size, 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 to one corner being color2 and the * rest color1. If the texture is 1x1, then it's all color1. */ for (y = 0; y < size; y++) { for (x = 0; x < size; x++) { GLfloat *chosen_color; if (y >= (size / 2) || x >= (size / 2)) 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; 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], 32, 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; int tx1 = x1 + 1; int tx2 = x2 - 1; int ty1 = y1 + 1; int ty2 = y2 - 1; GLfloat *color1 = colors[face]; GLfloat *color2 = colors[face + 1]; 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(); pass = pass && piglit_probe_pixel_rgb(tx1, ty1, color2); pass = pass && piglit_probe_pixel_rgb(tx2, ty1, color1); pass = pass && piglit_probe_pixel_rgb(tx1, ty2, color1); pass = pass && piglit_probe_pixel_rgb(tx2, ty2, color1); } 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); }