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-rw-r--r--progs/SConscript3
-rw-r--r--progs/es2/xegl/tri.c5
-rw-r--r--progs/fpglsl/.gitignore1
-rw-r--r--progs/fpglsl/Makefile52
-rw-r--r--progs/fpglsl/SConscript13
-rw-r--r--progs/fpglsl/fp-tri.c415
-rw-r--r--progs/fpglsl/mov-imm.glsl3
-rw-r--r--progs/fpglsl/mov.glsl3
-rw-r--r--progs/fpglsl/tex-multi.glsl15
-rw-r--r--progs/fpglsl/tex.glsl6
-rw-r--r--progs/tests/Makefile1
-rw-r--r--progs/tests/SConscript1
-rw-r--r--progs/tests/fbotest3.c231
13 files changed, 746 insertions, 3 deletions
diff --git a/progs/SConscript b/progs/SConscript
index 66a1745271..2ec95a282e 100644
--- a/progs/SConscript
+++ b/progs/SConscript
@@ -23,7 +23,8 @@ if platform != 'embedded':
progs_env.Prepend(LIBS = ['GLU', 'GL'])
# Glut
- progs_env.Prepend(LIBS = [glut])
+ progs_env.Prepend(LIBPATH = [glut.dir])
+ progs_env.Prepend(LIBS = [glut.name])
# GLEW
progs_env.Prepend(LIBS = [glew])
diff --git a/progs/es2/xegl/tri.c b/progs/es2/xegl/tri.c
index 7729a09957..8981d8a7e2 100644
--- a/progs/es2/xegl/tri.c
+++ b/progs/es2/xegl/tri.c
@@ -334,14 +334,15 @@ make_x_window(Display *x_dpy, EGLDisplay egl_dpy,
exit(1);
}
+ /* sanity checks */
{
EGLint val;
eglQuerySurface(egl_dpy, *surfRet, EGL_WIDTH, &val);
assert(val == width);
eglQuerySurface(egl_dpy, *surfRet, EGL_HEIGHT, &val);
assert(val == height);
- eglQuerySurface(egl_dpy, *surfRet, EGL_SURFACE_TYPE, &val);
- assert(val == EGL_WINDOW_BIT);
+ assert(eglGetConfigAttrib(egl_dpy, config, EGL_SURFACE_TYPE, &val));
+ assert(val & EGL_WINDOW_BIT);
}
XFree(visInfo);
diff --git a/progs/fpglsl/.gitignore b/progs/fpglsl/.gitignore
new file mode 100644
index 0000000000..9fe73ab067
--- /dev/null
+++ b/progs/fpglsl/.gitignore
@@ -0,0 +1 @@
+fp-tri
diff --git a/progs/fpglsl/Makefile b/progs/fpglsl/Makefile
new file mode 100644
index 0000000000..3bf14b4b70
--- /dev/null
+++ b/progs/fpglsl/Makefile
@@ -0,0 +1,52 @@
+# progs/tests/Makefile
+
+
+# These programs aren't intended to be included with the normal distro.
+# They're not too interesting but they're good for testing.
+
+TOP = ../..
