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test.pl
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test.pl
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#!/usr/bin/perl -w
use strict;
my $stat = `perl -v`;
our $IS_ACTIVEPERL = ($stat =~ m|ActiveState|s);
our $PERL_VERSION = $^V;
$PERL_VERSION =~ s|^v||;
use OpenGL qw/ :all /;
eval 'use OpenGL::Image 1.03'; # Need to use OpenGL::Image 1.03 or higher!
my $hasImage = !$@;
my $hasIM_635 = $hasImage && OpenGL::Image::HasEngine('Magick','6.3.5');
eval 'use OpenGL::Shader';
my $hasShader = !$@;
eval 'use Image::Magick';
my $hasIM = !$@;
# This does not seem to be needed and it adds an extra, unneeded
# dependency to the build process. Leaving this in as a comment
# just in case it is being used somewhere here
#
# use Math::Trig;
eval 'use Time::HiRes qw( gettimeofday )';
my $hasHires = !$@;
$|++;
# ----------------------
# Based on a cube demo by
# Chris Halsall ([email protected]) for the
# O'Reilly Network on Linux.com (oreilly.linux.com).
# May 2000.
#
# Translated from C to Perl by J-L Morel <[email protected]>
# ( http://www.bribes.org/perl/wopengl.html )
#
# Updated for FBO, VBO, Vertex/Fragment Program extensions
# and ImageMagick support
# by Bob "grafman" Free <[email protected]>
# ( http://graphcomp.com/opengl )
#
# Requires GLUT/FreeGLUT
if (!glpHasGLUT())
{
print qq
{
This test requires GLUT:
If you have X installed, you can try the scripts in ./examples/
Most of them do not use GLUT.
It is recommended that you install FreeGLUT for improved Makefile.PL
configuration, installation and debugging.
};
print "Attempting to run examples/texhack instead...\n";
`perl examples/texhack`;
exit 0;
}
use constant PROGRAM_TITLE => "OpenGL Test App";
use constant DO_TESTS => 0;
# Run in Game Mode
my $gameMode;
if ($#ARGV and lc($ARGV[0]) eq 'gamemode')
{
$gameMode = $ARGV[1] || '';
}
# Keyboard modifiers
my $key_mods =
{
eval(GLUT_ACTIVE_SHIFT) => "SHIFT",
eval(GLUT_ACTIVE_CTRL) => "CTRL",
eval(GLUT_ACTIVE_ALT) => "ALT"
};
# Some global variables.
my $useMipMap = 1;
my $hasFBO = 0;
my $hasVBO = 0;
my $hasFragProg = 0;
my $hasImagePointer = 0;
my $idleTime = time();
my $idleSecsMax = 30;
my $er;
# Window and texture IDs, window width and height.
my $Window_ID;
my $Window_Width = 300;
my $Window_Height = 300;
my $Inset_Width = 90;
my $Inset_Height = 90;
my $Window_State;
# Texture dimanesions
#my $Tex_File = 'test.jpg';
my $Tex_File = 'test.tga';
my $Tex_Width = 128;
my $Tex_Height = 128;
my $Tex_Format;
my $Tex_Type;
my $Tex_Size;
my $Tex_Image;
my $Tex_Pixels;
# Our display mode settings.
my $Light_On = 0;
my $Blend_On = 0;
my $Texture_On = 1;
my $Alpha_Add = 1;
my $FBO_On = 0;
my $Inset_On = 1;
my $Fullscreen_On = 0;
my $Curr_TexMode = 0;
my @TexModesStr = qw/ GL_DECAL GL_MODULATE GL_BLEND GL_REPLACE /;
my @TexModes = ( GL_DECAL, GL_MODULATE, GL_BLEND, GL_REPLACE );
my($TextureID_image,$TextureID_FBO);
my $FrameBufferID;
my $RenderBufferID;
my $VertexProgID;
my $FragProgID;
my $FBO_rendered = 0;
my $Shader;
# Object and scene global variables.
my $Teapot_Rot = 0.0;
