No subject


Mon Oct 10 16:13:32 PDT 2011


Is this a known issue?  Any workarounds available?  Anything else I
could do to help debug?

Thanks,

-tom


------- =_aaaaaaaaaa0
Content-Type: text/x-diff; charset="us-ascii"
Content-ID: <19164.1318285832.2 at shigeru.sci.utah.edu>
Content-Description: 0001-Add-new-test-program-to-test-gl_NormalMatrix-issue.patch
Content-Transfer-Encoding: quoted-printable

=46rom c4b3d54e4d0ca991b8d76a4391d9c820fbb22747 Mon Sep 17 00:00:00 2001
From: Tom Fogal <tfogal at alumni.unh.edu>
Date: Thu, 6 Oct 2011 14:37:40 -0600
Subject: [PATCH] Add new test program to test gl_NormalMatrix issue.

Play with the 'if' condition in fragShaderText to identify what
any given gl_NormalMatrix entry is.
---
 src/demos/CMakeLists.txt |    1 +
 src/demos/normal.c       |  611 +++++++++++++++++++++++++++++++++++++++++=
+++++
 2 files changed, 612 insertions(+), 0 deletions(-)
 create mode 100644 src/demos/normal.c

diff --git a/src/demos/CMakeLists.txt b/src/demos/CMakeLists.txt
index f1bcc03..b35fae6 100644
--- a/src/demos/CMakeLists.txt
+++ b/src/demos/CMakeLists.txt
@@ -51,6 +51,7 @@ set (targets
 	lodbias
 	morph3d
 	multiarb
+	normal
 	paltex
 	pixeltest
 	pointblast
diff --git a/src/demos/normal.c b/src/demos/normal.c
new file mode 100644
index 0000000..04ae5c5
--- /dev/null
+++ b/src/demos/normal.c
@@ -0,0 +1,611 @@
+/**
+ * Test gl_NormalMatrix.
+ * Tom Fogal
+ * 5 Oct 2011
+ *
+ * Based on Test OpenGL 2.0 vertex/fragment shaders.
+ * Brian Paul
+ * 1 November 2006
+ *
+ * Based on ARB version by:
+ * Michal Krol
+ * 20 February 2006
+ *
+ * Based on the original demo by:
+ * Brian Paul
+ * 17 April 2003
+ */
+
+#include <assert.h>
+#include <string.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glew.h>
+#include "glut_wrap.h"
+
+
+#define TEXTURE 0
+
+static GLint CoordAttrib =3D 0;
+
+static char *FragProgFile =3D NULL;
+static char *VertProgFile =3D NULL;
+
+static GLfloat diffuse[4] =3D { 0.5f, 0.5f, 1.0f, 1.0f };
+static GLfloat specular[4] =3D { 0.8f, 0.8f, 0.8f, 1.0f };
+static GLfloat lightPos[4] =3D { 0.0f, 10.0f, 20.0f, 0.0f };
+static GLfloat delta =3D 1.0f;
+
+static GLuint fragShader;
+static GLuint vertShader;
+static GLuint program;
+
+static GLuint SphereList, RectList, CurList;
+static GLint win =3D 0;
+static GLboolean anim =3D GL_TRUE;
+static GLboolean wire =3D GL_FALSE;
+static GLboolean pixelLight =3D GL_TRUE;
+
+static GLint t0 =3D 0;
+static GLint frames =3D 0;
+
+static GLfloat xRot =3D 90.0f, yRot =3D 0.0f;
+
+
+static void
+normalize(GLfloat *dst, const GLfloat *src)
+{
+   GLfloat len =3D sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[=
2]);
+   dst[0] =3D src[0] / len;
+   dst[1] =3D src[1] / len;
+   dst[2] =3D src[2] / len;
+   dst[3] =3D src[3];
+}
+
+
+static void
+Redisplay(void)
+{
+   GLfloat vec[4];
+
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+   /* update light position */
+   normalize(vec, lightPos);
+   glLightfv(GL_LIGHT0, GL_POSITION, vec);
+   =

