Example #1
0
/* Fills the given image to have data in the lower triangle like this:
 *
 * +-------------+
 * |  \          |
 * |    \        |
 * |      \      |
 * |        \    |
 * |          \  |
 * +-------------+
 *
 * Where the lower half is filled with data and the upper half is background. */
static void LowerTriangleImage(IceTImage image)
{
    IceTSizeType width = icetImageGetWidth(image);
    IceTSizeType height = icetImageGetHeight(image);
    IceTSizeType x, y;

    if (icetImageGetColorFormat(image) == ICET_IMAGE_COLOR_RGBA_UBYTE) {
        IceTUInt *data = icetImageGetColorui(image);
        for (y = 0; y < height; y++) {
            for (x = 0; x < width; x++) {
                if ((height-y) < x) {
                    data[0] = ACTIVE_COLOR(x, y);
                } else {
                    data[0] = 0;
                }
                data++;
            }
        }
    } else if (icetImageGetColorFormat(image) == ICET_IMAGE_COLOR_RGBA_FLOAT) {
        IceTFloat *data = icetImageGetColorf(image);
        for (y = 0; y < height; y++) {
            for (x = 0; x < width; x++) {
                if ((height-y) < x) {
                    data[0] = (float)x;
                    data[1] = (float)y;
                    data[2] = 0.0;
                    data[3] = 1.0;
                } else {
                    data[0] = data[1] = data[2] = data[3] = 0.0;
                }
                data += 4;
            }
        }
    } else if (icetImageGetColorFormat(image) == ICET_IMAGE_COLOR_NONE) {
        /* Do nothing. */
    } else {
        printf("ERROR: Encountered unknown color format.");
    }

    if (icetImageGetDepthFormat(image) == ICET_IMAGE_DEPTH_FLOAT) {
        IceTFloat *data = icetImageGetDepthf(image);
        for (y = 0; y < height; y++) {
            for (x = 0; x < width; x++) {
                if ((height-y) < x) {
                    data[0] = ACTIVE_DEPTH(x, y);
                } else {
                    data[0] = 0.0;
                }
                data++;
            }
        }
    } else if (icetImageGetDepthFormat(image) == ICET_IMAGE_DEPTH_NONE) {
        /* Do nothing. */
    } else {
        printf("ERROR: Encountered unknown depth format.");
    }
}
Example #2
0
static int CompareSparseImages(const IceTSparseImage image0,
                               const IceTSparseImage image1)
{
    IceTSizeType width;
    IceTSizeType height;
    IceTVoid *image_buffer[2];
    IceTImage image[2];
    IceTUInt *color_buffer[2];
    IceTSizeType i;

    if (   icetSparseImageGetCompressedBufferSize(image0)
        != icetSparseImageGetCompressedBufferSize(image1) ) {
        printf("Buffer sizes do not match: %d vs %d!\n",
               icetSparseImageGetCompressedBufferSize(image0),
               icetSparseImageGetCompressedBufferSize(image1));
        return TEST_FAILED;
    }

    width = icetSparseImageGetWidth(image1);
    height = icetSparseImageGetHeight(image1);

    image_buffer[0] = malloc(icetImageBufferSize(width, height));
    image[0] = icetImageAssignBuffer(image_buffer[0], width, height);
    icetDecompressImage(image0, image[0]);
    color_buffer[0] = icetImageGetColorui(image[0]);

    image_buffer[1] = malloc(icetImageBufferSize(width, height));
    image[1] = icetImageAssignBuffer(image_buffer[1], width, height);
    icetDecompressImage(image1, image[1]);
    color_buffer[1] = icetImageGetColorui(image[1]);

    for (i = 0; i < width*height; i++) {
        if (color_buffer[0][i] != color_buffer[1][i]) {
            printf("Buffer mismatch at uint %d\n", i);
            printf("0x%x vs 0x%x\n", color_buffer[0][i], color_buffer[1][i]);
            return TEST_FAILED;
        }
    }

