/* Copyright © 2017 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 fog-coord.c * Verify that the GL_FOG_DISTANCE_MODE_NV setting is ignored when * GL_FOG_COORDINATE_SOURCE is set to GL_FOG_COORDINATE. * * The issuses section of GL_NV_fog_distance says: * * How does this extension interact with the EXT_fog_coord extension? * * If FOG_COORDINATE_SOURCE_EXT is set to FOG_COORDINATE_EXT, * then the fog distance mode is ignored. However, the fog * distance mode is used when the FOG_COORDINATE_SOURCE_EXT is * set to FRAGMENT_DEPTH_EXT. Essentially, when the EXT_fog_coord * functionality is enabled, the fog distance is supplied by the * user-supplied fog-coordinate so no automatic fog distance computation * is performed. */ #include "piglit-util-gl.h" #include "minmax-test.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGBA; PIGLIT_GL_TEST_CONFIG_END enum piglit_result piglit_display(void) { static const float fog_color[4] = { 0.0, 1.0, 0.0, 1.0 }; static const float draw_color[4] = { 1.0, 0.0, 0.0, 1.0 }; static const float mix_color[4] = { 0.5, 0.5, 0.0, 1.0 }; bool pass = true; glViewport(0, 0, piglit_width, piglit_height); /* Pick a Z value for the mesh. Select fog start and stop distances * such that the middle of the window (the smallest fog distance) will * have zero fog and the corners (the largest fog distance) will have * full fog. */ const float z = 0.5; const float fog_start = z; const float fog_end = sqrt(1.0 + 1.0 + (z * z)); glFogf(GL_FOG_START, fog_start); glFogf(GL_FOG_END, fog_end); glFogfv(GL_FOG_COLOR, fog_color); glFogCoordf((fog_end + fog_start) / 2.0); glColor3fv(draw_color); piglit_draw_rect_z(z, -1.0, -1.0, 2.0, 2.0); pass = piglit_check_gl_error(GL_NO_ERROR) && pass; pass = piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, mix_color); piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { piglit_require_extension("GL_NV_fog_distance"); piglit_require_extension("GL_EXT_fog_coord"); piglit_require_extension("GL_ARB_vertex_buffer_object"); glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_LINEAR); glFogi(GL_FOG_COORD_SRC, GL_FOG_COORDINATE); glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV); }