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TestRen.cpp
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// TestRen.cpp: implementation of the TestRen class.
//
//////////////////////////////////////////////////////////////////////
#include "TestRen.h"
#include <GL/glut.h>
#include "gluvv.h"
#include "glUE.h"
#include <iostream.h>
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
TestRen::TestRen()
{
fs1name = -1;
}
TestRen::~TestRen()
{
}
void TestRen::init()
{
int regs;
glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, ®s);
cerr << "number of registers = " << regs << endl;
int cons;
glGetIntegerv(GL_NUM_FRAGMENT_CONSTANTS_ATI, &cons);
cerr << "number of constants = " << cons << endl;
int pass;
glGetIntegerv(GL_NUM_PASSES_ATI, &pass);
cerr << "number of passes = " << pass << endl;
int ipp; //instructions per pass
glGetIntegerv(GL_NUM_INSTRUCTIONS_PER_PASS_ATI, &ipp);
cerr << "number instructions per pass = " << ipp << endl;
int ti;
glGetIntegerv(GL_NUM_INSTRUCTIONS_TOTAL_ATI, &ti);
cerr << "number of instructions total = " << ti << endl;
GLboolean pair;
glGetBooleanv(GL_COLOR_ALPHA_PAIRING_ATI, &pair);
if(pair)
cerr << "Color Alpha pairing enabled" << endl;
else
cerr << "Color Alpha pairing disabled" << endl;
//my r8k has 6 registers, 8 constants, 2 passes, 8 instructions per pass, 16 total
tex1 = new unsigned char[128*128*128*4];
glGenTextures(1, &t1name);
for(int i=0; i<128; ++i){
for(int j=0; j<128; ++j){
for(int k=0; k<128; ++k){
tex1[i*128*128*4 + j*128*4 + k*4 + 0] = k/127.0 * 255;
tex1[i*128*128*4 + j*128*4 + k*4 + 1] = j/127.0 * 255;
tex1[i*128*128*4 + j*128*4 + k*4 + 2] = i/127.0 * 255;
tex1[i*128*128*4 + j*128*4 + k*4 + 3] = 85;
}
}
}
cerr << " Down Loading Data Texture 1" << t1name << " ... ";
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, t1name);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3DEXT(GL_TEXTURE_3D,
0,
GL_RGBA8,
128,
128,
128,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
tex1);
glFlush();
GlErr("NV20VolRen3D", "Create Texture - Data Texture");
cerr << "Done" << endl;
tex2 = new unsigned char[128*128*128*4];
glGenTextures(1, &t2name);
for(i=0; i<128; ++i){
for(int j=0; j<128; ++j){
for(int k=0; k<128; ++k){
tex2[i*128*128*4 + j*128*4 + k*4 + 0] = 0;//k/127.0 * 255;
tex2[i*128*128*4 + j*128*4 + k*4 + 1] = 0;//j/127.0 * 255;
tex2[i*128*128*4 + j*128*4 + k*4 + 2] = 255;//i/127.0 * 255;
tex2[i*128*128*4 + j*128*4 + k*4 + 3] = 85;
}
}
}
cerr << " Down Loading Data Texture 2 " << t1name << " ... ";
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, t2name);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage3DEXT(GL_TEXTURE_3D,
0,
GL_RGBA8,
128,
128,
128,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
tex2);
glFlush();
GlErr("NV20VolRen3D", "Create Texture - Data Texture");
cerr << "Done" << endl;
glDisable(GL_TEXTURE_3D);
fragShade1();
}
void TestRen::draw()
{
//fragShade1();
glPushMatrix();{
glTranslatef(gluvv.rinfo.trans[0], gluvv.rinfo.trans[1], gluvv.rinfo.trans[2]);
glMultMatrixf(gluvv.rinfo.xform);
glTranslatef(-.5, -.5, -.5);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glActiveTexture(GL_TEXTURE0_ARB);{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_3D, t1name);
glEnable(GL_TEXTURE_3D);
}
glActiveTexture(GL_TEXTURE1_ARB);{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_3D, t2name);
glEnable(GL_TEXTURE_3D);
}
glEnable(GL_FRAGMENT_SHADER_ATI);{
glBindFragmentShaderATI(fs1name);
//glActiveTexture(GL_TEXTURE0_ARB);{
//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_NONE);
//glEnable(GL_TEXTURE_3D);
//glBindTexture(GL_TEXTURE_3D, t1name);
//}
glActiveTexture(GL_TEXTURE1_ARB);{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(GL_TEXTURE_3D, t2name);
glEnable(GL_TEXTURE_3D);
}
glColor4f(1,0,0,.5);
glBegin(GL_QUADS);{
glMultiTexCoord3fARB(GL_TEXTURE0_ARB,0,0,.5);
glVertex3f(0,0,0);
glMultiTexCoord3fARB(GL_TEXTURE0_ARB,0,1,.5);
glVertex3f(0,1,0);
glMultiTexCoord3fARB(GL_TEXTURE0_ARB,1,1,.5);
glVertex3f(1,1,0);
glMultiTexCoord3fARB(GL_TEXTURE0_ARB,1,0,.5);
glVertex3f(1,0,0);
} glEnd();
glActiveTexture(GL_TEXTURE1_ARB);{
glDisable(GL_TEXTURE_3D);
}
glActiveTexture(GL_TEXTURE0_ARB);{
glDisable(GL_TEXTURE_3D);
}
} glDisable(GL_FRAGMENT_SHADER_ATI);
GlErr("TestRen::draw()", "end fragment shader 1");
glColor4f(0,1,0,.5);
glBegin(GL_QUADS);{
glVertex3f(0.5,0.5,0);
glVertex3f(0.5,1.5,0);
glVertex3f(1.5,1.5,0);
glVertex3f(1.5,0.5,0);
} glEnd();
glDisable(GL_BLEND);
} glPopMatrix();
}
void TestRen::fragShade1()
{
cerr << "building the fragment shader" << endl;
glEnable(GL_FRAGMENT_SHADER_ATI);{
if(fs1name == -1)
fs1name = glGenFragmentShadersATI(1);
cerr << "fs1name = " << fs1name << endl;
glBindFragmentShaderATI(fs1name);
glBeginFragmentShaderATI();{
//----- routing instructions ------
//grab the tex coords for tex 0
glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
//glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
//----- end routing instructions --
//----- math ----------------------
glColorFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_ONE, GL_NONE, GL_NONE);
glAlphaFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_2X_BIT_ATI|GL_SATURATE_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_ONE, GL_NONE, GL_NONE);
//----- end math ------------------
#if 1
//----- routing instructions ------
//grab the tex coords for tex 1 from tex0
glSampleMapATI(GL_REG_1_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI);
//glPassTexCoordATI(GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STRQ_ATI);
//----- end routing instructions --
//----- math ----------------------
glColorFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_ONE, GL_NONE, GL_NONE);
glAlphaFragmentOp2ATI(GL_MUL_ATI,
GL_REG_0_ATI, GL_SATURATE_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_ONE, GL_NONE, GL_NONE);
//----- end math ------------------
#endif
} glEndFragmentShaderATI();
} glDisable(GL_FRAGMENT_SHADER_ATI);
GlErr("TestRen::draw()", "build fragment shader 1");
}