# Cube position and rotation speed variables.
my $X_Rot = 0.9;
my $Y_Rot = 0.0;
my $X_Speed = 0.0;
my $Y_Speed = 0.5;
my $Z_Off =-5.0;
# Settings for our light. Try playing with these (or add more lights).
my @Light_Ambient = ( 0.1, 0.1, 0.1, 1.0 );
my @Light_Diffuse = ( 1.2, 1.2, 1.2, 1.0 );
my @Light_Position = ( 2.0, 2.0, 0.0, 1.0 );
# Model/Projection/Viewport Matrices
my $mm = OpenGL::Array->new(16,GL_DOUBLE);
my $pm = OpenGL::Array->new(16,GL_DOUBLE);
my $vp = OpenGL::Array->new(4,GL_INT);
# Vertex Buffer Object data
my($VertexObjID,$NormalObjID,$ColorObjID,$TexCoordObjID,$IndexObjID);
my @verts =
(
-1.0, -1.3, -1.0,
1.0, -1.3, -1.0,
1.0, -1.3, 1.0,
-1.0, -1.3, 1.0,
-1.0, 1.3, -1.0,
-1.0, 1.3, 1.0,
1.0, 1.3, 1.0,
1.0, 1.3, -1.0,
-1.0, -1.0, -1.3,
-1.0, 1.0, -1.3,
1.0, 1.0, -1.3,
1.0, -1.0, -1.3,
1.3, -1.0, -1.0,
1.3, 1.0, -1.0,
1.3, 1.0, 1.0,
1.3, -1.0, 1.0,
-1.0, -1.0, 1.3,
1.0, -1.0, 1.3,
1.0, 1.0, 1.3,
-1.0, 1.0, 1.3,
-1.3, -1.0, -1.0,
-1.3, -1.0, 1.0,
-1.3, 1.0, 1.0,
-1.3, 1.0, -1.0
);
my $verts = OpenGL::Array->new_list(GL_FLOAT,@verts);
# Could calc norms on the fly
my @norms =
(
0.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0,-1.0,
1.0, 0.0, 0.0,
0.0, 0.0, 1.0,
-1.0, 0.0, 0.0
);
my $norms = OpenGL::Array->new_list(GL_FLOAT,@norms);
my @colors =
(
0.9,0.2,0.2,.75,
0.9,0.2,0.2,.75,
0.9,0.2,0.2,.75,
0.9,0.2,0.2,.75,
0.5,0.5,0.5,.5,
0.5,0.5,0.5,.5,
0.5,0.5,0.5,.5,
0.5,0.5,0.5,.5,
0.2,0.9,0.2,.5,
0.2,0.9,0.2,.5,
0.2,0.9,0.2,.5,
0.2,0.9,0.2,.5,
0.2,0.2,0.9,.25,
0.2,0.2,0.9,.25,
0.2,0.2,0.9,.25,
0.2,0.2,0.9,.25,
0.9, 0.2, 0.2, 0.5,
0.2, 0.9, 0.2, 0.5,
0.2, 0.2, 0.9, 0.5,
0.1, 0.1, 0.1, 0.5,
0.9,0.9,0.2,0.0,
0.9,0.9,0.2,0.66,
0.9,0.9,0.2,1.0,
0.9,0.9,0.2,0.33
);
my $colors = OpenGL::Array->new_list(GL_FLOAT,@colors);
my @rainbow =
(
0.9, 0.2, 0.2, 0.5,
0.2, 0.9, 0.2, 0.5,
0.2, 0.2, 0.9, 0.5,
0.1, 0.1, 0.1, 0.5
);
my $rainbow = OpenGL::Array->new_list(GL_FLOAT,@rainbow);
my $rainbow_offset = 64;
my @rainbow_inc;
my @texcoords =
(
0.800, 0.800,
0.200, 0.800,
0.200, 0.200,
0.800, 0.200,
0.005, 1.995,
0.005, 0.005,
1.995, 0.005,
1.995, 1.995,
0.995, 0.005,
2.995, 2.995,
0.005, 0.995,
-1.995, -1.995,
0.995, 0.005,
0.995, 0.995,
0.005, 0.995,
0.005, 0.005,
-0.5, -0.5,
1.5, -0.5,
1.5, 1.5,
-0.5, 1.5,
0.005, 0.005,
0.995, 0.005,
0.995, 0.995,
0.005, 0.995
);
my $texcoords = OpenGL::Array->new_list(GL_FLOAT,@texcoords);
my @indices = (0..23);
my $indices = OpenGL::Array->new_list(GL_UNSIGNED_INT,@indices);
my @xform =
(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
my $xform = OpenGL::Array->new_list(GL_FLOAT,@xform);
