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-rw-r--r--progs/demos/.gitignore1
-rw-r--r--progs/demos/Makefile7
-rw-r--r--progs/demos/cubemap.c59
-rw-r--r--progs/demos/fbotexture.c136
-rw-r--r--progs/demos/fslight.c8
-rw-r--r--progs/demos/isosurf.c29
-rw-r--r--progs/demos/pointblast.c4
-rw-r--r--progs/demos/spriteblast.c4
8 files changed, 179 insertions, 69 deletions
diff --git a/progs/demos/.gitignore b/progs/demos/.gitignore
index f3c7091bcc..5dd974b63d 100644
--- a/progs/demos/.gitignore
+++ b/progs/demos/.gitignore
@@ -63,3 +63,4 @@ tunnel2
vao_demo
Windows
winpos
+*.rgb
diff --git a/progs/demos/Makefile b/progs/demos/Makefile
index c17595ec79..65fdbaaad8 100644
--- a/progs/demos/Makefile
+++ b/progs/demos/Makefile
@@ -145,6 +145,13 @@ engine.o: engine.c trackball.h
$(APP_CC) -c -I$(INCDIR) $(CFLAGS) engine.c
+fbotexture: fbotexture.o
+ $(APP_CC) $(CFLAGS) $(LDFLAGS) fbotexture.o $(LIBS) -o $@
+
+fbotexture.o: fbotexture.c extfuncs.h
+ $(APP_CC) -c -I$(INCDIR) $(CFLAGS) fbotexture.c
+
+
fslight: fslight.o
$(APP_CC) $(CFLAGS) $(LDFLAGS) fslight.o $(LIBS) -o $@
diff --git a/progs/demos/cubemap.c b/progs/demos/cubemap.c
index 26db42aed5..0df5ff09c3 100644
--- a/progs/demos/cubemap.c
+++ b/progs/demos/cubemap.c
@@ -43,6 +43,9 @@
#include "GL/glut.h"
#include "readtex.h"
+#ifndef GL_TEXTURE_CUBE_MAP_SEAMLESS
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#endif
static GLfloat Xrot = 0, Yrot = 0;
static GLfloat EyeDist = 10;
@@ -52,6 +55,9 @@ static GLboolean NoClear = GL_FALSE;
static GLint FrameParity = 0;
static GLenum FilterIndex = 0;
static GLint ClampIndex = 0;
+static GLboolean supportFBO = GL_FALSE;
+static GLboolean supportSeamless = GL_FALSE;
+static GLboolean seamless = GL_FALSE;
static struct {
@@ -90,7 +96,9 @@ static struct {
-#define eps1 0.99
+/* The effects of GL_ARB_seamless_cube_map don't show up unless eps1 is 1.0.
+ */
+#define eps1 1.0 /*0.99*/
#define br 20.0 /* box radius */
static const GLfloat tex_coords[] = {
@@ -230,6 +238,13 @@ static void draw( void )
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
FilterModes[FilterIndex].mag_mode);
+ if (supportSeamless) {
+ if (seamless) {
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ } else {
+ glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
+ }
+ }
wrap = ClampModes[ClampIndex].mode;
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, wrap);
@@ -320,6 +335,11 @@ static void key(unsigned char k, int x, int y)
mode = !mode;
set_mode(mode);
break;
+ case 's':
+ seamless = ! seamless;
+ printf("Seamless cube map filtering is %sabled\n",
+ (seamless) ? "en" : "dis" );
+ break;
case 'v':
use_vertex_arrays = ! use_vertex_arrays;
printf( "Vertex arrays are %sabled\n",
@@ -403,6 +423,10 @@ static void init_checkers( void )
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ if (!supportFBO)
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
+
+
/* make colored checkerboard cube faces */
for (f = 0; f < 6; f++) {
for (i = 0; i < CUBE_TEX_SIZE; i++) {
@@ -426,7 +450,8 @@ static void init_checkers( void )
GL_BGRA, GL_UNSIGNED_BYTE, image);
}
- glGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP_ARB);
+ if (supportFBO)
+ glGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP_ARB);
}
@@ -496,20 +521,26 @@ static void load_envmaps(void)
static void init( GLboolean useImageFiles )
{
/* check for extensions */
- {
- char *exten = (char *) glGetString(GL_EXTENSIONS);
- if (!strstr(exten, "GL_ARB_texture_cube_map")) {
- printf("Sorry, this demo requires GL_ARB_texture_cube_map\n");
- exit(0);
- }
+ if (!GLEW_ARB_texture_cube_map) {
+ printf("Sorry, this demo requires GL_ARB_texture_cube_map\n");
+ exit(0);
+ }
- /* Needed for glGenerateMipmapEXT
- */
- if (!strstr(exten, "GL_EXT_framebuffer_object")) {
- printf("Sorry, this demo requires GL_EXT_framebuffer_object\n");
- exit(0);
- }
+ /* Needed for glGenerateMipmapEXT / auto mipmapping
+ */
+ supportFBO = GLEW_EXT_framebuffer_object;
+
+ if (!supportFBO && !GLEW_SGIS_generate_mipmap) {
+ printf("Sorry, this demo requires GL_EXT_framebuffer_object or "
+ "GL_SGIS_generate_mipmap\n");
+ exit(0);
}
+
+ /* GLEW doesn't know about this extension yet, so use the old GLUT function
+ * to check for availability.
