コード例 #1
0
ファイル: multisample.c プロジェクト: BNieuwenhuizen/piglit
static void
clear_texture(GLuint tex)
{
	/* Clear the entire texture to red */
	glClearTexImage(tex,
			0, /* level */
			GL_RGBA,
			GL_FLOAT,
			red);

	/* Clear two other sub-regions */

	glClearTexSubImage(tex,
			   0, /* level */
			   ZERO_CLEAR_X, ZERO_CLEAR_Y, 0,
			   ZERO_CLEAR_WIDTH, ZERO_CLEAR_HEIGHT, 1,
			   GL_RGBA,
			   GL_UNSIGNED_BYTE,
			   NULL);

	glClearTexSubImage(tex,
			   0, /* level */
			   VALUE_CLEAR_X, VALUE_CLEAR_Y, 0,
			   VALUE_CLEAR_WIDTH, VALUE_CLEAR_HEIGHT, 1,
			   GL_RGBA,
			   GL_FLOAT,
			   green);

	if (!piglit_check_gl_error(GL_NO_ERROR))
		piglit_report_result(PIGLIT_FAIL);
}
コード例 #2
0
ファイル: simple.c プロジェクト: aphogat/piglit
enum piglit_result
piglit_display(void)
{
	bool pass = true;

	if (!piglit_check_gl_error(GL_NO_ERROR))
		piglit_report_result(PIGLIT_FAIL);

	/* Clear the whole first texture with green */
	glClearTexImage(texture[0], 0, GL_RGB, GL_FLOAT, green);
	pass &= piglit_check_gl_error(GL_NO_ERROR);

	/* Clear the left half of the second texture with blue */
	glClearTexSubImage(texture[1], 0,
			   0, 0, 0,
			   32, 64, 1,
			   GL_RGB, GL_FLOAT, blue);
	pass &= piglit_check_gl_error(GL_NO_ERROR);
	/* And the right half with yellow */
	glClearTexSubImage(texture[1], 0,
			   32, 0, 0,
			   32, 64, 1,
			   GL_RGB, GL_FLOAT, yellow);
	pass &= piglit_check_gl_error(GL_NO_ERROR);

	/* Render both textures to the screen */
	piglit_ortho_projection(piglit_width, piglit_height, GL_FALSE);

	glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, piglit_winsys_fbo);
	glEnable(GL_TEXTURE_2D);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	piglit_draw_rect_tex(0, 0, 64, 64, 0, 0, 1, 1);

	glBindTexture(GL_TEXTURE_2D, texture[1]);
	piglit_draw_rect_tex(64, 0, 64, 64, 0, 0, 1, 1);

	glDisable(GL_TEXTURE_2D);
	glDeleteTextures(2, texture);

	/* Check for the 3 separate regions */
	pass &= piglit_probe_rect_rgb(0, 0, 64, 64, green);
	pass &= piglit_probe_rect_rgb(64, 0, 32, 64, blue);
	pass &= piglit_probe_rect_rgb(96, 0, 32, 64, yellow);

	piglit_present_results();

	return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
コード例 #3
0
ファイル: cube.c プロジェクト: BNieuwenhuizen/piglit
static void
clear_texture(GLuint tex)
{
	int i;

	for (i = 0; i < 6; i++) {
		glClearTexSubImage(tex,
				   0, /* level */
				   0, 0, i, /* x/y/z */
				   1, 1, 1, /* width/height/depth */
				   GL_RGB,
				   GL_FLOAT,
				   faces[i].color);
	}

	if (!piglit_check_gl_error(GL_NO_ERROR))
		piglit_report_result(PIGLIT_FAIL);
}
コード例 #4
0
ファイル: gl-440-fbo.cpp プロジェクト: Daft-Freak/vogl
void display()
{
	{
		// Compute the MVP (Model View Projection matrix)
		float Aspect = (Window.Size.x * 0.50f) / (Window.Size.y * 0.50f);
		glm::mat4 Projection = glm::perspective(45.0f, Aspect, 0.1f, 100.0f);
		glm::mat4 ViewTranslateZ = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Window.TranlationCurrent.y));
		glm::mat4 ViewRotateX = glm::rotate(ViewTranslateZ, Window.RotationCurrent.y, glm::vec3(1.f, 0.f, 0.f));
		glm::mat4 ViewRotateY = glm::rotate(ViewRotateX, Window.RotationCurrent.x, glm::vec3(0.f, 1.f, 0.f));
		glm::mat4 View = ViewRotateY;
		glm::mat4 Model = glm::mat4(1.0f);
		glm::mat4 MVP = Projection * View * Model;

