200 lines
4.6 KiB
C
200 lines
4.6 KiB
C
/*
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* Test minification vs. magnification filtering.
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* Draw two quads with different filtering modes:
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*
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* +--------------------------+ +--------------------------+
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* | MagFilter = GL_LINEAR | | MagFilter = GL_LINEAR |
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* | MinFilter = GL_LINEAR | | MinFilter = GL_NEAREST |
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* +--------------------------+ +--------------------------+
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*
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* They should look different when the quad is smaller than the level 0
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* texture size (when minifying).
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*/
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#include <assert.h>
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#include <math.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 <GL/glew.h>
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#include <GL/glut.h>
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static GLint Width = 1000, Height = 500;
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static GLint TexWidth = 256, TexHeight = 256;
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static GLfloat Zpos = 5;
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static GLboolean MipMap = 0*GL_TRUE;
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static GLboolean LinearFilter = GL_TRUE;
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static void
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redraw(void)
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{
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GLfloat w = 1.0;
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GLfloat h = 1.0;
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glClear( GL_COLOR_BUFFER_BIT );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glPushMatrix();
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glTranslatef(-1.5, 0, -Zpos);
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glBegin(GL_POLYGON);
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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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glEnd();
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glPopMatrix();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glPushMatrix();
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glTranslatef(1.5, 0, -Zpos);
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glBegin(GL_POLYGON);
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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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glEnd();
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glPopMatrix();
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glutSwapBuffers();
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}
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static void
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init(void)
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{
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GLubyte color[10][4] = {
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{ 0, 0, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 1, 1, 0 },
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{ 1, 0, 1, 0 },
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{ 1, 1, 0, 0 },
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 }
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};
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GLubyte *texImage;
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("Left quad should be linear filtered and right should be nearest filtered.\n");
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printf("Press z/Z to change quad distance.\n");
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texImage = (GLubyte*) malloc(4 * TexWidth * TexHeight * sizeof(GLubyte));
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assert(texImage);
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{
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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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int i, j;
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for (i = 0; i < h; i++) {
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for (j = 0;j < w; j++) {
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if (w==1 || h==1 || (((i / 2) ^ (j / 2)) & 1)) {
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/*if (j < i) {*/
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texImage[(i*w+j) * 4 + 0] = 255;
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texImage[(i*w+j) * 4 + 1] = 255;
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texImage[(i*w+j) * 4 + 2] = 255;
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texImage[(i*w+j) * 4 + 3] = 255;
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}
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else {
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texImage[(i*w+j) * 4 + 0] = color[level][0] * 255;
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texImage[(i*w+j) * 4 + 1] = color[level][1] * 255;
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texImage[(i*w+j) * 4 + 2] = color[level][2] * 255;
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texImage[(i*w+j) * 4 + 3] = color[level][3] * 255;
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}
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}
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}
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glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, w, h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texImage);
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printf("Texture level %d: %d x %d\n", level, w, h);
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if (!MipMap)
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break;
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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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}
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}
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free(texImage);
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glClearColor(0.25, 0.25, 0.25, 1.0);
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glEnable(GL_TEXTURE_2D);
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glViewport(0, 0, Width, Height);
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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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float ar = (float) width /height;
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Width = width;
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Height = 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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glFrustum(-ar, ar, -1.0, 1.0, 5.0, 2500.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -15.0);
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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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(void) x;
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(void) y;
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switch (key) {
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case 'z':
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Zpos--;
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break;
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case 'Z':
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Zpos++;
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break;
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case 'f':
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LinearFilter = !LinearFilter;
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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
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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(Width, Height);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutCreateWindow(argv[0]);
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glewInit();
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(redraw);
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init();
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glutMainLoop();
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return 0;
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}
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