+include $(TOP)/configs/current
+
+LIBS = -L$(TOP)/$(LIB_DIR) -l$(GLUT_LIB) -l$(GLEW_LIB) -l$(GLU_LIB) -l$(GL_LIB) $(APP_LIB_DEPS)
+
+SOURCES = \
+ fp-tri.c
+
+
+
+PROGS = $(SOURCES:%.c=%)
+
+INCLUDES = -I. -I$(TOP)/include -I../samples
+
+
+##### RULES #####
+
+.SUFFIXES:
+.SUFFIXES: .c
+
+.c:
+ $(CC) $(INCLUDES) $(CFLAGS) $< $(LIBS) -o $@
+
+.c.o:
+ $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+.S.o:
+ $(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
+
+
+##### TARGETS #####
+
+default: $(PROGS)
+
+clean:
+ rm -f $(PROGS)
+ rm -f *.o
+ rm -f getproclist.h
+
+
+
+
+
+# Emacs tags
+tags:
+ etags `find . -name \*.[ch]` `find ../include`
diff --git a/progs/fpglsl/SConscript b/progs/fpglsl/SConscript
new file mode 100644
index 0000000000..e31fa32023
--- /dev/null
+++ b/progs/fpglsl/SConscript
@@ -0,0 +1,13 @@
+Import('env')
+
+if not env['GLUT']:
+ Return()
+
+env = env.Clone()
+
+env.Prepend(LIBS = ['$GLUT_LIB'])
+
+env.Program(
+ target = 'fp-tri',
+ source = ['fp-tri.c'],
+ )
diff --git a/progs/fpglsl/fp-tri.c b/progs/fpglsl/fp-tri.c
new file mode 100644
index 0000000000..c9b08fbbad
--- /dev/null
+++ b/progs/fpglsl/fp-tri.c
@@ -0,0 +1,415 @@
+
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+
+#ifndef WIN32
+#include <unistd.h>
+#include <signal.h>
+#endif
+
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#include "readtex.c"
+
+
+#define TEXTURE_FILE "../images/bw.rgb"
+
+unsigned show_fps = 0;
+unsigned int frame_cnt = 0;
+void alarmhandler(int);
+static const char *filename = NULL;
+
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+
+static void usage(char *name)
+{
+ fprintf(stderr, "usage: %s [ options ] shader_filename\n", name);
+#ifndef WIN32
+ fprintf(stderr, "\n" );
+ fprintf(stderr, "options:\n");
+ fprintf(stderr, " -fps show frames per second\n");
+#endif
+}
+
+#ifndef WIN32
+void alarmhandler (int sig)
+{
+ if (sig == SIGALRM) {
+ printf("%d frames in 5.0 seconds = %.3f FPS\n", frame_cnt,
+ frame_cnt / 5.0);
+
+ frame_cnt = 0;
+ }
+ signal(SIGALRM, alarmhandler);
+ alarm(5);
+}
+#endif
+
+
+
+
+static void load_and_compile_shader(GLuint shader, const char *text)
+{
+ GLint stat;
+
+ glShaderSource(shader, 1, (const GLchar **) &text, NULL);
+
+ glCompileShader(shader);
+
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetShaderInfoLog(shader, 1000, &len, log);
+ fprintf(stderr, "fp-tri: problem compiling shader:\n%s\n", log);
+ exit(1);
+ }
+}
+
+static void read_shader(GLuint shader, const char *filename)
+{
+ const int max = 100*1000;
+ int n;
+ char *buffer = (char*) malloc(max);
+ FILE *f = fopen(filename, "r");
+ if (!f) {
+ fprintf(stderr, "fp-tri: Unable to open shader file %s\n", filename);
+ exit(1);
+ }
+
+ n = fread(buffer, 1, max, f);
+ printf("fp-tri: read %d bytes from shader file %s\n", n, filename);
+ if (n > 0) {
+ buffer[n] = 0;
+ load_and_compile_shader(shader, buffer);
+ }
+
+ fclose(f);
+ free(buffer);
+}
+
+static void check_link(GLuint prog)
+{
+ GLint stat;
+ glGetProgramiv(prog, GL_LINK_STATUS, &stat);
+ if (!stat) {
+ GLchar log[1000];
+ GLsizei len;
+ glGetProgramInfoLog(prog, 1000, &len, log);
+ fprintf(stderr, "Linker error:\n%s\n", log);
+ }
+}
+
+static void setup_uniforms()
+{
+ {
