---
 tests/all.tests                   |    1 +
 tests/texturing/CMakeLists.txt    |    1 +
 tests/texturing/depth-tex-modes.c |  426 +++++++++++++++++++++++++++++++++++++
 3 files changed, 428 insertions(+), 0 deletions(-)
 create mode 100644 tests/texturing/depth-tex-modes.c

diff --git a/tests/all.tests b/tests/all.tests
index fcb9172..ca4bd80 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -119,6 +119,7 @@ texturing['texdepth'] = PlainExecTest([testBinDir + 
'texdepth', '-auto'])
 texturing['texrect-many'] = PlainExecTest([testBinDir + 'texrect-many', 
'-auto'])
 texturing['texredefine'] = PlainExecTest([testBinDir + 'texredefine', '-auto'])
 texturing['tfp'] = PlainExecTest([testBinDir + 'tfp', '-auto'])
+texturing['depth-tex-modes'] = PlainExecTest([testBinDir + 'depth-tex-modes', 
'-auto'])
 
 glslparsertest = Group()
 glslparsertest['CorrectBuiltInOveride.frag'] = PlainExecTest([testBinDir + 
'glslparsertest', 'tests/glslparsertest/shaders/CorrectBuiltInOveride.frag', 
'pass'])
diff --git a/tests/texturing/CMakeLists.txt b/tests/texturing/CMakeLists.txt
index d61f2bb..418cc12 100644
--- a/tests/texturing/CMakeLists.txt
+++ b/tests/texturing/CMakeLists.txt
@@ -32,3 +32,4 @@ add_executable (texdepth texdepth.c)
 add_executable (texrect-many texrect-many.c)
 add_executable (texredefine texredefine.c)
 add_executable (tfp tfp.c)
+add_executable (depth-tex-modes depth-tex-modes.c)
diff --git a/tests/texturing/depth-tex-modes.c 
b/tests/texturing/depth-tex-modes.c
new file mode 100644
index 0000000..aa3b9d0
--- /dev/null
+++ b/tests/texturing/depth-tex-modes.c
@@ -0,0 +1,426 @@
+/*
+ * Copyright © 2009 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.
+ */
+
+// author: Ben Holmes
+
+/*
+ * Draws depth textures as LUMINANCE, INTENSITY, and ALPHA using both 2d 
+ * textures and texture rectangles.
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <GL/glew.h>
+#if defined(__APPLE__)
+#include <GLUT/glut.h>
+#else
+#include <GL/glut.h>
+#endif
+
+#include "piglit-util.h"
+
+static GLboolean Automatic = GL_FALSE;
+static GLuint tex[6];
+
+static void
+Init()
+{
+
+        glewInit();
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, 400, 0, 300, -1, 1);
+
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
+
+        glEnable(GL_TEXTURE_2D);
+       glClearColor(0.2, 0.2, 0.2, 1.0);
+}
+
+static void
+loadTex()
+{
+       int height = 2;
+        int width = 2;
+        int i, j;
+
+               GLfloat texDepthData[width][height];
+       for (i=0; i < width; ++i) {
+               for (j=0; j < height; ++j) {
+                       if ((i+j) & 1) {
+                               texDepthData[i][j] = 1.0;
+                       }
+                       else {
+                               texDepthData[i][j] = 0.0;
+                       }
+               }
+       }
+
+       //depth texture 0 using LUMINANCE
+        glGenTextures(6, tex);
+        glBindTexture(GL_TEXTURE_2D, tex[0]);
+       glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, 
+                       GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       //depth texture 1 using INTENSITY
+       glBindTexture(GL_TEXTURE_2D, tex[1]);
+       glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+                        GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       //depth texture 2 using ALPHA
+       glBindTexture(GL_TEXTURE_2D, tex[2]);
+       glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+       glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA);
+        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
+                        GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       //depth texture 3 rectangle using LUMINANCE
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP, 
GL_FALSE);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE, 
+                       GL_LUMINANCE);
+        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width, 
+                       height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       //depth texture 4 rectangle using INTENSITY
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP, 
GL_FALSE);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE, 
+                        GL_INTENSITY);
+        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width, 
+                       height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       //depth texture 5 rectangle using ALPHA
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_GENERATE_MIPMAP, 
GL_FALSE);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+                       GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_DEPTH_TEXTURE_MODE, 
