demos: update fbotexture.c to use EXT or ARB functions exclusively

When the -arb option is specified we use GL_ARB_framebuffer_object intead
of GL_EXT_framebuffer_object.

For some vendors' OpenGL it's important to call the ARB entrypoints
instead of the EXT entrypoints to get correct behaviour.  Use some
function pointer tricks to do this (instead of GLEW).
This commit is contained in:
Brian Paul 2009-06-11 15:50:47 -06:00
parent 476685c63c
commit fb64365642
2 changed files with 77 additions and 38 deletions

View file

@ -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 $@

View file

@ -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;
}
@ -463,6 +463,37 @@ 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.
*/
@ -472,10 +503,10 @@ 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,
glFramebufferTexture2D_func(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
TexTarget, TexObj, TextureLevel);
if (Use_ARB_fbo) {
@ -512,26 +543,26 @@ MakeFBO_RenderTexture(GLuint TexObj)
{
GLint bits, w, h;
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);
}
/* bind the regular framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glBindFramebuffer_func(GL_FRAMEBUFFER_EXT, 0);
return fb;
}
@ -547,6 +578,8 @@ 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 +638,6 @@ main(int argc, char *argv[])
glutInitWindowSize(Width, Height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
Win = glutCreateWindow(argv[0]);
glewInit();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutDisplayFunc(Display);