		*UniformPointer = MVP;
	}

	glFlushMappedBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4));

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);

	glViewportIndexedf(0, 0, 0, GLfloat(Window.Size.x), GLfloat(Window.Size.y));

	glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
	float Depth(1.0f);
    glm::u8vec4 ColorClear(255, 127, 0, 255);
    glm::u8vec4 ColorTex(0, 127, 255, 255);
	glClearBufferfv(GL_DEPTH , 0, &Depth);
	glClearTexImage(TextureName[texture::COLORBUFFER], 0, 
		GL_RGBA, GL_UNSIGNED_BYTE, &ColorClear);
	glClearTexSubImage(TextureName[texture::COLORBUFFER], 0, 
		64, 64, 0,
		64, 64, 1,
		GL_RGBA, GL_UNSIGNED_BYTE, &ColorTex);
	glClearTexSubImage(TextureName[texture::COLORBUFFER], 0, 
		256, 0, 0,
		64, 64, 1,
		GL_RGBA, GL_UNSIGNED_BYTE, &ColorTex);
	glClearTexSubImage(TextureName[texture::COLORBUFFER], 0, 
		128, 384, 0,
		64, 64, 1,
		GL_RGBA, GL_UNSIGNED_BYTE, &ColorTex);
	glClearTexSubImage(TextureName[texture::COLORBUFFER], 0, 
		512, 256, 0,
		64, 64, 1,
		GL_RGBA, GL_UNSIGNED_BYTE, &ColorTex);


	// Bind rendering objects
	glBindProgramPipeline(PipelineName[pipeline::TEXTURE]);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, TextureName[texture::DIFFUSE]);
	glBindVertexArray(VertexArrayName[pipeline::TEXTURE]);
	glBindVertexBuffer(glf::semantic::buffer::STATIC, BufferName[buffer::VERTEX], 0, GLsizei(sizeof(glf::vertex_v2fv2f)));
	glBindBufferBase(GL_UNIFORM_BUFFER, glf::semantic::uniform::TRANSFORM0, BufferName[buffer::TRANSFORM]);

	glDrawElementsInstancedBaseVertexBaseInstance(
		GL_TRIANGLES, ElementCount, GL_UNSIGNED_SHORT, 0, 2, 0, 0);

	glDisable(GL_DEPTH_TEST);

	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	glBindProgramPipeline(PipelineName[pipeline::SPLASH]);
	glActiveTexture(GL_TEXTURE0);
	glBindVertexArray(VertexArrayName[pipeline::SPLASH]);
	glBindTexture(GL_TEXTURE_2D, TextureName[texture::COLORBUFFER]);

	glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);

	glf::swapBuffers();
}
コード例 #5
0
void Texture::clearSubImage(const GLint level, const GLint xOffset, const GLint yOffset, const GLint zOffset, const GLsizei width, const GLsizei height, const GLsizei depth, const GLenum format, const GLenum type, const void * data)
{
    glClearTexSubImage(id(), level, xOffset, yOffset, zOffset, width, height, depth, format, type, data);
}
コード例 #6
0
ファイル: GSTextureOGL.cpp プロジェクト: Coderx7/pcsx2
void GSTextureOGL::Clear(const void* data, const GSVector4i& area)
{
	glClearTexSubImage(m_texture_id, GL_TEX_LEVEL_0, area.x, area.y, 0, area.width(), area.height(), 1, m_int_format, m_int_type, data);
}
コード例 #7
0
ファイル: org_lwjgl_opengl_GL44.c プロジェクト: Arcbe/GPVM
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL44_nglClearTexSubImage(JNIEnv *env, jclass clazz, jint texture, jint level, jint xoffset, jint yoffset, jint zoffset, jint width, jint height, jint depth, jint format, jint type, jlong data, jlong function_pointer) {
	const GLvoid *data_address = (const GLvoid *)(intptr_t)data;
	glClearTexSubImagePROC glClearTexSubImage = (glClearTexSubImagePROC)((intptr_t)function_pointer);
	glClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data_address);
}
コード例 #8
0
ファイル: texture.cpp プロジェクト: bfierz/vcl
	void Texture::clear(SurfaceFormat fmt, const void* data)
	{
		ImageFormat gl_fmt = toImageFormat(fmt);

		glClearTexSubImage(_glId, 0, 0, 0, 0, width(), height(), depth(), gl_fmt.Format, gl_fmt.Type, data);
	}