/* * 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-orangebook-ch06-bump.c * * Tests that the Orange Book's chapter 6 shader for procedural bumpmapping * works correctly. */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE; PIGLIT_GL_TEST_CONFIG_END /* Test size - note that the pixel probing below is very specific */ #define WIDTH 100 #define HEIGHT 100 static int bump_density_location, bump_size_location; static int specular_factor_location, surface_color_location; static int light_position_location, tangent_attrib; static GLint prog; enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; static const float surface_color[3] = {0.7, 0.6, 0.18}; static const float test_specular[3] = {0.976, 0.894, 0.549}; static const float test_nonspecular[3] = {0.572, 0.490, 0.145}; static const float test_bump_dark[3] = {0.411, 0.352, 0.105}; static const float test_bump_light[3] = {1.0, 0.961, 0.557}; float light_position[3] = {-1.0, -1.0, 2.0}; float w = WIDTH; float h = HEIGHT; float bump_x = w * 3 / 8; float bump_y = h * 3 / 8; float x, y; if (piglit_width < WIDTH || piglit_height < HEIGHT) { printf("window is too small.\n"); return PIGLIT_SKIP; } piglit_ortho_projection(1, 1, GL_FALSE); glViewport(0, 0, WIDTH, HEIGHT); glClearColor(0.5, 0.5, 0.5, 0.5); glClear(GL_COLOR_BUFFER_BIT); glUniform1f(bump_density_location, 4); glUniform1f(bump_size_location, 0.15); glUniform1f(specular_factor_location, 0.5); glUniform3fv(surface_color_location, 1, surface_color); glUniform3fv(light_position_location, 1, light_position); glTranslatef(0, 0, -0.5); glNormal3f(0.0, 0.0, 1.0); glVertexAttrib3f(tangent_attrib, 1.0, 0.0, 0.0); for (x = 0.0; x < 1.0; x += 0.1) { for (y = 0.0; y < 1.0; y += 0.1) { piglit_draw_rect_tex(x, y, 0.1, 0.1, x, y, 0.1, 0.1); } } /* Corners of the image: A highly specular point, and a * non-specular point. */ pass &= piglit_probe_pixel_rgb(0, 0, test_specular); pass &= piglit_probe_pixel_rgb(WIDTH - 1, HEIGHT - 1, test_nonspecular); /* Look at a bump -- does it have a lit part and an unlit part? */ pass &= piglit_probe_pixel_rgb(bump_x + w / 16, bump_y + h / 16, test_bump_dark); pass &= piglit_probe_pixel_rgb(bump_x - w / 16, bump_y - h / 16, test_bump_light); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { GLint vs, fs; piglit_require_gl_version(20); vs = piglit_compile_shader(GL_VERTEX_SHADER, "shaders/glsl-orangebook-ch06-bump.vert"); fs = piglit_compile_shader(GL_FRAGMENT_SHADER, "shaders/glsl-orangebook-ch06-bump.frag"); prog = piglit_link_simple_program(vs, fs); glUseProgram(prog); bump_density_location = glGetUniformLocation(prog, "BumpDensity"); bump_size_location = glGetUniformLocation(prog, "BumpSize"); specular_factor_location = glGetUniformLocation(prog, "SpecularFactor"); surface_color_location = glGetUniformLocation(prog, "SurfaceColor"); light_position_location = glGetUniformLocation(prog, "LightPosition"); assert(bump_density_location != -1); assert(bump_size_location != -1); assert(specular_factor_location != -1); assert(surface_color_location != -1); assert(light_position_location != -1); tangent_attrib = glGetAttribLocation(prog, "Tangent"); assert(tangent_attrib != -1); }