# ------
# Frames per second (FPS) statistic variables and routine.
use constant CLOCKS_PER_SEC => $hasHires ? 1000 : 1;
use constant FRAME_RATE_SAMPLES => 50;
my $FrameCount = 0;
my $FrameRate = 0;
my $last=0;
sub ourDoFPS
{
if (++$FrameCount >= FRAME_RATE_SAMPLES)
{
my $now = $hasHires ? gettimeofday() : time(); # clock();
my $delta= ($now - $last);
$last = $now;
$FrameRate = FRAME_RATE_SAMPLES / ($delta || 1);
$FrameCount = 0;
}
}
# ------
# String rendering routine; leverages on GLUT routine.
sub ourPrintString
{
my ($font, $str) = @_;
my @c = split '', $str;
for(@c)
{
glutBitmapCharacter($font, ord $_);
}
}
# ------
# Does everything needed before losing control to the main
# OpenGL event loop.
sub ourInit
{
my ($Width, $Height) = @_;
# Set initial colors for rainbow face
for (my $i=0; $i<16; $i++)
{
$rainbow[$i] = rand(1.0);
$rainbow_inc[$i] = 0.01 - rand(0.02);
}
# Initialize VBOs if supported
if ($hasVBO)
{
($VertexObjID,$NormalObjID,$ColorObjID,$TexCoordObjID,$IndexObjID) =
glGenBuffersARB_p(5);
#glBindBufferARB(GL_ARRAY_BUFFER_ARB, $VertexObjID);
$verts->bind($VertexObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $verts, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
if (DO_TESTS)
{
print "\nTests:\n";
my $size = glGetBufferParameterivARB_p(GL_ARRAY_BUFFER_ARB,
GL_BUFFER_SIZE_ARB);
print " Vertex Buffer Size (bytes): $size\n";
my $count = $verts->elements();
print " Vertex Buffer Size (elements): $count\n";
my $test = glGetBufferSubDataARB_p(GL_ARRAY_BUFFER_ARB,12,3,GL_FLOAT);
my @test = $test->retrieve(0,3);
my $ords = join('/',@test);
print " glGetBufferSubDataARB_p: $ords\n";
}
#glBindBufferARB(GL_ARRAY_BUFFER_ARB, $NormalObjID);
$norms->bind($NormalObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $norms, GL_STATIC_DRAW_ARB);
glNormalPointer_c(GL_FLOAT, 0, 0);
#glBindBufferARB(GL_ARRAY_BUFFER_ARB, $ColorObjID);
$colors->bind($ColorObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $colors, GL_DYNAMIC_DRAW_ARB);
$rainbow->assign(0,@rainbow);
glBufferSubDataARB_p(GL_ARRAY_BUFFER_ARB, $rainbow_offset, $rainbow);
glColorPointer_c(4, GL_FLOAT, 0, 0);
#glBindBufferARB(GL_ARRAY_BUFFER_ARB, $TexCoordObjID);
$texcoords->bind($TexCoordObjID);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $texcoords, GL_STATIC_DRAW_ARB);
glTexCoordPointer_c(2, GL_FLOAT, 0, 0);
#glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, $IndexObjID);
$indices->bind($IndexObjID);
glBufferDataARB_p(GL_ELEMENT_ARRAY_BUFFER_ARB, $indices, GL_STATIC_DRAW_ARB);
}
else
{
glVertexPointer_p(3, $verts);
glNormalPointer_p($norms);
$colors->assign($rainbow_offset,@rainbow);
glColorPointer_p(4, $colors);
glTexCoordPointer_p(2, $texcoords);
