/* * Copyright (C) 2018 Laura Ekstrand * * 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. */ /** * Test glBitmap in a methodical way using a series of heart shapes. * Heart shape is diagram A.2 from Garnstudio free sock pattern Heart Dance * (https://www.garnstudio.com/pattern.php?id=7440&cid=17). * Knitting color work is basically glBitmap for knits! * * _ * _ _ _ * _ _ where _ = 0 * * * * _ * * * _ * = 1 * * * * * * * * _ * * * * * * * * _ * _ * * * * * _ _ * _ _ * * * _ _ _ * _ _ _ * _ _ _ _ * _ _ _ _ _ _ _ _ * * Or: Little end Big end * 0 1 0 0 0 1 0 0 68 0x44 0x22 * 1 1 1 0 1 1 1 0 238 0xEE 0x77 * 1 1 1 1 1 1 1 0 254 0xFE 0xF7 * 1 1 1 1 1 1 1 0 254 0xFE 0xF7 * 0 1 1 1 1 1 0 0 124 0x7C 0xE3 * 0 0 1 1 1 0 0 0 56 0x38 0xC2 * 0 0 0 1 0 0 0 0 16 0x10 0x80 * 0 0 0 0 0 0 0 0 0 0x00 0x00 * * Laura Ekstrand * March 2018 */ #include "piglit-util-gl.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; config.window_width = 340; config.window_height = 200; config.khr_no_error_support = PIGLIT_NO_ERRORS; PIGLIT_GL_TEST_CONFIG_END static const float red[4] = {0.502, 0.082, 0.082, 1.0}; static const float salmon[4] = {1.000, 0.353, 0.353, 1.0}; static const float pink[4] = {0.945, 0.471, 0.639, 1.0}; static const float orange[4] = {1.000, 0.286, 0.000, 1.0}; static const float ltorange[4] = {1.000, 0.514, 0.322, 1.0}; static const float yellow[4] = {1.000, 0.871, 0.133, 1.0}; static GLubyte bitmap[8] = { 0x00, 0x10, 0x38, 0x7C, 0xFE, 0xFE, 0xEE, 0x44 }; static const char *fragShaderText = "#version 130 \n" "uniform vec4 red; \n" "uniform vec4 salmon; \n" "uniform vec4 pink; \n" "uniform vec4 orange; \n" "uniform vec4 ltorange; \n" "uniform vec4 yellow; \n" "uniform int xorig; \n" "uniform int yorig; \n" "uniform int length; \n" "uniform int ysp; \n" "uniform int height; \n" "uniform int heart[8]; \n" "\n" "void main() \n" "{ \n" " float zoom = 1.0; \n" " vec4 black = vec4(0.0, 0.0, 0.0, 1.0); \n" " int xsp = ysp + 8; // Must be > 8. \n" " vec2 fragCoord = gl_FragCoord.xy; \n" " if ((fragCoord.x < xorig) || (fragCoord.y < height + yorig) ||\n" " (fragCoord.x > xorig + ((length - 1) * xsp) + 8) || \n" " (fragCoord.y > height + yorig + (5*ysp) + 8)) { \n" " gl_FragColor = black; \n" " return; \n" " } \n" " fragCoord = fragCoord/zoom; \n" " int i = int(fragCoord.y - yorig - height) % ysp; \n" " int pointmask = i < 8 ? heart[i] : 0; \n" " int j = int(fragCoord.x - xorig) % xsp; \n" " if (j > 8) { \n" " j = 0; \n" " } \n" " for (int r = 0; r < j; r++) { \n" " pointmask = pointmask/2; //left shift. \n" " } \n" " if (pointmask % 2 == 1) { \n" " int c = (int(fragCoord.y - height - yorig) / ysp) % 6; \n" " switch (c) { \n" " case 0: \n" " gl_FragColor = yellow; \n" " break; \n" " case 1: \n" " gl_FragColor = ltorange; \n" " break; \n" " case 2: \n" " gl_FragColor = orange; \n" " break; \n" " case 3: \n" " gl_FragColor = pink; \n" " break; \n" " case 4: \n" " gl_FragColor = salmon; \n" " break; \n" " case 5: \n" " gl_FragColor = red; \n" " break; \n" " } \n" " } else { \n" " gl_FragColor = black; \n" " } \n" "} \n"; static void draw_row(const float* color, int length, int x, int y, int spacex) { glColor4fv(color); glRasterPos2f(x, y); for (int i = 0; i < length; i++) { /* A line of hearts. */ glBitmap(8, 8, 0, 0, 8 + spacex, 0, bitmap); } } static bool check_row(const float *color, int length, int x, int y, int spacex) { bool pass = true; for (int i = 0; i < length; i++) { int probe_x = x + 8 + spacex + 4; int probe_y = y + 4; pass &= piglit_probe_pixel_rgb(probe_x, probe_y, color); } return pass; } static GLuint fragShader, program; enum piglit_result piglit_display(void) { /* Draw with glBitmap */ bool pass = true; int length = 17; int x = 20; int y = 30; int spacing = 10; glUseProgram(0); glPixelStorei(GL_UNPACK_LSB_FIRST, GL_TRUE); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glViewport(0, 0, piglit_width, piglit_height); piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE); glClear(GL_COLOR_BUFFER_BIT); draw_row( red, length, x, y + 5*spacing, spacing); draw_row( salmon, length, x, y + 4*spacing, spacing); draw_row( pink, length, x, y + 3*spacing, spacing); draw_row( orange, length, x, y + 2*spacing, spacing); draw_row(ltorange, length, x, y + 1*spacing, spacing); draw_row( yellow, length, x, y + 0*spacing, spacing); glUseProgram(program); /* * Upload heart pattern. glBitmap is a bit mysterious in its bit * interpretation, and GLSL doesn't have ubyte. */ int heart[8]; for (int i = 0; i < 8; i++) { heart[i] = (int) bitmap[i]; } glUniform1iv(glGetUniformLocation(program, "heart"), 8, heart); /* Load Colors. */ glUniform4fv(glGetUniformLocation(program, "red"), 1, red); glUniform4fv(glGetUniformLocation(program, "salmon"), 1, salmon); glUniform4fv(glGetUniformLocation(program, "pink"), 1, pink); glUniform4fv(glGetUniformLocation(program, "orange"), 1, orange); glUniform4fv(glGetUniformLocation(program, "ltorange"), 1, ltorange); glUniform4fv(glGetUniformLocation(program, "yellow"), 1, yellow); /* Load spacing. */ glUniform1i(glGetUniformLocation(program, "xorig"), x); glUniform1i(glGetUniformLocation(program, "yorig"), y); glUniform1i(glGetUniformLocation(program, "length"), length); glUniform1i(glGetUniformLocation(program, "ysp"), spacing); /* Draw shader in top half. */ glUniform1i(glGetUniformLocation(program, "height"), piglit_height/2); piglit_draw_rect(0, piglit_height/2, piglit_width, piglit_height/2); piglit_present_results(); pass &= check_row( red, length, x, y + 5*spacing, spacing); pass &= check_row( salmon, length, x, y + 4*spacing, spacing); pass &= check_row( pink, length, x, y + 3*spacing, spacing); pass &= check_row( orange, length, x, y + 2*spacing, spacing); pass &= check_row(ltorange, length, x, y + 1*spacing, spacing); pass &= check_row( yellow, length, x, y + 0*spacing, spacing); pass &= piglit_probe_rects_equal(0, 0, 0, piglit_height/2, piglit_width, piglit_height/2, GL_RGB); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { fragShader = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText); program = piglit_link_simple_program(0, fragShader); }