+                        GL_ALPHA);
+        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, width, 
+                       height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, texDepthData);
+
+
+       glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+       glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
+       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
+       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
+       glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
+
+       const GLfloat color[4] = {1.0, 0.0, 1.0, 1.0};
+       glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
+
+
+}
+
+
+static void
+display()
+{
+
+       glClear(GL_COLOR_BUFFER_BIT);
+
+       const GLfloat color2[4] = {0.0, 1.0, 0.0, 1.0};
+        const GLfloat color1[4] = {1.0, 0.0, 1.0, 1.0};
+        glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color1);
+
+       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+
+       glDisable(GL_TEXTURE_RECTANGLE_ARB);
+        glEnable(GL_TEXTURE_2D);
+
+       glBindTexture(GL_TEXTURE_2D, tex[0]);
+       glBegin(GL_TRIANGLE_STRIP);
+               glTexCoord2f(1.0, 0.0);
+               glVertex3f(225, 175, 0);
+               glTexCoord2f(1.0, 1.0);
+               glVertex3f(225, 225, 0);
+               glTexCoord2f(0.0, 0.0);
+               glVertex3f(175, 175, 0);
+               glTexCoord2f(0.0, 1.0);
+               glVertex3f(175, 225, 0);
+       glEnd();
+
+       glBindTexture(GL_TEXTURE_2D, tex[1]);
+        glBegin(GL_TRIANGLE_STRIP);
+               glTexCoord2f(1.0, 0.0);
+                glVertex3f(300, 175, 0);
+               glTexCoord2f(1.0, 1.0);
+                glVertex3f(300, 225, 0);
+               glTexCoord2f(0.0, 0.0);
+                glVertex3f(250, 175, 0);
+               glTexCoord2f(0.0, 1.0);
+                glVertex3f(250, 225, 0);
+        glEnd();
+
+       glBindTexture(GL_TEXTURE_2D, tex[2]);
+        glBegin(GL_TRIANGLE_STRIP);
+               glTexCoord2f(1.0, 0.0);
+                glVertex3f(150, 175, 0);
+               glTexCoord2f(1.0, 1.0);
+                glVertex3f(150, 225, 0);
+               glTexCoord2f(0.0, 0.0);
+                glVertex3f(100, 175, 0);
+               glTexCoord2f(0.0, 1.0);
+                glVertex3f(100, 225, 0);
+        glEnd();
+
+
+        glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color2);
+
+       glDisable(GL_TEXTURE_2D);
+       glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+
+       glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(225, 25, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(225, 75, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(175, 25, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(175, 75, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(300, 25, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(300, 75, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(250, 25, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(250, 75, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(150, 25, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(150, 75, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(100, 25, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(100, 75, 0);
+        glEnd();
+
+
+       glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
+
+       glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color1);
+
+       glDisable(GL_TEXTURE_RECTANGLE_ARB);
+       glEnable(GL_TEXTURE_2D);
+
+       glBindTexture(GL_TEXTURE_2D, tex[0]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(1.0, 0.0);
+                glVertex3f(225, 250, 0);
+                glTexCoord2f(1.0, 1.0);
+                glVertex3f(225, 300, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(175, 250, 0);
+                glTexCoord2f(0.0, 1.0);
+                glVertex3f(175, 300, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_2D, tex[1]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(1.0, 0.0);
+                glVertex3f(300, 250, 0);
+                glTexCoord2f(1.0, 1.0);
+                glVertex3f(300, 300, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(250, 250, 0);
+                glTexCoord2f(0.0, 1.0);
+                glVertex3f(250, 300, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_2D, tex[2]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(1.0, 0.0);
+                glVertex3f(150, 250, 0);
+                glTexCoord2f(1.0, 1.0);
+                glVertex3f(150, 300, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(100, 250, 0);