}
# Build texture.
($TextureID_image,$TextureID_FBO) = glGenTextures_p(2);
ourBuildTextures();
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
# Initialize shaders.
ourInitShaders();
# Initialize rendering parameters
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
#glEnable(GL_BLEND);
# Color to clear color buffer to.
glClearColor(0.1, 0.1, 0.1, 0.0);
# Depth to clear depth buffer to; type of test.
glClearDepth(1.0);
glDepthFunc(GL_LESS);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
# Load up the correct perspective matrix; using a callback directly.
cbResizeScene($Width, $Height);
# Set up a light, turn it on.
glLightfv_p(GL_LIGHT1, GL_POSITION, @Light_Position);
glLightfv_p(GL_LIGHT1, GL_AMBIENT, @Light_Ambient);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, @Light_Diffuse);
glEnable(GL_LIGHT1);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
# ------
# Function to build a simple full-color texture with alpha channel,
# and then create mipmaps.
# Also sets up FBO texture and Vertex/Fragment programs.
sub ourBuildTextures
{
my $gluerr;
my $tex;
# Build Image Texture
($TextureID_image,$TextureID_FBO) = glGenTextures_p(2);
print "\n";
# Use OpenGL::Image to load texture
if ($hasImage && -e $Tex_File)
{
my $img = new OpenGL::Image(source=>$Tex_File);
my($eng,$ver) = $img->Get('engine','version');
print "Using OpenGL::Image - $eng v$ver\n";
($Tex_Width,$Tex_Height) = $img->Get('width','height');
my $alpha = $img->Get('alpha') ? 'has' : 'no';
print "Loading texture: $Tex_File, $Tex_Width x $Tex_Height, $alpha alpha\n";
($Tex_Type,$Tex_Format,$Tex_Size) =
$img->Get('gl_internalformat','gl_format','gl_type');
# Use OGA for testing
$Tex_Image = $img;
$Tex_Pixels = $img->GetArray();
print "Using ImageMagick's gaussian blur on inset\n" if ($hasIM_635);
}
# Build texture from scratch if OpenGL::Image not available
else
{
my $hole_size = 3300; # ~ == 57.45 ^ 2.
# Iterate across the texture array.
for(my $y=0; $y<$Tex_Height; $y++)
{
for(my $x=0; $x<$Tex_Width; $x++)
{
# A simple repeating squares pattern.
# Dark blue on white.
if ( ( ($x+4)%32 < 8 ) && ( ($y+4)%32 < 8))
{
$tex .= pack "C3", 0,0,120; # Dark blue
}
else
{
$tex .= pack "C3", 240, 240, 240; # White
}
# Make a round dot in the texture's alpha-channel.
# Calculate distance to center (squared).
my $t = ($x-64)*($x-64) + ($y-64)*($y-64);
if ( $t < $hole_size)
{
$tex .= pack "C", 255; # The dot itself is opaque.
}
elsif ($t < $hole_size + 100)
{
$tex .= pack "C", 128; # Give our dot an anti-aliased edge.
}
else
{
$tex .= pack "C", 0; # Outside of the dot, it's transparent.
}
}
}
$Tex_Pixels = OpenGL::Array->new_scalar(GL_UNSIGNED_BYTE,$tex,length($tex));
$Tex_Type = GL_RGBA8;
$Tex_Format = GL_RGBA;
$Tex_Size = GL_UNSIGNED_BYTE;
}
glBindTexture(GL_TEXTURE_2D, $TextureID_image);
# Use MipMap
if ($useMipMap)
{
print "Using Mipmap\n";
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_LINEAR);