    return TEST_PASSED;
}
Example #3
0
/* Fills the given image to have data in the upper triangle like this:
 *
 * +-------------+
 * |  \          |
 * |    \        |
 * |      \      |
 * |        \    |
 * |          \  |
 * +-------------+
 *
 * Where the upper half is filled with data and the upper half is background. */
static void UpperTriangleImage(IceTImage image)
{
    IceTUInt *data = icetImageGetColorui(image);
    IceTSizeType width = icetImageGetWidth(image);
    IceTSizeType height = icetImageGetHeight(image);
    IceTSizeType x, y;

    for (y = 0; y < height; y++) {
        for (x = 0; x < width; x++) {
            if ((height-y) < x) {
                data[0] = ACTIVE_COLOR(x, y);
            } else {
                data[0] = 0;
            }
            data++;
        }
    }
}
Example #4
0
void icetGLDrawCallbackFunction(const IceTDouble *projection_matrix,
                                const IceTDouble *modelview_matrix,
                                const IceTFloat *background_color,
                                const IceTInt *readback_viewport,
                                IceTImage result)
{
    IceTSizeType width = icetImageGetWidth(result);
    IceTSizeType height = icetImageGetHeight(result);
    GLint gl_viewport[4];
    glGetIntegerv(GL_VIEWPORT, gl_viewport);

  /* Check OpenGL state. */
    {
        if ((gl_viewport[2] != width) || (gl_viewport[3] != height)) {
            icetRaiseError("OpenGL viewport different than expected."
                           " Was it changed?", ICET_SANITY_CHECK_FAIL);
        }
    }

  /* Set up OpenGL. */
    {
      /* Load the matrices. */
        glMatrixMode(GL_PROJECTION);
        glLoadMatrixd(projection_matrix);
        glMatrixMode(GL_MODELVIEW);
        glLoadMatrixd(modelview_matrix);

      /* Set the clear color as the background IceT currently wants. */
        glClearColor(background_color[0], background_color[1],
                     background_color[2], background_color[3]);
    }

  /* Call the rendering callback. */
    {
        IceTVoid *value;
        IceTGLDrawCallbackType callback;
        icetRaiseDebug("Calling OpenGL draw function.");
        icetGetPointerv(ICET_GL_DRAW_FUNCTION, &value);
        callback = (IceTGLDrawCallbackType)value;
        (*callback)();
    }

    /* Temporarily stop render time while reading back buffer. */
    icetTimingRenderEnd();

    icetTimingBufferReadBegin();

  /* Read the OpenGL buffers. */
    {
        IceTEnum color_format = icetImageGetColorFormat(result);
        IceTEnum depth_format = icetImageGetDepthFormat(result);
        IceTEnum readbuffer;
        IceTSizeType x_offset = gl_viewport[0] + readback_viewport[0];
        IceTSizeType y_offset = gl_viewport[1] + readback_viewport[1];

        glPixelStorei(GL_PACK_ROW_LENGTH, (GLint)icetImageGetWidth(result));

      /* These pixel store parameters are not working on one of the platforms
       * I am testing on (thank you Mac).  Instead of using these, just offset
       * the buffers we read in from. */
        /* glPixelStorei(GL_PACK_SKIP_PIXELS, readback_viewport[0]); */
        /* glPixelStorei(GL_PACK_SKIP_ROWS, readback_viewport[1]); */

        icetGetEnumv(ICET_GL_READ_BUFFER, &readbuffer);
        glReadBuffer(readbuffer);

