237 lines
4.7 KiB
C
237 lines
4.7 KiB
C
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/*
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* Test multisampling and polygon smoothing.
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*
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* Brian Paul
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* 4 November 2002
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/glut.h>
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static GLfloat Zrot = 0;
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static GLboolean Anim = GL_TRUE;
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static GLboolean HaveMultisample = GL_TRUE;
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static GLboolean DoMultisample = GL_TRUE;
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static void
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PrintString(const char *s)
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{
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while (*s) {
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
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s++;
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}
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}
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static void
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Polygon( GLint verts, GLfloat radius, GLfloat z )
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{
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int i;
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for (i = 0; i < verts; i++) {
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float a = (i * 2.0 * 3.14159) / verts;
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float x = radius * cos(a);
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float y = radius * sin(a);
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glVertex3f(x, y, z);
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}
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}
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static void
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DrawObject( void )
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{
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glLineWidth(3.0);
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glColor3f(1, 1, 1);
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glBegin(GL_LINE_LOOP);
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Polygon(12, 1.2, 0);
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glEnd();
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glLineWidth(1.0);
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glColor3f(1, 1, 1);
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glBegin(GL_LINE_LOOP);
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Polygon(12, 1.1, 0);
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glEnd();
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glColor3f(1, 0, 0);
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glBegin(GL_POLYGON);
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Polygon(12, 0.4, 0.3);
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glEnd();
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glColor3f(0, 1, 0);
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glBegin(GL_POLYGON);
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Polygon(12, 0.6, 0.2);
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glEnd();
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glColor3f(0, 0, 1);
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glBegin(GL_POLYGON);
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Polygon(12, 0.8, 0.1);
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glEnd();
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glColor3f(1, 1, 1);
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glBegin(GL_POLYGON);
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Polygon(12, 1.0, 0);
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glEnd();
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}
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static void
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Display( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glColor3f(1, 1, 1);
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if (HaveMultisample) {
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glRasterPos2f(-3.1, -1.6);
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if (DoMultisample)
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PrintString("MULTISAMPLE");
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else
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PrintString("MULTISAMPLE (off)");
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}
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glRasterPos2f(-0.8, -1.6);
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PrintString("No antialiasing");
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glRasterPos2f(1.6, -1.6);
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PrintString("GL_POLYGON_SMOOTH");
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/* multisample */
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if (HaveMultisample) {
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glEnable(GL_DEPTH_TEST);
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if (DoMultisample)
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glEnable(GL_MULTISAMPLE_ARB);
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glPushMatrix();
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glTranslatef(-2.5, 0, 0);
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glPushMatrix();
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glRotatef(Zrot, 0, 0, 1);
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DrawObject();
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glPopMatrix();
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glPopMatrix();
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glDisable(GL_MULTISAMPLE_ARB);
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glDisable(GL_DEPTH_TEST);
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}
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/* non-aa */
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glEnable(GL_DEPTH_TEST);
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glPushMatrix();
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glTranslatef(0, 0, 0);
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glPushMatrix();
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glRotatef(Zrot, 0, 0, 1);
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DrawObject();
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glPopMatrix();
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glPopMatrix();
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glDisable(GL_DEPTH_TEST);
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/* polygon smooth */
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glEnable(GL_POLYGON_SMOOTH);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_BLEND);
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glPushMatrix();
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glTranslatef(2.5, 0, 0);
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glPushMatrix();
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glRotatef(Zrot, 0, 0, 1);
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DrawObject();
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glPopMatrix();
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glPopMatrix();
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_POLYGON_SMOOTH);
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glDisable(GL_BLEND);
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glutSwapBuffers();
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}
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static void
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Reshape( int width, int height )
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{
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GLfloat ar = (float) width / (float) 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(-2.0*ar, 2.0*ar, -2.0, 2.0, -1.0, 1.0);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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}
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static void
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Idle( void )
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{
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Zrot = 0.01 * glutGet(GLUT_ELAPSED_TIME);
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glutPostRedisplay();
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}
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static void
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Key( unsigned char key, int x, int y )
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{
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const GLfloat step = 1.0;
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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 'm':
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DoMultisample = !DoMultisample;
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break;
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case 'z':
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Zrot = (int) (Zrot - step);
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break;
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case 'Z':
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Zrot = (int) (Zrot + step);
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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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static void
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Init( void )
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{
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/* GLUT imposes the four samples/pixel requirement */
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int s;
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glGetIntegerv(GL_SAMPLES_ARB, &s);
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if (!glutExtensionSupported("GL_ARB_multisample") || s < 1) {
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printf("Warning: multisample antialiasing not supported.\n");
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HaveMultisample = GL_FALSE;
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}
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_SAMPLES_ARB = %d\n", s);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
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glGetIntegerv(GL_MULTISAMPLE_ARB, &s);
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printf("GL_MULTISAMPLE_ARB = %d\n", s);
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}
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int
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main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 600, 300 );
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glutInitDisplayMode( GLUT_RGB | GLUT_ALPHA | GLUT_DOUBLE |
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GLUT_DEPTH | GLUT_MULTISAMPLE );
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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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Init();
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glutMainLoop();
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return 0;
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}
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