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/* $Id: anisotropic.c,v 1.1 2001/03/22 15:24:15 gareth Exp $ */
/*
* GL_ARB_texture_filter_anisotropic demo
*
* Gareth Hughes
* March 2001
*
* Copyright (C) 2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/* This is a fairly early version. All it does is draw a couple of
* textured quads with different forms of texture filtering. Eventually,
* you'll be able to adjust the maximum anisotropy and so on.
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#define TEXTURE_SIZE 256
static GLubyte image[TEXTURE_SIZE][TEXTURE_SIZE][3];
static GLfloat repeat = 1.0;
static GLfloat texcoords[] = {
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
};
static GLfloat vertices[] = {
-400.0, -400.0, 0.0,
-400.0, 400.0, -7000.0,
400.0, -400.0, 0.0,
400.0, 400.0, -7000.0
};
static GLfloat maxAnisotropy;
static void init( void )
{
int i, j;
if ( !glutExtensionSupported( "GL_EXT_texture_filter_anisotropic" ) ) {
fprintf( stderr, "Sorry, this demo requires GL_EXT_texture_filter_anisotropic.\n" );
exit( 0 );
}
glClearColor( 0.0, 0.0, 0.0, 0.0 );
glShadeModel( GL_SMOOTH );
/* Init the vertex arrays.
*/
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vertices );
glTexCoordPointer( 2, GL_FLOAT, 0, texcoords );
/* Init the texture environment.
*/
glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glMatrixMode( GL_TEXTURE );
glScalef( repeat, repeat, 0 );
glMatrixMode( GL_MODELVIEW );
glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy );
printf( "Maximum supported anisotropy: %.2f\n", maxAnisotropy );
/* Make the texture image.
*/
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
for ( i = 0 ; i < TEXTURE_SIZE ; i++ ) {
for ( j = 0 ; j < TEXTURE_SIZE ; j++ ) {
if ( (i/4 + j/4) & 1 ) {
image[i][j][0] = 0;
image[i][j][1] = 0;
image[i][j][2] = 0;
} else {
image[i][j][0] = 255;
image[i][j][1] = 255;
image[i][j][2] = 255;
}
}
}
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, TEXTURE_SIZE, TEXTURE_SIZE,
GL_RGB, GL_UNSIGNED_BYTE, image );
}
static void display( void )
{
GLint vp[4], w, h;
glClear( GL_COLOR_BUFFER_BIT );
glGetIntegerv( GL_VIEWPORT, vp );
w = vp[2] / 2;
h = vp[3] / 2;
/* Upper left corner:
*/
glViewport( 1, h + 1, w - 2, h - 2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Upper right corner:
*/
glViewport( w + 1, h + 1, w - 2, h - 2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Lower left corner:
*/
glViewport( 1, 1, w - 2, h - 2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
/* Lower right corner:
*/
glViewport( w + 1, 1, w - 2, h - 2 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy );
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
glViewport( vp[0], vp[1], vp[2], vp[3] );
glutSwapBuffers();
}
static void reshape( int w, int h )
{
glViewport( 0, 0, (GLsizei) w, (GLsizei) h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 10000.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -10.0 );
}
static void key( unsigned char key, int x, int y )
{
(void) x; (void) y;
switch ( key ) {
case 27:
exit( 0 );
}
glutPostRedisplay();
}
static void usage( void )
{
/* Nothing yet... */
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB );
glutInitWindowSize( 600, 300 );
glutInitWindowPosition( 0, 0 );
glutCreateWindow( "Anisotropic Texture Filter Demo" );
init();
glutDisplayFunc( display );
glutReshapeFunc( reshape );
glutKeyboardFunc( key );
usage();
glutMainLoop();
return 0;
}