+ GLint loc1f = glGetUniformLocationARB(program, "Offset1f");
+ GLint loc2f = glGetUniformLocationARB(program, "Offset2f");
+ GLint loc4f = glGetUniformLocationARB(program, "Offset4f");
+ GLfloat vecKer[] =
+ { 1.0, 0.0, 0.0, 1.0,
+ 0.0, 1.0, 0.0, 1.0,
+ 1.0, 0.0, 0.0, 1.0,
+ 0.0, 0.0, 0.0, 1.0
+ };
+ if (loc1f >= 0)
+ glUniform1fv(loc1f, 16, vecKer);
+
+ if (loc2f >= 0)
+ glUniform2fv(loc2f, 8, vecKer);
+
+ if (loc4f >= 0)
+ glUniform4fv(loc4f, 4, vecKer);
+
+ }
+
+ {
+ GLint loc1f = glGetUniformLocationARB(program, "KernelValue1f");
+ GLint loc2f = glGetUniformLocationARB(program, "KernelValue2f");
+ GLint loc4f = glGetUniformLocationARB(program, "KernelValue4f");
+ GLfloat vecKer[] =
+ { 1.0, 0.0, 0.0, 0.25,
+ 0.0, 1.0, 0.0, 0.25,
+ 0.0, 0.0, 1.0, 0.25,
+ 0.0, 0.0, 0.0, 0.25,
+ 0.5, 0.0, 0.0, 0.35,
+ 0.0, 0.5, 0.0, 0.35,
+ 0.0, 0.0, 0.5, 0.35,
+ 0.0, 0.0, 0.0, 0.35
+ };
+ if (loc1f >= 0)
+ glUniform1fv(loc1f, 16, vecKer);
+
+ if (loc2f >= 0)
+ glUniform2fv(loc2f, 8, vecKer);
+
+ if (loc4f >= 0)
+ glUniform4fv(loc4f, 4, vecKer);
+ }
+}
+
+static void prepare_shaders()
+{
+ static const char *fragShaderText =
+ "void main() {\n"
+ " gl_FragColor = gl_Color;\n"
+ "}\n";
+ static const char *vertShaderText =
+ "void main() {\n"
+ " gl_FrontColor = gl_Color;\n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+ "}\n";
+ fragShader = glCreateShader(GL_FRAGMENT_SHADER);
+ if (filename)
+ read_shader(fragShader, filename);
+ else
+ load_and_compile_shader(fragShader, fragShaderText);
+
+
+ vertShader = glCreateShader(GL_VERTEX_SHADER);
+ load_and_compile_shader(vertShader, vertShaderText);
+
+ program = glCreateProgram();
+ glAttachShader(program, fragShader);
+ glAttachShader(program, vertShader);
+ glLinkProgram(program);
+ check_link(program);
+ glUseProgram(program);
+
+ setup_uniforms();
+}
+
+#define LEVELS 8
+#define SIZE (1<<LEVELS)
+static int TexWidth = SIZE, TexHeight = SIZE;
+
+
+static void
+ResetTextureLevel( int i )
+{
+ GLubyte tex2d[SIZE*SIZE][4];
+
+ {
+ GLint Width = TexWidth / (1 << i);
+ GLint Height = TexHeight / (1 << i);
+ GLint s, t;
+
+ for (s = 0; s < Width; s++) {
+ for (t = 0; t < Height; t++) {
+ tex2d[t*Width+s][0] = ((s / 16) % 2) ? 0 : 255;
+ tex2d[t*Width+s][1] = ((t / 16) % 2) ? 0 : 255;
+ tex2d[t*Width+s][2] = 128;
+ tex2d[t*Width+s][3] = 255;
+ }
+ }
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glTexImage2D(GL_TEXTURE_2D, i, GL_RGB, Width, Height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, tex2d);
+ }
+}
+
+
+static void
+ResetTexture( void )
+{
+ int i;
+
+ for (i = 0; i <= LEVELS; i++)
+ {
+ ResetTextureLevel(i);
+ }
+}
+
+static void Init( void )
+{
+ GLuint Texture;
+
+ /* Load texture */
+ glGenTextures(1, &Texture);
+ glBindTexture(GL_TEXTURE_2D, Texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
+ exit(1);
+ }
+
+
+ glGenTextures(1, &Texture);
+ glActiveTextureARB(GL_TEXTURE0_ARB + 1);
+ glBindTexture(GL_TEXTURE_2D, Texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ {
+ GLubyte data[32][32];
+ int width = 32;
+ int height = 32;
+ int i;
+ int j;
+
+ for (i = 0; i < 32; i++)
+ for (j = 0; j < 32; j++)
+ {
+ /**
+ ** +-----------+
+ ** | W |
+ ** | +-----+ |
+ ** | | | |
+ ** | | B | |
+ ** | | | |
+ ** | +-----+ |
+ ** | |
+ ** +-----------+
