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progs/tests: asst. improvements to zreaddraw.c
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parent
45e2b51c85
commit
9f74fa111b
1 changed files with 44 additions and 17 deletions
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@ -11,7 +11,16 @@
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#include <GL/glew.h>
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#include <GL/glut.h>
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static GLint WinWidth = 500, WinHeight = 500;
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#define ZWIDTH 100
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#define ZHEIGHT 100
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#define ZOOM 4
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#define ZWIDTH2 (ZOOM * ZWIDTH)
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#define ZHEIGHT2 (ZOOM * ZHEIGHT)
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static GLint WinWidth = ZWIDTH + ZWIDTH2, WinHeight = ZHEIGHT + ZHEIGHT2;
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static GLboolean Invert = GL_FALSE;
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static GLboolean TestPacking = GL_FALSE;
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static GLboolean TestList = GL_FALSE;
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@ -19,8 +28,8 @@ static GLboolean TestList = GL_FALSE;
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static void Display(void)
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{
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GLfloat depth[100 * 100 * 2];
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GLfloat depth2[400 * 400]; /* *2 to test pixelstore stuff */
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GLfloat depth[ZWIDTH * ZHEIGHT * 2];
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GLfloat depth2[ZWIDTH2 * ZHEIGHT2]; /* *2 to test pixelstore stuff */
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GLuint list;
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GLenum depthType = GL_FLOAT;
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@ -30,7 +39,7 @@ static void Display(void)
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glEnable(GL_DEPTH_TEST);
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/* draw a sphere */
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glViewport(0, 0, 100, 100);
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glViewport(0, 0, ZWIDTH, ZHEIGHT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1, 1, -1, 1, -1, 0); /* clip away back half of sphere */
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@ -44,12 +53,12 @@ static void Display(void)
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}
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/* read the depth image */
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glReadPixels(0, 0, 100, 100, GL_DEPTH_COMPONENT, depthType, depth);
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glReadPixels(0, 0, ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
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if (depthType == GL_FLOAT) {
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GLfloat min, max;
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int i;
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min = max = depth[0];
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for (i = 1; i < 100 * 100; i++) {
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for (i = 1; i < ZWIDTH * ZHEIGHT; i++) {
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if (depth[i] < min)
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min = depth[i];
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if (depth[i] > max)
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@ -58,9 +67,22 @@ static void Display(void)
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printf("Depth value range: [%f, %f]\n", min, max);
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}
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/* debug */
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if (0) {
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int i;
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float *z = depth + ZWIDTH * 50;
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printf("z at y=50:\n");
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for (i = 0; i < ZWIDTH; i++) {
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printf("%5.3f ", z[i]);
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if ((i + 1) % 12 == 0)
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printf("\n");
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}
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printf("\n");
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}
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/* Draw the Z image as luminance above original rendering */
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glWindowPos2i(0, 100);
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glDrawPixels(100, 100, GL_LUMINANCE, depthType, depth);
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glWindowPos2i(0, ZHEIGHT);
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glDrawPixels(ZWIDTH, ZHEIGHT, GL_LUMINANCE, depthType, depth);
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if (TestPacking) {
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glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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@ -70,9 +92,9 @@ static void Display(void)
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}
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/* draw depth image with scaling (into z buffer) */
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glPixelZoom(4.0, 4.0);
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glPixelZoom(ZOOM, ZOOM);
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glColor4f(1, 0, 0, 0);
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glWindowPos2i(100, 0);
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glWindowPos2i(ZWIDTH, 0);
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if (Invert) {
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glPixelTransferf(GL_DEPTH_SCALE, -1.0);
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glPixelTransferf(GL_DEPTH_BIAS, 1.0);
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@ -80,13 +102,13 @@ static void Display(void)
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if (TestList) {
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list = glGenLists(1);
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glNewList(list, GL_COMPILE);
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glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth);
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glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
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glEndList();
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glCallList(list);
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glDeleteLists(list, 1);
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}
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else {
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glDrawPixels(100, 100, GL_DEPTH_COMPONENT, depthType, depth);
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glDrawPixels(ZWIDTH, ZHEIGHT, GL_DEPTH_COMPONENT, depthType, depth);
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}
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if (Invert) {
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glPixelTransferf(GL_DEPTH_SCALE, 1.0);
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@ -101,24 +123,25 @@ static void Display(void)
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glDisable(GL_DEPTH_TEST);
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/* read back scaled depth image */
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glReadPixels(100, 0, 400, 400, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
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glReadPixels(ZWIDTH, 0, ZWIDTH2, ZHEIGHT2, GL_DEPTH_COMPONENT, GL_FLOAT, depth2);
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/* debug */
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if (0) {
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int i;
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float *z = depth2 + 400 * 200;
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float *z = depth2 + ZWIDTH2 * 200;
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printf("z at y=200:\n");
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for (i = 0; i < 400; i++) {
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for (i = 0; i < ZWIDTH2; i++) {
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printf("%5.3f ", z[i]);
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if ((i + 1) % 12 == 0)
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printf("\n");
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}
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printf("\n");
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}
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/* draw as luminance */
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glPixelZoom(1.0, 1.0);
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glWindowPos2i(100, 0);
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glDrawPixels(400, 400, GL_LUMINANCE, GL_FLOAT, depth2);
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glWindowPos2i(ZWIDTH, 0);
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glDrawPixels(ZWIDTH2, ZHEIGHT2, GL_LUMINANCE, GL_FLOAT, depth2);
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glutSwapBuffers();
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}
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@ -162,9 +185,13 @@ static void Init(void)
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const GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
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const GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
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const GLfloat pos[4] = {0, 0, 10, 0};
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GLint z;
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glGetIntegerv(GL_DEPTH_BITS, &z);
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_DEPTH_BITS = %d\n", z);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blue);
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glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
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