/* * 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. */ /** @file bump.c * * Test of ATI_envmap_bumpmap texture combiners. */ #include "piglit-util-gl.h" #define TEXSIZE 32 PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = TEXSIZE*2; config.window_height = TEXSIZE*2; config.window_visual = PIGLIT_GL_VISUAL_RGBA | PIGLIT_GL_VISUAL_DOUBLE; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static GLenum tex_unit, bump_unit; GLvoid draw_rect_multitex(float x, float y, float w, float h, float tx, float ty, float tw, float th) { float verts[4][4]; float tex[4][2]; verts[0][0] = x; verts[0][1] = y; verts[0][2] = 0.0; verts[0][3] = 1.0; tex[0][0] = tx; tex[0][1] = ty; verts[1][0] = x + w; verts[1][1] = y; verts[1][2] = 0.0; verts[1][3] = 1.0; tex[1][0] = tx + tw; tex[1][1] = ty; verts[2][0] = x + w; verts[2][1] = y + h; verts[2][2] = 0.0; verts[2][3] = 1.0; tex[2][0] = tx + tw; tex[2][1] = ty + th; verts[3][0] = x; verts[3][1] = y + h; verts[3][2] = 0.0; verts[3][3] = 1.0; tex[3][0] = tx; tex[3][1] = ty + th; glVertexPointer(4, GL_FLOAT, 0, verts); glEnableClientState(GL_VERTEX_ARRAY); glClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(2, GL_FLOAT, 0, tex); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE1); glTexCoordPointer(2, GL_FLOAT, 0, tex); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawArrays(GL_QUADS, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } enum piglit_result piglit_display(void) { GLboolean pass = GL_TRUE; GLuint tex, bump; int x, y; float bump_matrix[4] = {1.0, 0.0, 0.0, 1.0}; float red[4] = {1.0, 0.0, 0.0, 1.0}; float green[4] = {0.0, 1.0, 0.0, 1.0}; float blue[4] = {0.0, 0.0, 1.0, 1.0}; float white[4] = {1.0, 1.0, 1.0, 1.0}; float bumpdata[TEXSIZE][TEXSIZE][2]; /* First: the base texture. */ tex = piglit_rgbw_texture(GL_RGBA, TEXSIZE, TEXSIZE, GL_FALSE, GL_FALSE, GL_UNSIGNED_NORMALIZED); glActiveTexture(tex_unit); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, tex); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); /* Second: the bumpmap. */ glGenTextures(1, &bump); glActiveTexture(bump_unit); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, bump); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_BUMP_ENVMAP_ATI); glTexEnvf(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, tex_unit); /* The bump map we use is going to end up rotating texels CCW. */ for (y = 0; y < TEXSIZE; y++) { for (x = 0; x < TEXSIZE; x++) { if (y < TEXSIZE / 2) { if (x < TEXSIZE / 2) { bumpdata[y][x][0] = 0.0; bumpdata[y][x][1] = 0.5; } else { bumpdata[y][x][0] = -0.5; bumpdata[y][x][1] = 0.0; } } else { if (x < TEXSIZE / 2) { bumpdata[y][x][0] = 0.5; bumpdata[y][x][1] = 0.0; } else { bumpdata[y][x][0] = 0.0; bumpdata[y][x][1] = -0.5; } } } } glTexImage2D(GL_TEXTURE_2D, 0, GL_DU8DV8_ATI, TEXSIZE, TEXSIZE, 0, GL_DUDV_ATI, GL_FLOAT, bumpdata); glTexBumpParameterfvATI(GL_BUMP_ROT_MATRIX_ATI, bump_matrix); draw_rect_multitex(-1, -1, 2, 2, 0, 0, 1, 1); pass = pass && piglit_probe_rect_rgba(0, 0, piglit_width / 2, piglit_height / 2, blue); pass = pass && piglit_probe_rect_rgba(piglit_width / 2, 0, piglit_width / 2, piglit_height / 2, red); pass = pass && piglit_probe_rect_rgba(0, piglit_height / 2, piglit_width / 2, piglit_height / 2, white); pass = pass && piglit_probe_rect_rgba(piglit_width / 2, piglit_height / 2, piglit_width / 2, piglit_height / 2, green); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { int size, num_units, *units; int i; GLboolean found_unit_1; piglit_require_extension("GL_ATI_envmap_bumpmap"); glGetTexBumpParameterivATI(GL_BUMP_ROT_MATRIX_SIZE_ATI, &size); if (size < 4) { printf("GL_BUMP_ROT_MATRIX_SIZE_ATI %d < 4\n", size); piglit_report_result(PIGLIT_FAIL); } if (size != 4) { printf("What does GL_BUMP_ROT_MATRIX_SIZE_ATI = %d even mean?\n", size); piglit_report_result(PIGLIT_SKIP); } glGetTexBumpParameterivATI(GL_BUMP_NUM_TEX_UNITS_ATI, &num_units); if (num_units < 1) { printf("GL_BUMP_NUM_TEX_UNITS_ATI %d < 4\n", num_units); piglit_report_result(PIGLIT_FAIL); } units = malloc(num_units * sizeof(int)); glGetTexBumpParameterivATI(GL_BUMP_TEX_UNITS_ATI, units); found_unit_1 = GL_FALSE; for (i = 0; i < num_units; i++) { if (units[i] < GL_TEXTURE0) { printf("Bad unit in GL_BUMP_TEX_UNITS_ATI: 0x%x\n", units[i]); piglit_report_result(PIGLIT_FAIL); } if (units[i] == GL_TEXTURE1) found_unit_1 = GL_TRUE; } free(units); if (!found_unit_1) { printf("Implementation doesn't support bumpmapping unit 1.\n"); piglit_report_result(PIGLIT_SKIP); } tex_unit = GL_TEXTURE0; bump_unit = GL_TEXTURE1; }