+ **/
+ int i2 = i - height / 2;
+ int j2 = j - width / 2;
+ int h8 = height / 8;
+ int w8 = width / 8;
+ if ( -h8 <= i2 && i2 <= h8 && -w8 <= j2 && j2 <= w8 ) {
+ data[i][j] = 0x00;
+ } else if ( -2 * h8 <= i2 && i2 <= 2 * h8 && -2 * w8 <= j2 && j2 <= 2 * w8 ) {
+ data[i][j] = 0x55;
+ } else if ( -3 * h8 <= i2 && i2 <= 3 * h8 && -3 * w8 <= j2 && j2 <= 3 * w8 ) {
+ data[i][j] = 0xaa;
+ } else {
+ data[i][j] = 0xff;
+ }
+ }
+
+ glTexImage2D( GL_TEXTURE_2D, 0,
+ GL_ALPHA8,
+ 32, 32, 0,
+ GL_ALPHA, GL_UNSIGNED_BYTE, data );
+ }
+
+ glGenTextures(1, &Texture);
+ glActiveTextureARB(GL_TEXTURE0_ARB + 2);
+ glBindTexture(GL_TEXTURE_2D, Texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ ResetTexture();
+
+ glClearColor(.1, .3, .5, 0);
+}
+
+
+
+
+static void args(int argc, char *argv[])
+{
+ GLint i;
+
+ for (i = 1; i < argc; i++) {
+ if (strcmp(argv[i], "-fps") == 0) {
+ show_fps = 1;
+ }
+ else if (i == argc - 1) {
+ filename = argv[i];
+ }
+ else {
+ usage(argv[0]);
+ exit(1);
+ }
+ }
+}
+
+
+
+
+
+static void Reshape(int width, int height)
+{
+
+ glViewport(0, 0, (GLint)width, (GLint)height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
+ glMatrixMode(GL_MODELVIEW);
+}
+
+static void CleanUp(void)
+{
+ glDeleteShader(fragShader);
+ glDeleteShader(vertShader);
+ glDeleteProgram(program);
+}
+
+static void Key(unsigned char key, int x, int y)
+{
+
+ switch (key) {
+ case 27:
+ CleanUp();
+ exit(1);
+ default:
+ break;
+ }
+
+ glutPostRedisplay();
+}
+
+static void Display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(program);
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0);
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0);
+ glBegin(GL_TRIANGLES);
+
+ glColor3f(0,0,1);
+ glTexCoord3f(1,1,0);
+ glVertex3f( 0.9, -0.9, -30.0);
+
+ glColor3f(1,0,0);
+ glTexCoord3f(1,-1,0);
+ glVertex3f( 0.9, 0.9, -30.0);
+
+ glColor3f(0,1,0);
+ glTexCoord3f(-1,0,0);
+ glVertex3f(-0.9, 0.0, -30.0);
+ glEnd();
+
+ glFlush();
+ if (show_fps) {
+ ++frame_cnt;
+ glutPostRedisplay();
+ }
+}
+
+
+int main(int argc, char **argv)
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(250, 250);
+ glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
+ args(argc, argv);
+ glutCreateWindow(filename ? filename : "fp-tri");
+ glewInit();
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutDisplayFunc(Display);
+ prepare_shaders();
+ Init();
+#ifndef WIN32
+ if (show_fps) {
+ signal(SIGALRM, alarmhandler);
+ alarm(5);
+ }
+#endif
+ glutMainLoop();
+ return 0;
+}
diff --git a/progs/fpglsl/mov-imm.glsl b/progs/fpglsl/mov-imm.glsl
new file mode 100644
index 0000000000..cbb75ce342
--- /dev/null
+++ b/progs/fpglsl/mov-imm.glsl
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragColor = vec4(1,0,1,1);
+}
diff --git a/progs/fpglsl/mov.glsl b/progs/fpglsl/mov.glsl
new file mode 100644
index 0000000000..4a1f185ba4
--- /dev/null
+++ b/progs/fpglsl/mov.glsl
@@ -0,0 +1,3 @@
+void main() {
+ gl_FragColor = gl_Color;
+}
diff --git a/progs/fpglsl/tex-multi.glsl b/progs/fpglsl/tex-multi.glsl
new file mode 100644
index 0000000000..5220b7efaf
--- /dev/null
+++ b/progs/fpglsl/tex-multi.glsl
@@ -0,0 +1,15 @@
+// Multi-texture fragment shader
+// Brian Paul
+
+// Composite second texture over first.