        if (color_format == ICET_IMAGE_COLOR_RGBA_UBYTE) {
            IceTUInt *colorBuffer = icetImageGetColorui(result);
            glReadPixels((GLint)x_offset,
                         (GLint)y_offset,
                         (GLsizei)readback_viewport[2],
                         (GLsizei)readback_viewport[3],
                         GL_RGBA,
                         GL_UNSIGNED_BYTE,
                         colorBuffer + (  readback_viewport[0]
                                        + width*readback_viewport[1]));
        } else if (color_format == ICET_IMAGE_COLOR_RGBA_FLOAT) {
            IceTFloat *colorBuffer = icetImageGetColorf(result);
            glReadPixels((GLint)x_offset,
                         (GLint)y_offset,
                         (GLsizei)readback_viewport[2],
                         (GLsizei)readback_viewport[3],
                         GL_RGBA,
                         GL_FLOAT,
                         colorBuffer + 4*(  readback_viewport[0]
                                          + width*readback_viewport[1]));
        } else if (color_format != ICET_IMAGE_COLOR_NONE) {
            icetRaiseError("Invalid color format.", ICET_SANITY_CHECK_FAIL);
        }

        if (depth_format == ICET_IMAGE_DEPTH_FLOAT) {
            IceTFloat *depthBuffer = icetImageGetDepthf(result);;
            glReadPixels((GLint)x_offset,
                         (GLint)y_offset,
                         (GLsizei)readback_viewport[2],
                         (GLsizei)readback_viewport[3],
                         GL_DEPTH_COMPONENT,
                         GL_FLOAT,
                         depthBuffer + (  readback_viewport[0]
                                        + width*readback_viewport[1]));
        } else if (depth_format != ICET_IMAGE_DEPTH_NONE) {
            icetRaiseError("Invalid depth format.", ICET_SANITY_CHECK_FAIL);
        }

        glPixelStorei(GL_PACK_ROW_LENGTH, 0);
        /* glPixelStorei(GL_PACK_SKIP_PIXELS, 0); */
        /* glPixelStorei(GL_PACK_SKIP_ROWS, 0); */
    }

    icetTimingBufferReadEnd();

    /* Start render timer again.  It's going to be shut off immediately on
       return anyway, but the calling function expects it to be running. */
    icetTimingRenderBegin();
}
static int BoundsBehindViewerRun()
{
    float mat[16];
    IceTImage image;

    IceTInt rank;
    icetGetIntegerv(ICET_RANK, &rank);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    icetGLDrawCallback(draw);
    icetStrategy(ICET_STRATEGY_REDUCE);

    icetBoundingBoxd(-1.0, 1.0, -1.0, 1.0, -0.0, 0.0);

    icetSetColorFormat(ICET_IMAGE_COLOR_RGBA_UBYTE);
    icetSetDepthFormat(ICET_IMAGE_DEPTH_FLOAT);

  /* We're just going to use one tile. */
    icetResetTiles();
    icetAddTile(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);

  /* Set up the transformation such that the quad in draw should cover the
     entire screen, but part of it extends behind the viewpoint.  Furthermore, a
     naive division by w will show all points to the right of the screen (which,
     of course, is wrong). */
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslated(0.0, 0.0, -1.5);
    glRotated(10.0, 0.0, 1.0, 0.0);
    glScaled(10.0, 10.0, 10.0);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 2.0);

    printstat("Modelview matrix:\n");
    glGetFloatv(GL_MODELVIEW_MATRIX, mat);
    PrintMatrix(mat);
    printstat("Projection matrix:\n");
    glGetFloatv(GL_PROJECTION_MATRIX, mat);
    PrintMatrix(mat);

  /* Other normal OpenGL setup. */
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glColor3d(1.0, 1.0, 1.0);

  /* All the processes have the same data.  Go ahead and tell IceT. */
    icetDataReplicationGroupColor(0);

    image = icetGLDrawFrame();

  /* Test the resulting image to make sure the polygon was drawn over it. */
    if (rank == 0) {
        IceTUInt *cb = icetImageGetColorui(image);
        if (cb[0] != 0xFFFFFFFF) {
            printstat("First pixel in color buffer wrong: 0x%x\n", cb[0]);
            return TEST_FAILED;
        }
    }

    return TEST_PASSED;
}