401 lines
11 KiB
C
401 lines
11 KiB
C
/*
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* (C) Copyright IBM Corporation 2005
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* IBM AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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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/glew.h>
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#include <GL/glut.h>
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const GLenum filter_modes[] = {
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GL_NEAREST,
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GL_LINEAR,
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GL_NEAREST_MIPMAP_NEAREST,
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GL_NEAREST_MIPMAP_LINEAR,
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GL_LINEAR_MIPMAP_NEAREST,
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GL_LINEAR_MIPMAP_LINEAR,
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};
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static GLenum min_filter = GL_LINEAR_MIPMAP_LINEAR;
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static GLenum mag_filter = GL_LINEAR;
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static unsigned segments = 64;
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static GLfloat * position_data = NULL;
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static GLfloat * texcoord_data = NULL;
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static GLfloat max_anisotropy = 0.0;
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static GLfloat anisotropy = 1.0;
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static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
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GLfloat ** tex_data );
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static void generate_textures( unsigned mode );
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#define min(a,b) ( (a) < (b) ) ? (a) : (b)
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#define max(a,b) ( (a) > (b) ) ? (a) : (b)
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static void Display( void )
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter );
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if ( max_anisotropy > 0.0 ) {
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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anisotropy );
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}
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glClear( GL_COLOR_BUFFER_BIT );
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glLoadIdentity();
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glTranslatef( 0.0f, 0.0f, -19.0f );
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glVertexPointer( 4, GL_FLOAT, 0, position_data );
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glTexCoordPointer( 2, GL_FLOAT, 0, texcoord_data );
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glDrawArrays( GL_QUADS, 0, 4 * segments );
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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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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)(width)/(GLfloat)(height), 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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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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GLfloat new_anisotropy = anisotropy;
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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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new_anisotropy = anisotropy - 1.0;
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break;
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}
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case 'A': {
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new_anisotropy = anisotropy + 1.0;
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break;
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}
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case 's': {
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segments--;
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if ( segments < 3 ) {
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segments = 3;
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}
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generate_tunnel( segments, & position_data, & texcoord_data );
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break;
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}
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case 'S': {
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segments++;
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if ( segments > 128 ) {
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segments = 128;
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}
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generate_tunnel( segments, & position_data, & texcoord_data );
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break;
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}
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case 'q':
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case 'Q':
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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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new_anisotropy = max( new_anisotropy, 1.0 );
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new_anisotropy = min( new_anisotropy, max_anisotropy );
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if ( new_anisotropy != anisotropy ) {
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anisotropy = new_anisotropy;
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printf( "Texture anisotropy: %f%s\n", anisotropy,
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(anisotropy == 1.0) ? " (disabled)" : "" );
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int 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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(void) key;
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glutPostRedisplay();
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}
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static void menu_handler( int selection )
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{
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switch( selection >> 3 ) {
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case 0:
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glBindTexture( GL_TEXTURE_2D, selection );
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break;
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case 1:
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min_filter = filter_modes[ selection & 7 ];
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break;
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case 2:
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mag_filter = filter_modes[ selection & 7 ];
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break;
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}
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glutPostRedisplay();
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}
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static void Init( void )
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{
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glDisable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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generate_tunnel( segments, & position_data, & texcoord_data );
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glBindTexture( GL_TEXTURE_2D, 1 );
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generate_textures(1);
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glBindTexture( GL_TEXTURE_2D, 2 );
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generate_textures(2);
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glBindTexture( GL_TEXTURE_2D, 3 );
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generate_textures(3);
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if ( glutExtensionSupported( "GL_EXT_texture_filter_anisotropic" ) ) {
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glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, & max_anisotropy );
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}
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printf("Maximum texture anisotropy: %f\n", max_anisotropy );
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/* Create the menus. */
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glutCreateMenu( menu_handler );
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glutAddMenuEntry( "Min filter: GL_NEAREST", 8 + 0 );
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glutAddMenuEntry( "Min filter: GL_LINEAR", 8 + 1 );
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glutAddMenuEntry( "Min filter: GL_NEAREST_MIMMAP_NEAREST", 8 + 2 );
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glutAddMenuEntry( "Min filter: GL_NEAREST_MIMMAP_LINEAR", 8 + 3 );
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glutAddMenuEntry( "Min filter: GL_LINEAR_MIMMAP_NEAREST", 8 + 4 );
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glutAddMenuEntry( "Min filter: GL_LINEAR_MIMMAP_LINEAR", 8 + 5 );
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glutAddMenuEntry( "Mag filter: GL_NEAREST", 16 + 0 );
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glutAddMenuEntry( "Mag filter: GL_LINEAR", 16 + 1 );
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glutAddMenuEntry( "Texture: regular mipmaps", 1 );
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glutAddMenuEntry( "Texture: blended mipmaps", 2 );
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glutAddMenuEntry( "Texture: color mipmaps", 3 );
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glutAttachMenu( GLUT_RIGHT_BUTTON );
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}
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static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
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GLfloat ** tex_data )
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{
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const GLfloat far_distance = 20.0f;
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const GLfloat near_distance = -90.0f;
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const GLfloat far_tex = 30.0f;
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const GLfloat near_tex = 0.0f;
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const GLfloat angle_step = (2 * M_PI) / num_segs;
