132001f49Smrg/** 232001f49Smrg * Test glDrawPixels(GL_DEPTH_COMPONENT) 332001f49Smrg * 432001f49Smrg * We load a window-sized buffer of Z values so that Z=1 at the top and 532001f49Smrg * Z=0 at the bottom (and interpolate between). 632001f49Smrg * We draw that image into the Z buffer, then draw an ordinary cube. 732001f49Smrg * The bottom part of the cube should be "clipped" where the cube fails 832001f49Smrg * the Z test. 932001f49Smrg * 1032001f49Smrg * Press 'd' to view the Z buffer as a grayscale image. 1132001f49Smrg */ 1232001f49Smrg 1332001f49Smrg#include <stdio.h> 1432001f49Smrg#include <stdlib.h> 1532001f49Smrg#include <math.h> 1632001f49Smrg#include <GL/glew.h> 1732001f49Smrg#include "glut_wrap.h" 1832001f49Smrg#include "../util/showbuffer.c" 1932001f49Smrg 2032001f49Smrg 2132001f49Smrgstatic int Win; 2232001f49Smrgstatic GLfloat Xrot = 50, Yrot = 40, Zpos = 6; 2332001f49Smrgstatic GLboolean Anim = GL_FALSE; 2432001f49Smrg 2532001f49Smrgstatic int Width = 200, Height = 200; 2632001f49Smrgstatic GLfloat *z; 2732001f49Smrgstatic GLboolean showZ = 0; 2832001f49Smrg 2932001f49Smrg 3032001f49Smrgstatic void 3132001f49SmrgIdle(void) 3232001f49Smrg{ 3332001f49Smrg Xrot += 3.0; 3432001f49Smrg Yrot += 4.0; 3532001f49Smrg glutPostRedisplay(); 3632001f49Smrg} 3732001f49Smrg 3832001f49Smrg 3932001f49Smrgstatic void 4032001f49SmrgDraw(void) 4132001f49Smrg{ 4232001f49Smrg glClearColor(0, 0, 0.5, 0); 4332001f49Smrg glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 4432001f49Smrg 4532001f49Smrg#if 1 4632001f49Smrg glColor3f(1, 0, 0); 4732001f49Smrg glWindowPos2i(0,0); 4832001f49Smrg glColorMask(0,0,0,0); 4932001f49Smrg glDrawPixels(Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, z); 5032001f49Smrg#elif 0 5132001f49Smrg glPushMatrix(); 5232001f49Smrg glTranslatef(-0.75, 0, Zpos); 5332001f49Smrg glutSolidSphere(1.0, 20, 10); 5432001f49Smrg glPopMatrix(); 5532001f49Smrg#endif 5632001f49Smrg glColorMask(1,1,1,1); 5732001f49Smrg 5832001f49Smrg /* draw cube */ 5932001f49Smrg glPushMatrix(); 6032001f49Smrg glTranslatef(0, 0, Zpos); 6132001f49Smrg glRotatef(Xrot, 1, 0, 0); 6232001f49Smrg glRotatef(Yrot, 0, 1, 0); 6332001f49Smrg glutSolidCube(2.0); 6432001f49Smrg glPopMatrix(); 6532001f49Smrg 6632001f49Smrg#if 0 6732001f49Smrg /* drawpixels after cube */ 6832001f49Smrg glColor3f(1, 0, 0); 6932001f49Smrg glWindowPos2i(0,0); 7032001f49Smrg //glColorMask(0,0,0,0); 7132001f49Smrg glDrawPixels(Width, Height, GL_DEPTH_COMPONENT, GL_FLOAT, z); 7232001f49Smrg#endif 7332001f49Smrg 7432001f49Smrg if (showZ) { 7532001f49Smrg ShowDepthBuffer(Width, Height, 0.0, 1.0); 7632001f49Smrg } 7732001f49Smrg 7832001f49Smrg glutSwapBuffers(); 7932001f49Smrg} 8032001f49Smrg 8132001f49Smrg 8232001f49Smrgstatic void 8332001f49SmrgReshape(int width, int height) 8432001f49Smrg{ 8532001f49Smrg glViewport(0, 0, width, height); 8632001f49Smrg glMatrixMode(GL_PROJECTION); 8732001f49Smrg glLoadIdentity(); 8832001f49Smrg glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 30.0); 8932001f49Smrg glMatrixMode(GL_MODELVIEW); 9032001f49Smrg