382 lines
9.8 KiB
C
382 lines
9.8 KiB
C
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/*
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* test handling of many texture maps
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* Also tests texture priority and residency.
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*
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* Brian Paul
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* August 2, 2000
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*/
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <GL/glut.h>
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static GLint NumTextures = 20;
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static GLuint *TextureID = NULL;
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static GLint *TextureWidth = NULL, *TextureHeight = NULL;
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static GLboolean *TextureResidency = NULL;
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static GLint TexWidth = 128, TexHeight = 128;
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static GLfloat Zrot = 0;
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static GLboolean Anim = GL_TRUE;
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static GLint WinWidth = 500, WinHeight = 400;
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static GLboolean MipMap = GL_FALSE;
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static GLboolean LinearFilter = GL_FALSE;
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static GLboolean RandomSize = GL_FALSE;
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static GLint Rows, Columns;
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static GLint LowPriorityCount = 0;
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static void Idle( void )
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{
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Zrot += 1.0;
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glutPostRedisplay();
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}
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static void Display( void )
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{
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GLfloat spacing = WinWidth / Columns;
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GLfloat size = spacing * 0.4;
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GLint i;
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/* test residency */
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if (0)
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{
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GLboolean b;
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GLint i, resident;
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b = glAreTexturesResident(NumTextures, TextureID, TextureResidency);
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if (b) {
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printf("all resident\n");
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}
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else {
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resident = 0;
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for (i = 0; i < NumTextures; i++) {
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if (TextureResidency[i]) {
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resident++;
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}
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}
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printf("%d of %d texture resident\n", resident, NumTextures);
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}
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}
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/* render the textured quads */
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glClear( GL_COLOR_BUFFER_BIT );
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for (i = 0; i < NumTextures; i++) {
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GLint row = i / Columns;
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GLint col = i % Columns;
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GLfloat x = col * spacing + spacing * 0.5;
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GLfloat y = row * spacing + spacing * 0.5;
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GLfloat maxDim = (TextureWidth[i] > TextureHeight[i])
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? TextureWidth[i] : TextureHeight[i];
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GLfloat w = TextureWidth[i] / maxDim;
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GLfloat h = TextureHeight[i] / maxDim;
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glPushMatrix();
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glTranslatef(x, y, 0.0);
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glRotatef(Zrot, 0, 0, 1);
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glScalef(size, size, 1);
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glBindTexture(GL_TEXTURE_2D, TextureID[i]);
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glBegin(GL_POLYGON);
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#if 0
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glTexCoord2f(0, 0); glVertex2f(-1, -1);
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glTexCoord2f(1, 0); glVertex2f( 1, -1);
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glTexCoord2f(1, 1); glVertex2f( 1, 1);
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glTexCoord2f(0, 1); glVertex2f(-1, 1);
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#else
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glTexCoord2f(0, 0); glVertex2f(-w, -h);
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glTexCoord2f(1, 0); glVertex2f( w, -h);
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glTexCoord2f(1, 1); glVertex2f( w, h);
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glTexCoord2f(0, 1); glVertex2f(-w, h);
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#endif
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glEnd();
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glPopMatrix();
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}
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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WinWidth = width;
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WinHeight = height;
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho(0, width, 0, height, -1, 1);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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}
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/*
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* Return a random int in [min, max].