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const GLfloat tex_coord_step = 2.0 / num_segs;
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GLfloat angle = 0.0f;
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GLfloat tex_coord = 0.0f;
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unsigned i;
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GLfloat * position;
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GLfloat * texture;
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position = realloc( *pos_data, sizeof( GLfloat ) * num_segs * 4 * 4 );
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texture = realloc( *tex_data, sizeof( GLfloat ) * num_segs * 4 * 2 );
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*pos_data = position;
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*tex_data = texture;
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for ( i = 0 ; i < num_segs ; i++ ) {
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position[0] = 2.5 * sinf( angle );
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position[1] = 2.5 * cosf( angle );
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position[2] = (i & 1) ? far_distance : near_distance;
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position[3] = 1.0f;
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position[4] = position[0];
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position[5] = position[1];
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position[6] = (i & 1) ? near_distance : far_distance;
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position[7] = 1.0f;
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position += 8;
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texture[0] = tex_coord;
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texture[1] = (i & 1) ? far_tex : near_tex;
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texture += 2;
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texture[0] = tex_coord;
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texture[1] = (i & 1) ? near_tex : far_tex;
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texture += 2;
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angle += angle_step;
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tex_coord += tex_coord_step;
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position[0] = 2.5 * sinf( angle );
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position[1] = 2.5 * cosf( angle );
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position[2] = (i & 1) ? near_distance : far_distance;
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position[3] = 1.0f;
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position[4] = position[0];
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position[5] = position[1];
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position[6] = (i & 1) ? far_distance : near_distance;
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position[7] = 1.0f;
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position += 8;
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texture[0] = tex_coord;
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texture[1] = (i & 1) ? near_tex : far_tex;
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texture += 2;
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texture[0] = tex_coord;
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texture[1] = (i & 1) ? far_tex : near_tex;
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texture += 2;
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}
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}
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static void generate_textures( unsigned mode )
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{
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#define LEVEL_COLORS 6
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const GLfloat colors[LEVEL_COLORS][3] = {
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{ 1.0, 0.0, 0.0 }, /* 32 x 32 */
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{ 0.0, 1.0, 0.0 }, /* 16 x 16 */
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{ 0.0, 0.0, 1.0 }, /* 8 x 8 */
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{ 1.0, 0.0, 1.0 }, /* 4 x 4 */
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{ 1.0, 1.0, 1.0 }, /* 2 x 2 */
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{ 1.0, 1.0, 0.0 } /* 1 x 1 */
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};
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const unsigned checkers_per_level = 2;
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GLfloat * tex;
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unsigned level;
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unsigned size;
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GLint max_size;
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glGetIntegerv( GL_MAX_TEXTURE_SIZE, & max_size );
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if ( max_size > 512 ) {
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max_size = 512;
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}
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tex = malloc( sizeof( GLfloat ) * 3 * max_size * max_size );
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level = 0;
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for ( size = max_size ; size > 0 ; size >>= 1 ) {
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unsigned divisor = size / checkers_per_level;
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unsigned i;
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unsigned j;
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GLfloat checkers[2][3];
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if ((level == 0) || (mode == 1)) {
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checkers[0][0] = 1.0;
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checkers[0][1] = 1.0;
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checkers[0][2] = 1.0;
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checkers[1][0] = 0.0;
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checkers[1][1] = 0.0;
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checkers[1][2] = 0.0;
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}
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else if (mode == 2) {
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checkers[0][0] = colors[level % LEVEL_COLORS][0];
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checkers[0][1] = colors[level % LEVEL_COLORS][1];
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checkers[0][2] = colors[level % LEVEL_COLORS][2];
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checkers[1][0] = colors[level % LEVEL_COLORS][0] * 0.5;
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checkers[1][1] = colors[level % LEVEL_COLORS][1] * 0.5;
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checkers[1][2] = colors[level % LEVEL_COLORS][2] * 0.5;
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}
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else {
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checkers[0][0] = colors[level % LEVEL_COLORS][0];
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checkers[0][1] = colors[level % LEVEL_COLORS][1];
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checkers[0][2] = colors[level % LEVEL_COLORS][2];
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checkers[1][0] = colors[level % LEVEL_COLORS][0];
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checkers[1][1] = colors[level % LEVEL_COLORS][1];
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checkers[1][2] = colors[level % LEVEL_COLORS][2];
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}
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if ( divisor == 0 ) {
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divisor = 1;
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checkers[0][0] = (checkers[0][0] + checkers[1][0]) / 2;
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checkers[0][1] = (checkers[0][0] + checkers[1][0]) / 2;
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checkers[0][2] = (checkers[0][0] + checkers[1][0]) / 2;
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checkers[1][0] = checkers[0][0];
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checkers[1][1] = checkers[0][1];
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checkers[1][2] = checkers[0][2];
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}
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for ( i = 0 ; i < size ; i++ ) {
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for ( j = 0 ; j < size ; j++ ) {
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const unsigned idx = ((i ^ j) / divisor) & 1;
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tex[ ((i * size) + j) * 3 + 0] = checkers[ idx ][0];
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tex[ ((i * size) + j) * 3 + 1] = checkers[ idx ][1];
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tex[ ((i * size) + j) * 3 + 2] = checkers[ idx ][2];
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}
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}
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glTexImage2D( GL_TEXTURE_2D, level, GL_RGB, size, size, 0,
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GL_RGB, GL_FLOAT, tex );
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level++;
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}
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free( tex );
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}
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int 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( 800, 600 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow( "Texture Filter Test" );
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glewInit();
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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Init();
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printf("\nUse the right-button menu to select the texture and filter mode.\n");
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printf("Use 'A' and 'a' to increase and decrease the aniotropy.\n");
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printf("Use 'S' and 's' to increase and decrease the number of cylinder segments.\n");
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printf("Use 'q' to exit.\n\n");
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glutMainLoop();
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return 0;
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}
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