# The GLU library helps us build MipMaps for our texture.
if (($gluerr = gluBuild2DMipmaps_c(GL_TEXTURE_2D, $Tex_Type,
$Tex_Width, $Tex_Height, $Tex_Format, $Tex_Size,
$Tex_Pixels->ptr())))
{
printf STDERR "GLULib%s\n", gluErrorString($gluerr);
exit(-1);
}
}
# Use normal texture - Note: dimensions must be power of 2
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D_c(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
0, $Tex_Format, $Tex_Size, $Tex_Pixels->ptr());
}
# Benchmarks for Image Loading
if (DO_TESTS && $hasIM)
{
my $loops = 1000;
my $im = new Image::Magick();
$im->Read($Tex_File);
$im->Set(magick=>'RGBA',depth=>8);
$im->Negate(channel=>'alpha');
# Bench ImageToBlob
my $start = gettimeofday();
for (my $i=0;$i<$loops;$i++)
{
my($blob) = $im->ImageToBlob();
glTexImage2D_s(GL_TEXTURE_2D, 0, GL_RGBA8, $Tex_Width, $Tex_Height,
0, GL_RGBA, GL_UNSIGNED_BYTE, $blob);
}
my $now = gettimeofday();
my $fps = $loops / ($now - $start);
print "ImageToBlob + glTexImage2D_s: $fps\n";
# Bench GetPixels
$start = gettimeofday();
for (my $i=0;$i<$loops;$i++)
{
my @pixels = $im->GetPixels(map=>'BGRA',
width=>$Tex_Width, height=>$Tex_Height, normalize=>'false');
glTexImage2D_p(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
0, $Tex_Format, $Tex_Size, @pixels);
}
$now = gettimeofday();
$fps = $loops / ($now - $start);
print "GetPixels + glTexImage2D_p: $fps\n";
# Bench OpenGL::Image
if ($hasIM_635)
{
my $start = gettimeofday();
for (my $i=0;$i<$loops;$i++)
{
glTexImage2D_c(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
0, $Tex_Format, $Tex_Size, $Tex_Pixels->ptr());
}
my $now = gettimeofday();
my $fps = $loops / ($now - $start);
print "OpenGL::Image + glTexImage2D_c: $fps\n";
}
}
# Build FBO texture
if ($hasFBO)
{
($FrameBufferID) = glGenFramebuffersEXT_p(1);
($RenderBufferID) = glGenRenderbuffersEXT_p(1);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $FrameBufferID);
glBindTexture(GL_TEXTURE_2D, $TextureID_FBO);
# Initiate texture
glTexImage2D_c(GL_TEXTURE_2D, 0, $Tex_Type, $Tex_Width, $Tex_Height,
0, $Tex_Format, $Tex_Size, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
# Bind texture/frame/render buffers
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, $TextureID_FBO, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, $RenderBufferID);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,
$Tex_Width, $Tex_Height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, $RenderBufferID);
# Test status
if (DO_TESTS)
{
my $stat = glCheckFramebufferStatusEXT(GL_RENDERBUFFER_EXT);
printf("FBO Status: %04X\n",$stat);
}
}
# Select active texture
ourSelectTexture();
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
}
sub ourSelectTexture
{
glBindTexture(GL_TEXTURE_2D, $FBO_On ? $TextureID_FBO : $TextureID_image);
}
sub ourInitShaders
{
# Setup Vertex/Fragment Programs to render FBO texture
# Use OpenGL::Shader
if ($hasShader && ($Shader = new OpenGL::Shader()))
{
my $type = $Shader->GetType();
my $ext = lc($type);
my $stat = $Shader->LoadFiles("fragment.$ext","vertex.$ext");
if (!$stat)
{
my $ver = $Shader->GetVersion();
print "Using OpenGL::Shader('$type') v$ver\n";
return;
}
else
{
print "$stat\n";
}
}
# Fall back to doing it manually
if ($hasFragProg)
{
($VertexProgID,$FragProgID) = glGenProgramsARB_p(2);
# NOP Vertex shader
my $VertexProg = qq
{!!ARBvp1.0
PARAM center = program.local[0];
PARAM xform[4] = {program.local[1..4]};
TEMP vertexClip;
# ModelView projection
DP4 vertexClip.x, state.matrix.mvp.row[0], vertex.position;