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*/
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static int RandomInt(int min, int max)
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{
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int i = rand();
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int j = i % (max - min + 1);
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return min + j;
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}
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static void Init( void )
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{
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GLint i;
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if (RandomSize) {
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printf("Creating %d %s random-size textures, ", NumTextures,
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MipMap ? "Mipmapped" : "non-Mipmapped");
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}
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else {
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printf("Creating %d %s %d x %d textures, ", NumTextures,
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MipMap ? "Mipmapped" : "non-Mipmapped",
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TexWidth, TexHeight);
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}
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if (LinearFilter) {
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printf("bilinear filtering\n");
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}
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else {
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printf("nearest filtering\n");
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}
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/* compute number of rows and columns of rects */
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{
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GLfloat area = (GLfloat) (WinWidth * WinHeight) / (GLfloat) NumTextures;
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GLfloat edgeLen = sqrt(area);
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Columns = WinWidth / edgeLen;
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Rows = (NumTextures + Columns - 1) / Columns;
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printf("Rows: %d Cols: %d\n", Rows, Columns);
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}
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if (!TextureID) {
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TextureID = (GLuint *) malloc(sizeof(GLuint) * NumTextures);
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assert(TextureID);
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glGenTextures(NumTextures, TextureID);
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}
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if (!TextureResidency) {
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TextureResidency = (GLboolean *) malloc(sizeof(GLboolean) * NumTextures);
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assert(TextureResidency);
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}
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if (!TextureWidth) {
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TextureWidth = (GLint *) malloc(sizeof(GLint) * NumTextures);
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assert(TextureWidth);
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}
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if (!TextureHeight) {
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TextureHeight = (GLint *) malloc(sizeof(GLint) * NumTextures);
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assert(TextureHeight);
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}
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for (i = 0; i < NumTextures; i++) {
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GLubyte color[4];
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GLubyte *texImage;
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GLint j, row, col;
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row = i / Columns;
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col = i % Columns;
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glBindTexture(GL_TEXTURE_2D, TextureID[i]);
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if (i < LowPriorityCount)
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5F);
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if (RandomSize) {
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#if 0
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int k = (glutGet(GLUT_ELAPSED_TIME) % 7) + 2;
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TexWidth = 1 << k;
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TexHeight = 1 << k;
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#else
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TexWidth = 1 << RandomInt(2, 7);
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TexHeight = 1 << RandomInt(2, 7);
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printf("Random size of %3d: %d x %d\n", i, TexWidth, TexHeight);
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#endif
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}
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TextureWidth[i] = TexWidth;
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TextureHeight[i] = TexHeight;
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texImage = (GLubyte*) malloc(4 * TexWidth * TexHeight * sizeof(GLubyte));
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assert(texImage);
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/* determine texture color */
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color[0] = (GLint) (255.0 * ((float) col / (Columns - 1)));
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color[1] = 127;
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color[2] = (GLint) (255.0 * ((float) row / (Rows - 1)));
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color[3] = 255;
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/* fill in solid-colored teximage */
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for (j = 0; j < TexWidth * TexHeight; j++) {
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texImage[j*4+0] = color[0];
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texImage[j*4+1] = color[1];
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texImage[j*4+2] = color[2];
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texImage[j*4+3] = color[3];
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}
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if (MipMap) {
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GLint level = 0;
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GLint w = TexWidth, h = TexHeight;
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while (1) {
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w, h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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if (w == 1 && h == 1)
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break;
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if (w > 1)
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w /= 2;
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if (h > 1)
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h /= 2;
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level++;
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/*printf("%d: %d x %d\n", level, w, h);*/
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}
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if (LinearFilter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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}
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else {
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/* Set corners to white */
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int k = 0;
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texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
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k = (TexWidth - 1) * 4;
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texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
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k = (TexWidth * TexHeight - TexWidth) * 4;
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texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
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k = (TexWidth * TexHeight - 1) * 4;
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texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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if (LinearFilter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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}
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free(texImage);
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}
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glEnable(GL_TEXTURE_2D);
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}
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static void Key( unsigned char key, int x, int y )
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{
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const GLfloat step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case 'a':
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Anim = !Anim;
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if (Anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 's':
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Idle();
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break;
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case 'z':
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Zrot -= step;
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break;
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case 'Z':
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Zrot += step;
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break;
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case ' ':
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Init();
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break;
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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int main( int argc, char *argv[] )
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{
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GLint i;
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( WinWidth, WinHeight );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow(argv[0]);
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutDisplayFunc( Display );
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if (Anim)
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glutIdleFunc(Idle);
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-n") == 0) {
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NumTextures = atoi(argv[i+1]);
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if (NumTextures <= 0) {
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printf("Error, bad number of textures\n");
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return 1;
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}
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i++;
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}
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else if (strcmp(argv[i], "-mipmap") == 0) {
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MipMap = GL_TRUE;
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}
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else if (strcmp(argv[i], "-linear") == 0) {
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LinearFilter = GL_TRUE;
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}
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else if (strcmp(argv[i], "-size") == 0) {
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TexWidth = atoi(argv[i+1]);
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TexHeight = atoi(argv[i+2]);
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assert(TexWidth >= 1);
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assert(TexHeight >= 1);
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i += 2;
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}
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else if (strcmp(argv[i], "-randomsize") == 0) {
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RandomSize = GL_TRUE;
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}
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else if (strcmp(argv[i], "-lowpri") == 0) {
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LowPriorityCount = atoi(argv[i+1]);
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i++;
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}
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else {
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printf("Usage:\n");
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printf(" manytex [options]\n");
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printf("Options:\n");
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printf(" -n <number of texture objects>\n");
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printf(" -size <width> <height> - specify texture size\n");
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printf(" -randomsize - use random size textures\n");
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printf(" -mipmap - generate mipmaps\n");
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printf(" -linear - use linear filtering instead of nearest\n");
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printf(" -lowpri <n> - Set lower priority on <n> textures\n");
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return 0;
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}
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}
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Init();
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glutMainLoop();
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return 0;
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}
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