+ */
+ supportSeamless = glutExtensionSupported("GL_ARB_seamless_cube_map");
+
printf("GL_RENDERER: %s\n", (char *) glGetString(GL_RENDERER));
if (useImageFiles) {
diff --git a/progs/demos/fbotexture.c b/progs/demos/fbotexture.c
index 50a4b00afc..56482663dc 100644
--- a/progs/demos/fbotexture.c
+++ b/progs/demos/fbotexture.c
@@ -9,13 +9,13 @@
*/
-#include <GL/glew.h>
#include <GL/glut.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
+#include "extfuncs.h"
/* For debug */
#define DEPTH 1
@@ -80,9 +80,9 @@ RenderTexture(void)
glTranslatef(0.0, 0.0, -15.0);
/* draw to texture image */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
+ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, MyFB);
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
printf("Framebuffer incomplete!!!\n");
}
@@ -171,7 +171,7 @@ RenderTexture(void)
#if DRAW
/* Bind normal framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
#endif
CheckError(__LINE__);
@@ -252,12 +252,12 @@ static void
CleanUp(void)
{
#if DEPTH
- glDeleteRenderbuffersEXT(1, &DepthRB);
+ glDeleteRenderbuffers_func(1, &DepthRB);
#endif
#if STENCIL
- glDeleteRenderbuffersEXT(1, &StencilRB);
+ glDeleteRenderbuffers_func(1, &StencilRB);
#endif
- glDeleteFramebuffersEXT(1, &MyFB);
+ glDeleteFramebuffers_func(1, &MyFB);
glDeleteTextures(1, &TexObj);
@@ -318,14 +318,14 @@ AttachDepthAndStencilBuffers(GLuint fbo,
*depthRbOut = *stencilRbOut = 0;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
+ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fbo);
if (tryDepthStencil) {
GLuint rb;
- glGenRenderbuffersEXT(1, &rb);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ glGenRenderbuffers_func(1, &rb);
+ glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
+ glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
GL_DEPTH24_STENCIL8_EXT,
width, height);
if (glGetError())
@@ -333,7 +333,7 @@ AttachDepthAndStencilBuffers(GLuint fbo,
if (bindDepthStencil) {
/* attach to both depth and stencil at once */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER_EXT, rb);
if (glGetError())
@@ -341,21 +341,21 @@ AttachDepthAndStencilBuffers(GLuint fbo,
}
else {
/* attach to depth attachment point */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rb);
if (glGetError())
return GL_FALSE;
/* and attach to stencil attachment point */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rb);
if (glGetError())
return GL_FALSE;
}
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
return GL_FALSE;
@@ -367,22 +367,22 @@ AttachDepthAndStencilBuffers(GLuint fbo,
{
GLuint rb;
- glGenRenderbuffersEXT(1, &rb);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ glGenRenderbuffers_func(1, &rb);
+ glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
+ glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT,
width, height);
if (glGetError())
return GL_FALSE;
/* attach to depth attachment point */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rb);
if (glGetError())
return GL_FALSE;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
return GL_FALSE;
@@ -393,26 +393,26 @@ AttachDepthAndStencilBuffers(GLuint fbo,
{
GLuint rb;
- glGenRenderbuffersEXT(1, &rb);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rb);
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
+ glGenRenderbuffers_func(1, &rb);
+ glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, rb);
+ glRenderbufferStorage_func(GL_RENDERBUFFER_EXT,
GL_STENCIL_INDEX,
width, height);
if (glGetError())
return GL_FALSE;
/* attach to depth attachment point */
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ glFramebufferRenderbuffer_func(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, rb);
