/* * Copyright 2012 VMware, Inc. * * 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. */ /** * Test glDrawPixels(GL_DEPTH_COMPONENT) * Brian Paul * June 2012 * * We don't rely on glReadPixels(GL_DEPTH_COMPONENT) in case it's not * working. Instead we test by drawing an image into the depth buffer * while setting the color buffer to white. Next, we draw quads just * in front and behind where we expect the Z values to be. The quad * behind should be invisible while the quad in front should be totally * visible. */ #include "piglit-util-gl-common.h" PIGLIT_GL_TEST_CONFIG_BEGIN config.supports_gl_compat_version = 10; config.window_width = 200; config.window_height = 200; config.window_visual = PIGLIT_GL_VISUAL_RGB | PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_DEPTH; PIGLIT_GL_TEST_CONFIG_END static void draw_z_gradient(GLfloat zLeft, GLfloat zRight) { GLfloat verts[4][3]; verts[0][0] = -1.0; verts[0][1] = -1.0; verts[0][2] = zLeft; verts[1][0] = 1.0; verts[1][1] = -1.0; verts[1][2] = zRight; verts[2][0] = 1.0; verts[2][1] = 1.0; verts[2][2] = zRight; verts[3][0] = -1.0; verts[3][1] = 1.0; verts[3][2] = zLeft; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, verts); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } enum piglit_result piglit_display(void) { /* a tight epsilon isn't important for this test */ const GLfloat epsilon = 4.0 / piglit_width; static const GLfloat white[4] = { 1, 1, 1, 1 }; static const GLfloat green[4] = { 0, 1, 0, 1 }; static const GLfloat red[4] = { 1, 0, 0, 1 }; GLfloat *buf; bool pass = true; int i, j; float zLeft, zRight; /* For both glDrawPixels and the polygon rendering below we * use a range of Z values in [0, 1] where 0=near and 1=far. * So object Z coords are the same as normalized depth coords. */ zLeft = epsilon; zRight = 1.0 - epsilon; /* create image of Z values increasing from left to right */ buf = (GLfloat *) malloc(piglit_width * piglit_height * sizeof(GLfloat)); for (j = 0; j < piglit_height; j++) { for (i = 0; i < piglit_width; i++) { float z = i / (float) (piglit_width - 1); z = zLeft + z * (zRight - zLeft); buf[j * piglit_width + i] = z; } } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* glDrawPixels the Z gradient image */ glColor4fv(white); glWindowPos2i(0, 0); glDrawPixels(piglit_width, piglit_height, GL_DEPTH_COMPONENT, GL_FLOAT, buf); free(buf); /* draw a red quad behind the Z gradient - it should not be visible */ glColor4fv(red); draw_z_gradient(zLeft + epsilon, zRight + epsilon); if (!piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, white)) { printf("Quad behind test failed\n"); pass = false; } /* draw green quad in front of the Z gradient - it should be visible */ glColor4fv(green); draw_z_gradient(zLeft - epsilon, zRight - epsilon); if (!piglit_probe_rect_rgb(0, 0, piglit_width, piglit_height, green)) { printf("Quad in front test failed\n"); pass = false; } piglit_present_results(); return pass ? PIGLIT_PASS : PIGLIT_FAIL; } void piglit_init(int argc, char **argv) { /* Setup projection matrix such that zObj=0 becomes zBuffer=0 * and zObj=1 becomes zBuffer=1 (identity transform). * So, glOrtho maps zObj=0 to zNDC=-1 and maps zObj=1 to zNDC=1. * Then, zNDC=-1 maps to zBuffer=0 and zNDC=1 maps to zBuffer=1. */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, 0.0, -1.0); glEnable(GL_DEPTH_TEST); }