+   if (pixelLight) {
+      glUseProgram(program);
+      glDisable(GL_LIGHTING);
+   }
+   else {
+      glUseProgram(0);
+      glEnable(GL_LIGHTING);
+   }
+
+   glPushMatrix();
+   glRotatef(xRot, 1.0f, 0.0f, 0.0f);
+   glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+   /*
+   glutSolidSphere(2.0, 10, 5);
+   */
+   glCallList(CurList);
+   glPopMatrix();
+
+   glutSwapBuffers();
+   frames++;
+
+   if (anim) {
+      GLint t =3D glutGet(GLUT_ELAPSED_TIME);
+      if (t - t0 >=3D 5000) {
+         GLfloat seconds =3D(GLfloat)(t - t0) / 1000.0f;
+         GLfloat fps =3D frames / seconds;
+         printf("%d frames in %6.3f seconds =3D %6.3f FPS\n",
+                frames, seconds, fps);
+         fflush(stdout);
+         t0 =3D t;
+         frames =3D 0;
+      }
+   }
+}
+
+
+static void
+Idle(void)
+{
+   lightPos[0] +=3D delta;
+   if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
+      delta =3D -delta;
+   glutPostRedisplay();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0.0f, 0.0f, -15.0f);
+}
+
+
+static void
+CleanUp(void)
+{
+   glDeleteShader(fragShader);
+   glDeleteShader(vertShader);
+   glDeleteProgram(program);
+   glutDestroyWindow(win);
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+  (void) x;
+  (void) y;
+
+   switch(key) {
+   case ' ':
+   case 'a':
+      anim =3D !anim;
+      if (anim)
+         glutIdleFunc(Idle);
+      else
+         glutIdleFunc(NULL);
+      break;
+   case 'x':
+      lightPos[0] -=3D 1.0f;
+      break;
+   case 'X':
+      lightPos[0] +=3D 1.0f;
+      break;
+   case 'w':
+      wire =3D !wire;
+      if (wire)
+         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+      else
+         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+      break;
+   case 'o':
+      if (CurList =3D=3D SphereList)
+         CurList =3D RectList;
+      else
+         CurList =3D SphereList;
+      break;
+   case 'p':
+      pixelLight =3D !pixelLight;
+      if (pixelLight)
+         printf("Per-pixel lighting\n");
+      else
+         printf("Conventional lighting\n");
+      break;
+   case 27:
+      CleanUp();
+      exit(0);
+      break;
+   }
+   glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+   const GLfloat step =3D 3.0f;
+
+  (void) x;
+  (void) y;
+
+   switch(key) {
+   case GLUT_KEY_UP:
+      xRot -=3D step;
+      break;
+   case GLUT_KEY_DOWN:
+      xRot +=3D step;
+      break;
+   case GLUT_KEY_LEFT:
+      yRot -=3D step;
+      break;
+   case GLUT_KEY_RIGHT:
+      yRot +=3D step;
+      break;
+   }
+   glutPostRedisplay();
+}
+
+
+static void
+TestFunctions(void)
+{
+   printf("Error 0x%x at line %d\n", glGetError(), __LINE__);
+
+   assert(glIsProgram(program));
+   assert(glIsShader(fragShader));
+   assert(glIsShader(vertShader));
+
+   /* attached shaders */
+   {
+      GLuint shaders[20];
+      GLsizei count;
+      int i;
+      glGetAttachedShaders(program, 20, &count, shaders);
+      for (i =3D 0; i < count; i++) {
+         printf("Attached: %u\n", shaders[i]);
+         assert(shaders[i] =3D=3D fragShader ||
+                shaders[i] =3D=3D vertShader);
+      }
+   }
+
+   {
+      GLchar log[1000];
+      GLsizei len;
+      glGetShaderInfoLog(vertShader, 1000, &len, log);
+      printf("Vert Shader Info Log: %s\n", log);
+      glGetShaderInfoLog(fragShader, 1000, &len, log);
+      printf("Frag Shader Info Log: %s\n", log);
+      glGetProgramInfoLog(program, 1000, &len, log);
+      printf("Program Info Log: %s\n", log);
+   }
+
+   /* active uniforms */
+   {
+      GLint n, max, i;
+      glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &n);
+      glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max);
+      printf("Num uniforms: %d  Max name length: %d\n", n, max);
+      for (i =3D 0; i < n; i++) {
+         GLint size, len;
+         GLenum type;
+         char name[100];
+         glGetActiveUniform(program, i, 100, &len, &size, &type, name);
+         printf("  %d: %s nameLen=3D%d size=3D%d type=3D0x%x\n",
+                i, name, len, size, type);
+      }
+   }
+}
+
+
+#if TEXTURE
+static void
+MakeTexture(void)
+{
+#define SZ0 64
+#define SZ1 32
+   GLubyte image0[SZ0][SZ0][SZ0][4];
+   GLubyte image1[SZ1][SZ1][SZ1][4];
+   GLuint i, j, k;
+
+   /* level 0: two-tone gray checkboard */
+   for (i =3D 0; i < SZ0; i++) {
+      for (j =3D 0; j < SZ0; j++) {
+         for (k =3D 0; k < SZ0; k++) {
+            if ((i/8 + j/8 + k/8) & 1) {
+               image0[i][j][k][0] =3D =

+               image0[i][j][k][1] =3D =

+               image0[i][j][k][2] =3D 200;
+            }
+            else {
+               image0[i][j][k][0] =3D =