glLoadIdentity(); 9132001f49Smrg glTranslatef(0.0, 0.0, -15.0); 9232001f49Smrg 9332001f49Smrg Width = width; 9432001f49Smrg Height = height; 9532001f49Smrg 9632001f49Smrg z = (float *) malloc(width * height * 4); 9732001f49Smrg { 9832001f49Smrg int i, j, k = 0; 9932001f49Smrg for (i = 0; i < height; i++) { 10032001f49Smrg float zval = (float) i / (height - 1); 10132001f49Smrg for (j = 0; j < width; j++) { 10232001f49Smrg z[k++] = zval; 10332001f49Smrg } 10432001f49Smrg } 10532001f49Smrg } 10632001f49Smrg} 10732001f49Smrg 10832001f49Smrg 10932001f49Smrgstatic void 11032001f49SmrgKey(unsigned char key, int x, int y) 11132001f49Smrg{ 11232001f49Smrg const GLfloat step = 1.0; 11332001f49Smrg (void) x; 11432001f49Smrg (void) y; 11532001f49Smrg switch (key) { 11632001f49Smrg case 'a': 11732001f49Smrg Anim = !Anim; 11832001f49Smrg if (Anim) 11932001f49Smrg glutIdleFunc(Idle); 12032001f49Smrg else 12132001f49Smrg glutIdleFunc(NULL); 12232001f49Smrg break; 12332001f49Smrg case 'd': 12432001f49Smrg showZ = !showZ; 12532001f49Smrg break; 12632001f49Smrg case 'z': 12732001f49Smrg Zpos -= step; 12832001f49Smrg break; 12932001f49Smrg case 'Z': 13032001f49Smrg Zpos += step; 13132001f49Smrg break; 13232001f49Smrg case 27: 13332001f49Smrg glutDestroyWindow(Win); 13432001f49Smrg exit(0); 13532001f49Smrg break; 13632001f49Smrg } 13732001f49Smrg glutPostRedisplay(); 13832001f49Smrg} 13932001f49Smrg 14032001f49Smrg 14132001f49Smrgstatic void 14232001f49SmrgSpecialKey(int key, int x, int y) 14332001f49Smrg{ 14432001f49Smrg const GLfloat step = 3.0; 14532001f49Smrg (void) x; 14632001f49Smrg (void) y; 14732001f49Smrg switch (key) { 14832001f49Smrg case GLUT_KEY_UP: 14932001f49Smrg Xrot -= step; 15032001f49Smrg break; 15132001f49Smrg case GLUT_KEY_DOWN: 15232001f49Smrg Xrot += step; 15332001f49Smrg break; 15432001f49Smrg case GLUT_KEY_LEFT: 15532001f49Smrg Yrot -= step; 15632001f49Smrg break; 15732001f49Smrg case GLUT_KEY_RIGHT: 15832001f49Smrg Yrot += step; 15932001f49Smrg break; 16032001f49Smrg } 16132001f49Smrg glutPostRedisplay(); 16232001f49Smrg} 16332001f49Smrg 16432001f49Smrg 16532001f49Smrgstatic void 16632001f49SmrgInit(void) 16732001f49Smrg{ 16832001f49Smrg /* setup lighting, etc */ 16932001f49Smrg glEnable(GL_DEPTH_TEST); 17032001f49Smrg glEnable(GL_LIGHTING); 17132001f49Smrg glEnable(GL_LIGHT0); 17232001f49Smrg} 17332001f49Smrg 17432001f49Smrg 17532001f49Smrgint 17632001f49Smrgmain(int argc, char *argv[]) 17732001f49Smrg{ 17832001f49Smrg glutInit(&argc, argv); 17932001f49Smrg glutInitWindowPosition(0, 0); 18032001f49Smrg glutInitWindowSize(400, 400); 18132001f49Smrg glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); 18232001f49Smrg Win = glutCreateWindow(argv[0]); 18332001f49Smrg glewInit(); 18432001f49Smrg glutReshapeFunc(Reshape); 18532001f49Smrg glutKeyboardFunc(Key); 18632001f49Smrg glutSpecialFunc(SpecialKey); 18732001f49Smrg glutDisplayFunc(Draw); 18832001f49Smrg if (Anim) 18932001f49Smrg glutIdleFunc(Idle); 19032001f49Smrg Init(); 19132001f49Smrg glutMainLoop(); 19232001f49Smrg return 0; 19332001f49Smrg} 194