DP4 vertexClip.y, state.matrix.mvp.row[1], vertex.position;
DP4 vertexClip.z, state.matrix.mvp.row[2], vertex.position;
DP4 vertexClip.w, state.matrix.mvp.row[3], vertex.position;
# Additional transform, via matrix variable
DP4 vertexClip.x, vertexClip, xform[0];
DP4 vertexClip.y, vertexClip, xform[1];
DP4 vertexClip.z, vertexClip, xform[2];
DP4 vertexClip.w, vertexClip, xform[3];
#SUB result.position, vertexClip, center;
MOV result.position, vertexClip;
# Pass through color
MOV result.color, vertex.color;
# Pass through texcoords
SUB result.texcoord[0], vertex.texcoord, center;
END
};
glBindProgramARB(GL_VERTEX_PROGRAM_ARB, $VertexProgID);
glProgramStringARB_p(GL_VERTEX_PROGRAM_ARB, $VertexProg);
if (DO_TESTS)
{
my $format = glGetProgramivARB_p(GL_VERTEX_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ARB);
printf("glGetProgramivARB_p format: '#%04X'\n",$format);
my @params = glGetProgramEnvParameterdvARB_p(GL_VERTEX_PROGRAM_ARB,0);
my $params = join(', ',@params);
print "glGetProgramEnvParameterdvARB_p: $params\n";
@params = glGetProgramEnvParameterfvARB_p(GL_VERTEX_PROGRAM_ARB,0);
$params = join(', ',@params);
print "glGetProgramEnvParameterfvARB_p: $params\n";
my $vprog = glGetProgramStringARB_p(GL_VERTEX_PROGRAM_ARB);
print "Vertex Prog: $vprog\n";
}
# Lazy Metalic Fragment shader
my $FragProg = qq
{!!ARBfp1.0
PARAM surfacecolor = program.local[5];
TEMP color;
MUL color, fragment.texcoord[0].y, 2.0;
ADD color, 1.0, -color;
ABS color, color;
ADD color, 1.01, -color; #Some cards have a rounding error
MOV color.a, 1.0;
MUL color, color, surfacecolor;
MOV result.color, color;
END
};
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, $FragProgID);
glProgramStringARB_p(GL_FRAGMENT_PROGRAM_ARB, $FragProg);
if (DO_TESTS)
{
my $fprog = glGetProgramStringARB_p(GL_FRAGMENT_PROGRAM_ARB);
print "Fragment Prog: $fprog\n";
}
}
}
# ------
# Routine which actually does the drawing
sub cbRenderScene
{
# Quit if inactive
if ($idleSecsMax < (time()-$idleTime))
{
print "Idle timeout; completing test\n";
ourCleanup();
exit(0);
}
my $buf; # For our strings.
# Animated Texture Rendering
if ($FBO_On && ($FBO_On == 2 || !$FBO_rendered))
{
$FBO_rendered = 1;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $FrameBufferID);
glPushMatrix();
glTranslatef(-0.35, -0.48, -1.5);
glRotatef($Teapot_Rot--, 0.0, 1.0, 0.0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_DEPTH_TEST);
# Run shader programs for texture.
# If installed, use OpenGL::Shader
if ($Shader)
{
$Shader->Enable();
$Shader->SetVector('center',0.0,0.0,2.0,0.0);
$Shader->SetMatrix('xform',$xform);
$Shader->SetVector('surfacecolor',1.0,0.5,0.0,1.0);
}
# Otherwise, do it manually
elsif ($hasFragProg)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, 0, 0.0,0.0,2.0,0.0);
glProgramLocalParameter4fvARB_c(GL_VERTEX_PROGRAM_ARB, 1, $xform->offset(0));
glProgramLocalParameter4fvARB_c(GL_VERTEX_PROGRAM_ARB, 2, $xform->offset(4));
glProgramLocalParameter4fvARB_c(GL_VERTEX_PROGRAM_ARB, 3, $xform->offset(8));
glProgramLocalParameter4fvARB_c(GL_VERTEX_PROGRAM_ARB, 4, $xform->offset(12));
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 5, 1.0,0.5,0.0,1.0);
}
glColor3f(1.0, 1.0, 1.0);
#glutSolidTeapot(0.125);
glutWireTeapot(0.125);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
if ($Shader)
{
$Shader->Disable();
}
elsif ($hasFragProg)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_VERTEX_PROGRAM_ARB);
}
glPopAttrib();
glPopMatrix();
}
ourSelectTexture();