+               image0[i][j][k][1] =3D =

+               image0[i][j][k][2] =3D 100;
+            }
+            image0[i][j][k][3] =3D 255;
+         }
+      }
+   }
+
+   /* level 1: two-tone green checkboard */
+   for (i =3D 0; i < SZ1; i++) {
+      for (j =3D 0; j < SZ1; j++) {
+         for (k =3D 0; k < SZ1; k++) {
+            if ((i/8 + j/8 + k/8) & 1) {
+               image1[i][j][k][0] =3D 0;
+               image1[i][j][k][1] =3D 250;
+               image1[i][j][k][2] =3D 0;
+            }
+            else {
+               image1[i][j][k][0] =3D 0;
+               image1[i][j][k][1] =3D 200;
+               image1[i][j][k][2] =3D 0;
+            }
+            image1[i][j][k][3] =3D 255;
+         }
+      }
+   }
+
+   glActiveTexture(GL_TEXTURE2); /* unit 2 */
+   glBindTexture(GL_TEXTURE_2D, 42);
+   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image0);
+   glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image1);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+   glActiveTexture(GL_TEXTURE4); /* unit 4 */
+   glBindTexture(GL_TEXTURE_3D, 43);
+   glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image0);
+   glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
+                GL_RGBA, GL_UNSIGNED_BYTE, image1);
+   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
+   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+}
+#endif
+
+
+static void
+MakeSphere(void)
+{
+   GLUquadricObj *obj =3D gluNewQuadric();
+   SphereList =3D glGenLists(1);
+   gluQuadricTexture(obj, GL_TRUE);
+   glNewList(SphereList, GL_COMPILE);
+   gluSphere(obj, 2.0f, 10, 5);
+   glEndList();
+   gluDeleteQuadric(obj);
+}
+
+static void
+VertAttrib(GLint index, float x, float y)
+{
+#if 1
+   glVertexAttrib2f(index, x, y);
+#else
+   glTexCoord2f(x, y);
+#endif
+}
+
+static void
+MakeRect(void)
+{
+   RectList =3D glGenLists(1);
+   glNewList(RectList, GL_COMPILE);
+   glNormal3f(0, 0, 1);
+   glBegin(GL_POLYGON);
+   VertAttrib(CoordAttrib, 0, 0);   glVertex2f(-2, -2);
+   VertAttrib(CoordAttrib, 1, 0);   glVertex2f( 2, -2);
+   VertAttrib(CoordAttrib, 1, 1);   glVertex2f( 2,  2);
+   VertAttrib(CoordAttrib, 0, 1);   glVertex2f(-2,  2);
+   glEnd();    /* XXX omit this and crash! */
+   glEndList();
+}
+
+
+
+static void
+LoadAndCompileShader(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, "fslight: problem compiling shader:\n%s\n", log);
+      exit(1);
+   }
+}
+
+
+/**
+ * Read a shader from a file.
+ */
+static void
+ReadShader(GLuint shader, const char *filename)
+{
+   const int max =3D 100*1000;
+   int n;
+   char *buffer =3D (char*) malloc(max);
+   FILE *f =3D fopen(filename, "r");
+   if (!f) {
+      fprintf(stderr, "fslight: Unable to open shader file %s\n", filenam=
e);
+      exit(1);
+   }
+
+   n =3D fread(buffer, 1, max, f);
+   printf("fslight: read %d bytes from shader file %s\n", n, filename);
+   if (n > 0) {
+      buffer[n] =3D 0;
+      LoadAndCompileShader(shader, buffer);
+   }
+
+   fclose(f);
+   free(buffer);
+}
+
+
+static void
+CheckLink(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
+Init(void)
+{
+   static const char *fragShaderText =3D
+      "void main(void) {\n"
+      "  if(-0.000001 <=3D gl_NormalMatrix[2].z && gl_NormalMatrix[2].z <=
=3D 0.0) {\n"
+      "    gl_FragColor =3D vec4(1.0, 0.0, 0.0, 0.05);\n"
+      "  } else if(0.0 <=3D gl_NormalMatrix[1].y && gl_NormalMatrix[1].y =
<=3D 0.5)"
+      "  {\n"
+      "    gl_FragColor =3D vec4(0.0, 1.0, 0.0, 0.05);\n"
+      "  } else {\n"
+      "    gl_FragColor =3D vec4(0.0, 0.0, 1.0, 0.05);\n"
+      "  }\n"
+      "}\n";
+/*      "   gl_Position =3D gl_ModelViewProjectionMatrix * gl_Vertex;\n" =
*/
+   static const char *vertShaderText =3D
+      "void main() {\n"
+      "  gl_Position =3D ftransform();\n"