+// We're assuming the 2nd texture has a meaningful alpha channel.
+
+uniform sampler2D tex1;
+uniform sampler2D tex2;
+
+void main()
+{
+ vec4 t1 = texture2D(tex1, gl_Color.xy);
+ vec4 t2 = texture2D(tex2, gl_Color.yz);
+ gl_FragColor = mix(t1, t2, t2.w);
+}
diff --git a/progs/fpglsl/tex.glsl b/progs/fpglsl/tex.glsl
new file mode 100644
index 0000000000..4302fabe2d
--- /dev/null
+++ b/progs/fpglsl/tex.glsl
@@ -0,0 +1,6 @@
+uniform sampler2D tex1;
+
+void main()
+{
+ gl_FragColor = texture2D(tex1, gl_Color.xy);
+}
diff --git a/progs/tests/Makefile b/progs/tests/Makefile
index 836396b249..a38f411def 100644
--- a/progs/tests/Makefile
+++ b/progs/tests/Makefile
@@ -48,6 +48,7 @@ SOURCES = \
floattex.c \
fbotest1.c \
fbotest2.c \
+ fbotest3.c \
fillrate.c \
fog.c \
fogcoord.c \
diff --git a/progs/tests/SConscript b/progs/tests/SConscript
index e2c6538288..0a11b965f7 100644
--- a/progs/tests/SConscript
+++ b/progs/tests/SConscript
@@ -51,6 +51,7 @@ progs = [
'ext422square',
'fbotest1',
'fbotest2',
+ 'fbotest3',
'fillrate',
'floattex',
'fog',
diff --git a/progs/tests/fbotest3.c b/progs/tests/fbotest3.c
new file mode 100644
index 0000000000..8e288b38b8
--- /dev/null
+++ b/progs/tests/fbotest3.c
@@ -0,0 +1,231 @@
+/*
+ * Test GL_EXT_framebuffer_object
+ * Like fbotest2.c but use a texture for the Z buffer / renderbuffer.
+ * Note: the Z texture is never resized so that limits what can be
+ * rendered if the window is resized.
+ *
+ * This tests a bug reported by Christoph Bumiller on 1 Feb 2010
+ * on mesa3d-dev.
+ *
+ * XXX this should be made into a piglit test.