+                glTexCoord2f(0.0, 1.0);
+                glVertex3f(100, 300, 0);
+        glEnd();
+
+
+       glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color2);
+
+       glDisable(GL_TEXTURE_2D);
+        glEnable(GL_TEXTURE_RECTANGLE_ARB);
+
+
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[3]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(225, 100, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(225, 150, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(175, 100, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(175, 150, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[4]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(300, 100, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(300, 150, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(250, 100, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(250, 150, 0);
+        glEnd();
+
+        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, tex[5]);
+        glBegin(GL_TRIANGLE_STRIP);
+                glTexCoord2f(2.0, 0.0);
+                glVertex3f(150, 100, 0);
+                glTexCoord2f(2.0, 2.0);
+                glVertex3f(150, 150, 0);
+                glTexCoord2f(0.0, 0.0);
+                glVertex3f(100, 100, 0);
+                glTexCoord2f(0.0, 2.0);
+                glVertex3f(100, 150, 0);
+        glEnd();
+
+
+       GLboolean pass = GL_TRUE;
+
+       GLfloat pink[3] = {1.0, 0.0, 1.0};
+       GLfloat green[3] = {0.0, 1.0, 0.0};
+       GLfloat black[3] = {0.0, 0.0, 0.0};
+
+       pass = piglit_probe_pixel_rgb(110, 180, black);
+       pass = pass && piglit_probe_pixel_rgb(140, 180, black); 
+       pass = pass && piglit_probe_pixel_rgb(185, 180, black);
+       pass = pass && piglit_probe_pixel_rgb(215, 180, pink);
+       pass = pass && piglit_probe_pixel_rgb(260, 180, black);
+       pass = pass && piglit_probe_pixel_rgb(290, 180, pink);
+
+       pass = pass && piglit_probe_pixel_rgb(110, 255, black);
+        pass = pass && piglit_probe_pixel_rgb(140, 255, pink);
+        pass = pass && piglit_probe_pixel_rgb(185, 255, pink);
+        pass = pass && piglit_probe_pixel_rgb(215, 255, pink);
+        pass = pass && piglit_probe_pixel_rgb(260, 255, black);
+        pass = pass && piglit_probe_pixel_rgb(290, 255, pink);
+
+       pass = pass && piglit_probe_pixel_rgb(110, 35, black);
+        pass = pass && piglit_probe_pixel_rgb(140, 35, black);
+        pass = pass && piglit_probe_pixel_rgb(185, 35, black);
+        pass = pass && piglit_probe_pixel_rgb(215, 35, green);
+        pass = pass && piglit_probe_pixel_rgb(260, 35, black);
+        pass = pass && piglit_probe_pixel_rgb(290, 35, green);
+
+        pass = pass && piglit_probe_pixel_rgb(110, 110, black);
+        pass = pass && piglit_probe_pixel_rgb(140, 110, green);
+        pass = pass && piglit_probe_pixel_rgb(185, 110, green);
+        pass = pass && piglit_probe_pixel_rgb(215, 110, green);
+        pass = pass && piglit_probe_pixel_rgb(260, 110, black);
+        pass = pass && piglit_probe_pixel_rgb(290, 110, green);
+
+       if(Automatic) {
+               piglit_report_result(pass ? PIGLIT_SUCCESS : PIGLIT_FAILURE);
+               exit(pass ? 0 : 1);
+       }
+
+       glFinish();
+        glutSwapBuffers();
+
+       printf(" Left to Right: ALPHA, LUMINANCE, INTENSITY\n Lower row: 
Combined with color\n Upper row: combined with alpha\n pink: TEXTURE_2D green: 
TEXTURE_RECTANGLE\n");
+
+}
+
+int main(int argc, char **argv)
+{
+       glutInit(&argc, argv);
+       if(argc==2 && !strncmp(argv[1], "-auto", 5))
+               Automatic=GL_TRUE;
+       glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
+       glutInitWindowSize(400, 300);
+       glutCreateWindow("depth-tex-compare");
+       glutDisplayFunc(display);
+       glutKeyboardFunc(piglit_escape_exit_key);
+
+       Init();
+
+       loadTex();
+
+       glutMainLoop();
+
+       return 0;
+}
+//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
+                        //GL_COMPARE_R_TO_TEXTURE);
+
-- 
1.6.3.3


------------------------------------------------------------------------------
Enter the BlackBerry Developer Challenge  
This is your chance to win up to $100,000 in prizes! For a limited time, 
vendors submitting new applications to BlackBerry App World(TM) will have
the opportunity to enter the BlackBerry Developer Challenge. See full prize  
details at: http://p.sf.net/sfu/Challenge
_______________________________________________
Mesa3d-dev mailing list
Mesa3d-dev@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/mesa3d-dev

Reply via email to