# Enables, disables or otherwise adjusts as
# appropriate for our current settings.
if ($Texture_On)
{
glEnable(GL_TEXTURE_2D);
}
else
{
glDisable(GL_TEXTURE_2D);
}
if ($Light_On)
{
glEnable(GL_LIGHTING);
}
else
{
glDisable(GL_LIGHTING);
}
if ($Alpha_Add)
{
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
}
else
{
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
# If we're blending, we don'$t want z-buffering.
if ($Blend_On)
{
glDisable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_DEPTH_TEST);
}
# Need to manipulate the ModelView matrix to move our model around.
glMatrixMode(GL_MODELVIEW);
# Reset to 0,0,0; no rotation, no scaling.
glLoadIdentity();
# Move the object back from the screen.
glTranslatef(0.0,0.0,$Z_Off);
# Rotate the calculated amount.
glRotatef($X_Rot,1.0,0.0,0.0);
glRotatef($Y_Rot,0.0,1.0,0.0);
# Clear the color and depth buffers.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
# Update Rainbow Cube Face
for (my $i=0; $i<scalar(@rainbow); $i++)
{
$rainbow[$i] += $rainbow_inc[$i];
if ($rainbow[$i] < 0)
{
$rainbow[$i] = 0.0;
}
elsif ($rainbow[$i] > 1)
{
$rainbow[$i] = 1.0;
}
else
{
next;
}
$rainbow_inc[$i] = -$rainbow_inc[$i];
}
if ($hasVBO)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, $ColorObjID);
my $color_map = glMapBufferARB_p(GL_ARRAY_BUFFER_ARB,
GL_WRITE_ONLY_ARB,GL_FLOAT);
my $buffer = glGetBufferPointervARB_p(GL_ARRAY_BUFFER_ARB,
GL_BUFFER_MAP_POINTER_ARB,GL_FLOAT);
$color_map->assign($rainbow_offset,@rainbow);
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
}
else
{
$colors->assign($rainbow_offset,@rainbow);
glColorPointer_p(4, $colors);
}
# Render cube
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for (my $i=0; $i<scalar(@indices); $i+=4)
{
glDrawArrays(GL_QUADS, $i, 4);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
# Move back to the origin (for the text, below).
glLoadIdentity();
# We need to change the projection matrix for the text rendering.
glMatrixMode(GL_PROJECTION);
# But we like our current view too; so we save it here.
glPushMatrix();
# Now we set up a new projection for the text.
glLoadIdentity();
glOrtho(0,$Window_Width,0,$Window_Height,-1.0,1.0);
# Lit or textured text looks awful.
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
# We don'$t want depth-testing either.
glDisable(GL_DEPTH_TEST);
# But, for fun, let's make the text partially transparent too.
glColor4f(0.6,1.0,0.6,.75);
# Render our various display mode settings.
$buf = sprintf "Mode: %s", $TexModesStr[$Curr_TexMode];
glRasterPos2i(2,2); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "Alpha: %d", $Alpha_Add;
glRasterPos2i(2,14); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "Blend: %d", $Blend_On;
glRasterPos2i(2,26); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "Light: %d", $Light_On;
glRasterPos2i(2,38); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "Tex: %d", $Texture_On;
glRasterPos2i(2,50); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "FBO: %d", $FBO_On;
glRasterPos2i(2,62); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
$buf = sprintf "Inset: %d", $Inset_On;
glRasterPos2i(2,74); ourPrintString(GLUT_BITMAP_HELVETICA_12,$buf);
# Now we want to render the calulated FPS at the top.
# To ease, simply translate up. Note we're working in screen
# pixels in this projection.
glTranslatef(6.0,$Window_Height - 14,0.0);
# Make sure we can read the FPS section by first placing a
# dark, mostly opaque backdrop rectangle.
glColor4f(0.2,0.2,0.2,0.75);
glBegin(GL_QUADS);
glVertex3f( 0.0, -2.0, 0.0);
glVertex3f( 0.0, 12.0, 0.0);
glVertex3f(140.0, 12.0, 0.0);
glVertex3f(140.0, -2.0, 0.0);
glEnd();