+ *
+ * Brian Paul
+ * 1 Feb 2010
+ */
+
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+
+static int Win = 0;
+static int Width = 400, Height = 400;
+static GLuint Tex = 0;
+static GLuint MyFB, ColorRb, DepthRb;
+static GLboolean Animate = GL_FALSE;
+static GLfloat Rotation = 0.0;
+
+
+static void
+CheckError(int line)
+{
+ GLenum err = glGetError();
+ if (err) {
+ printf("fbotest3: GL Error 0x%x at line %d\n", (int) err, line);
+ }
+}
+
+
+static void
+Display( void )
+{
+ GLubyte *buffer = malloc(Width * Height * 4);
+ GLenum status;
+
+ CheckError(__LINE__);
+
+ /* draw to user framebuffer */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
+ glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
+ glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
+
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
+ printf("fbotest3: Error: Framebuffer is incomplete!!!\n");
+ }
+
+ CheckError(__LINE__);
+
+ glClearColor(0.5, 0.5, 1.0, 0.0);
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glPushMatrix();
+ glRotatef(30.0, 1, 0, 0);
+ glRotatef(Rotation, 0, 1, 0);
+ glutSolidTeapot(2.0);
+ glPopMatrix();
+
+ /* read from user framebuffer */
+ glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
+
+ /* draw to window */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glDisable(GL_DEPTH_TEST); /* in case window has depth buffer */
+ glWindowPos2iARB(0, 0);
+ glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
+
+ free(buffer);
+ glutSwapBuffers();
+ CheckError(__LINE__);
+}
+
+
+static void
+Reshape( int width, int height )
+{
+ float ar = (float) width / (float) height;
+
+ glViewport( 0, 0, width, height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -ar, ar, -1.0, 1.0, 5.0, 25.0 );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -15.0 );
+
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, ColorRb);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, width, height);
+
+ Width = width;
+ Height = height;
+}
+
+
+static void
+CleanUp(void)
+{
+ glDeleteFramebuffersEXT(1, &MyFB);
+ glDeleteRenderbuffersEXT(1, &ColorRb);
+ glDeleteRenderbuffersEXT(1, &DepthRb);
+ glDeleteTextures(1, &Tex);
+ assert(!glIsFramebufferEXT(MyFB));
+ assert(!glIsRenderbufferEXT(ColorRb));
+ assert(!glIsRenderbufferEXT(DepthRb));
+ glutDestroyWindow(Win);
+ exit(0);
+}
+
+
+static void
+Idle(void)
+{
+ Rotation = glutGet(GLUT_ELAPSED_TIME) * 0.1;
+ glutPostRedisplay();
+}
+
+
+static void
+Key( unsigned char key, int x, int y )
+{
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ Animate = !Animate;
+ if (Animate)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 27:
+ CleanUp();
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+Init( void )
+{
+ if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
+ printf("fbotest3: GL_EXT_framebuffer_object not found!\n");
+ exit(0);
+ }
+ printf("fbotest3: GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+
+ /* create initial tex obj as an RGBA texture */
+ glGenTextures(1, &Tex);
+ glBindTexture(GL_TEXTURE_2D, Tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glEnable(GL_TEXTURE_2D);
+
+ /* draw something to make sure the texture is used */
+ glBegin(GL_POINTS);
+ glVertex2f(0, 0);
+ glEnd();
+
+ /* done w/ texturing */
+ glDisable(GL_TEXTURE_2D);
+
+ /* Create my Framebuffer Object */
+ glGenFramebuffersEXT(1, &MyFB);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
+ assert(glIsFramebufferEXT(MyFB));
+
+ /* Setup color renderbuffer */
+ glGenRenderbuffersEXT(1, &ColorRb);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, ColorRb);
+ assert(glIsRenderbufferEXT(ColorRb));
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
+ GL_RENDERBUFFER_EXT, ColorRb);
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
+
+ /* Setup depth renderbuffer (a texture) */
+ glGenRenderbuffersEXT(1, &DepthRb);
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRb);
+ assert(glIsRenderbufferEXT(DepthRb));
+ /* replace RGBA texture with Z texture */
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Width, Height, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+ GL_TEXTURE_2D, Tex, 0);
+
+ CheckError(__LINE__);
+
+ /* restore to default */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ CheckError(__LINE__);
+}
+
+
+int
+main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowPosition( 0, 0 );
+ glutInitWindowSize(Width, Height);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+ Win = glutCreateWindow(argv[0]);
+ glewInit();
+ glutReshapeFunc( Reshape );
+ glutKeyboardFunc( Key );
+ glutDisplayFunc( Display );
+ if (Animate)
+ glutIdleFunc(Idle);
+ Init();
+ glutMainLoop();
+ return 0;
+}