+      "}\n";
+
+   if (!GLEW_VERSION_2_0) {
+      printf("This program requires OpenGL 2.x or higher\n");
+      exit(1);
+   }
+
+   GLfloat mview[16];
+   glGetFloatv(GL_MODELVIEW_MATRIX, mview);
+   printf("mview:\n"
+          "[%g  %g  %g  %g]\n"
+          "[%g  %g  %g  %g]\n"
+          "[%g  %g  %g  %g]\n"
+          "[%g  %g  %g  %g]\n",
+          mview[ 0], mview[ 1], mview[ 2], mview[ 3],
+          mview[ 4], mview[ 5], mview[ 6], mview[ 7],
+          mview[ 8], mview[ 9], mview[10], mview[11],
+          mview[12], mview[13], mview[14], mview[15]);
+
+   fragShader =3D glCreateShader(GL_FRAGMENT_SHADER);
+   if (FragProgFile)
+      ReadShader(fragShader, FragProgFile);
+   else
+      LoadAndCompileShader(fragShader, fragShaderText);
+
+
+   vertShader =3D glCreateShader(GL_VERTEX_SHADER);
+   if (VertProgFile)
+      ReadShader(vertShader, VertProgFile);
+   else
+      LoadAndCompileShader(vertShader, vertShaderText);
+
+   program =3D glCreateProgram();
+   glAttachShader(program, fragShader);
+   glAttachShader(program, vertShader);
+   glLinkProgram(program);
+   CheckLink(program);
+   glUseProgram(program);
+
+   if (CoordAttrib) {
+      int i;
+      glBindAttribLocation(program, CoordAttrib, "coord");
+      i =3D glGetAttribLocation(program, "coord");
+      assert(i >=3D 0);
+      if (i !=3D CoordAttrib) {
+         printf("Hmmm, NVIDIA bug?\n");
+         CoordAttrib =3D i;
+      }
+      else {
+         printf("Mesa bind attrib: coord =3D %d\n", i);
+      }
+   }
+
+   /*assert(glGetError() =3D=3D 0);*/
+
+   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+   glEnable(GL_DEPTH_TEST);
+   glEnable(GL_LIGHT0);
+   glEnable(GL_LIGHTING);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+   glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
+
+   MakeSphere();
+   MakeRect();
+
+   CurList =3D SphereList;
+
+#if TEXTURE
+   MakeTexture();
+#endif
+
+   printf("GL_RENDERER =3D %s\n",(const char *) glGetString(GL_RENDERER))=
;
+   printf("Press p to toggle between per-pixel and per-vertex lighting\n"=
);
+
+   /* test glGetShaderSource() */
+   if (0) {
+      GLsizei len =3D strlen(fragShaderText) + 1;
+      GLsizei lenOut;
+      GLchar *src =3D(GLchar *) malloc(len * sizeof(GLchar));
+      glGetShaderSource(fragShader, 0, NULL, src);
+      glGetShaderSource(fragShader, len, &lenOut, src);
+      assert(len =3D=3D lenOut + 1);
+      assert(strcmp(src, fragShaderText) =3D=3D 0);
+      free(src);
+   }
+
+   assert(glIsProgram(program));
+   assert(glIsShader(fragShader));
+   assert(glIsShader(vertShader));
+
+   glColor3f(1, 0, 0);
+
+   /* for testing state vars */
+   {
+      static GLfloat fc[4] =3D { 1, 1, 0, 0 };
+      static GLfloat amb[4] =3D { 1, 0, 1, 0 };
+      glFogfv(GL_FOG_COLOR, fc);
+      glLightfv(GL_LIGHT1, GL_AMBIENT, amb);
+   }
+
+#if 0
+   TestFunctions();
+#else
+   (void) TestFunctions;
+#endif
+}
+
+
+static void
+ParseOptions(int argc, char *argv[])
+{
+   int i;
+   for (i =3D 1; i < argc; i++) {
+      if (strcmp(argv[i], "-fs") =3D=3D 0) {
+         FragProgFile =3D argv[++i];
+      }
+      else if (strcmp(argv[i], "-vs") =3D=3D 0) {
+         VertProgFile =3D argv[++i];
+      }
+      else {
+         fprintf(stderr, "unknown option %s\n", argv[i]);
+         break;
+      }
+   }
+}
+
+
+int
+main(int argc, char *argv[])
+{
+   glutInitWindowSize(200, 200);
+   glutInit(&argc, argv);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+   win =3D glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutSpecialFunc(SpecialKey);
+   glutDisplayFunc(Redisplay);
+   if (anim)
+      glutIdleFunc(Idle);
+   ParseOptions(argc, argv);
+   Init();
+   glutMainLoop();
+   return 0;
+}
+
+
-- =

1.7.3.4


------- =_aaaaaaaaaa0--


More information about the mesa-dev mailing list