if (glGetError())
return GL_FALSE;
- status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ status = glCheckFramebufferStatus_func(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- glDeleteRenderbuffersEXT(1, depthRbOut);
+ glDeleteRenderbuffers_func(1, depthRbOut);
*depthRbOut = 0;
- glDeleteRenderbuffersEXT(1, &rb);
+ glDeleteRenderbuffers_func(1, &rb);
return GL_FALSE;
}
@@ -463,20 +463,51 @@ ParseArgs(int argc, char *argv[])
}
+static void
+SetupFunctionPointers(void)
+{
+ GetExtensionFuncs();
+
+ if (Use_ARB_fbo) {
+ /* no-op: use the ARB functions as-is */
+ }
+ else {
+ /* set the ARB-flavor function pointers to point to the EXT functions */
+ glIsRenderbuffer_func = glIsRenderbufferEXT_func;
+ glBindRenderbuffer_func = glBindRenderbufferEXT_func;
+ glDeleteRenderbuffers_func = glDeleteRenderbuffersEXT_func;
+ glGenRenderbuffers_func = glGenRenderbuffersEXT_func;
+ glRenderbufferStorage_func = glRenderbufferStorageEXT_func;
+ glGetRenderbufferParameteriv_func = glGetRenderbufferParameterivEXT_func;
+ glIsFramebuffer_func = glIsFramebufferEXT_func;
+ glBindFramebuffer_func = glBindFramebufferEXT_func;
+ glDeleteFramebuffers_func = glDeleteFramebuffersEXT_func;
+ glGenFramebuffers_func = glGenFramebuffersEXT_func;
+ glCheckFramebufferStatus_func = glCheckFramebufferStatusEXT_func;
+ glFramebufferTexture1D_func = glFramebufferTexture1DEXT_func;
+ glFramebufferTexture2D_func = glFramebufferTexture2DEXT_func;
+ glFramebufferTexture3D_func = glFramebufferTexture3DEXT_func;
+ glFramebufferRenderbuffer_func = glFramebufferRenderbufferEXT_func;
+ glGetFramebufferAttachmentParameteriv_func = glGetFramebufferAttachmentParameterivEXT_func;
+ glGenerateMipmap_func = glGenerateMipmapEXT_func;
+ }
+}
+
+
/*
* Make FBO to render into given texture.
*/
static GLuint
-MakeFBO_RenderTexture(GLuint TexObj)
+MakeFBO_RenderTexture(GLuint texObj)
{
GLuint fb;
GLint sizeFudge = 0;
- glGenFramebuffersEXT(1, &fb);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
+ glGenFramebuffers_func(1, &fb);
+ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, fb);
/* Render color to texture */
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- TexTarget, TexObj, TextureLevel);
+ glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ TexTarget, texObj, TextureLevel);
if (Use_ARB_fbo) {
/* use a smaller depth buffer to see what happens */
@@ -510,28 +541,48 @@ MakeFBO_RenderTexture(GLuint TexObj)
/* queries */
{
- GLint bits, w, h;
+ GLint bits, w, h, name;
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, DepthRB);
+ glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_WIDTH_EXT, &w);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_HEIGHT_EXT, &h);
printf("Color/Texture size: %d x %d\n", TexWidth, TexHeight);
printf("Depth buffer size: %d x %d\n", w, h);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_DEPTH_SIZE_EXT, &bits);
printf("Depth renderbuffer size = %d bits\n", bits);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, StencilRB);
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
+ glBindRenderbuffer_func(GL_RENDERBUFFER_EXT, StencilRB);
+ glGetRenderbufferParameteriv_func(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_STENCIL_SIZE_EXT, &bits);
printf("Stencil renderbuffer size = %d bits\n", bits);
- }
+ glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
+ &name);
+ printf("Render to texture name: %d\n", texObj);
+ printf("Color attachment[0] name: %d\n", name);
+ assert(texObj == name);
+
+ glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
+ GL_STENCIL_ATTACHMENT,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
+ &name);
+ printf("Stencil attachment name: %d\n", name);
+
+ glGetFramebufferAttachmentParameteriv_func(GL_FRAMEBUFFER_EXT,
+ GL_DEPTH_ATTACHMENT,
+ GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT,
+ &name);
+ printf("Depth attachment name: %d\n", name);
+
+ }
/* bind the regular framebuffer */
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
return fb;
}
@@ -547,6 +598,8 @@ Init(void)
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ SetupFunctionPointers();
+
/* lighting */
{
static const GLfloat mat[4] = { 1.0, 0.5, 0.5, 1.0 };
@@ -605,7 +658,6 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
- glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);
diff --git a/progs/demos/fslight.c b/progs/demos/fslight.c
index 41a13cc9f4..f0d76a4a06 100644
--- a/progs/demos/fslight.c
+++ b/progs/demos/fslight.c
@@ -583,10 +583,14 @@ ParseOptions(int argc, char *argv[])
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-fs") == 0) {
- FragProgFile = argv[i+1];
+ FragProgFile = argv[++i];
}
else if (strcmp(argv[i], "-vs") == 0) {
- VertProgFile = argv[i+1];
+ VertProgFile = argv[++i];
+ }
+ else {
+ fprintf(stderr, "unknown option %s\n", argv[i]);
+ break;
}
}
}
diff --git a/progs/demos/isosurf.c b/progs/demos/isosurf.c
index e280d8f507..2e9dff1726 100644
--- a/progs/demos/isosurf.c
+++ b/progs/demos/isosurf.c
@@ -514,12 +514,27 @@ static void draw_surface( unsigned int with_state )
break;
case (GLVERTEX|STRIPS):
- glBegin( GL_TRIANGLE_STRIP );
- for (i=0;i<numverts;i++) {
- glNormal3fv( &data[i][3] );
- glVertex3fv( &data[i][0] );
+ if (with_state & MATERIALS) {
+ glBegin( GL_TRIANGLE_STRIP );
+ for (i=0;i<numverts;i++) {
+ if (i % 600 == 0 && i != 0) {
+ unsigned j = i / 600;
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, col[j]);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col[j]);
+ }
+ glNormal3fv( &data[i][3] );
+ glVertex3fv( &data[i][0] );
+ }
+ glEnd();
+ }
+ else {
+ glBegin( GL_TRIANGLE_STRIP );
+ for (i=0;i<numverts;i++) {
+ glNormal3fv( &data[i][3] );
+ glVertex3fv( &data[i][0] );
+ }
+ glEnd();
}
- glEnd();
break;
default:
@@ -832,8 +847,8 @@ static void Init(int argc, char *argv[])
glClearColor(0.0, 0.0, 1.0, 0.0);
glEnable( GL_DEPTH_TEST );
- glEnable( GL_VERTEX_ARRAY_EXT );
- glEnable( GL_NORMAL_ARRAY_EXT );
+ glEnableClientState( GL_VERTEX_ARRAY );
+ glEnableClientState( GL_NORMAL_ARRAY );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
diff --git a/progs/demos/pointblast.c b/progs/demos/pointblast.c
index 2a91b76ad3..2d70b72589 100644
--- a/progs/demos/pointblast.c
+++ b/progs/demos/pointblast.c
@@ -194,11 +194,11 @@ redraw(void)
{
int i;
+ glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (newModel)
recalcModelView();
- glDepthMask(GL_FALSE);
/* Draw the floor. */
/* glEnable(GL_TEXTURE_2D);*/
@@ -215,7 +215,7 @@ redraw(void)
glEnd();
/* Allow particles to blend with each other. */
- glDepthMask(GL_TRUE);
+ glDepthMask(GL_FALSE);
if (blend)
glEnable(GL_BLEND);
diff --git a/progs/demos/spriteblast.c b/progs/demos/spriteblast.c
index f6630c25d0..d73b680b79 100644
--- a/progs/demos/spriteblast.c
+++ b/progs/demos/spriteblast.c
@@ -209,13 +209,13 @@ redraw(void)
{
int i;
+ glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(15.0, 1.0, 0.0, 0.0);
glRotatef(angle, 0.0, 1.0, 0.0);
- glDepthMask(GL_FALSE);
/* Draw the floor. */
/* glEnable(GL_TEXTURE_2D);*/
@@ -232,7 +232,7 @@ redraw(void)
glEnd();
/* Allow particles to blend with each other. */
- glDepthMask(GL_TRUE);
+ glDepthMask(GL_FALSE);
if (blend)
glEnable(GL_BLEND);