mesa/progs/tests/texfilt.c

401 lines
11 KiB
C

/*
* (C) Copyright IBM Corporation 2005
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 (including the next
* paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* IBM AND/OR THEIR SUPPLIERS 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.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glew.h>
#include <GL/glut.h>
const GLenum filter_modes[] = {
GL_NEAREST,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
};
static GLenum min_filter = GL_LINEAR_MIPMAP_LINEAR;
static GLenum mag_filter = GL_LINEAR;
static unsigned segments = 64;
static GLfloat * position_data = NULL;
static GLfloat * texcoord_data = NULL;
static GLfloat max_anisotropy = 0.0;
static GLfloat anisotropy = 1.0;
static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
GLfloat ** tex_data );
static void generate_textures( unsigned mode );
#define min(a,b) ( (a) < (b) ) ? (a) : (b)
#define max(a,b) ( (a) > (b) ) ? (a) : (b)
static void Display( void )
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter );
if ( max_anisotropy > 0.0 ) {
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
anisotropy );
}
glClear( GL_COLOR_BUFFER_BIT );
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -19.0f );
glVertexPointer( 4, GL_FLOAT, 0, position_data );
glTexCoordPointer( 2, GL_FLOAT, 0, texcoord_data );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glDrawArrays( GL_QUADS, 0, 4 * segments );
glutSwapBuffers();
}
static void Reshape( int width, int height )
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)(width)/(GLfloat)(height), 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void Key( unsigned char key, int x, int y )
{
GLfloat new_anisotropy = anisotropy;
(void) x;
(void) y;
switch( key ) {
case 'a': {
new_anisotropy = anisotropy - 1.0;
break;
}
case 'A': {
new_anisotropy = anisotropy + 1.0;
break;
}
case 's': {
segments--;
if ( segments < 3 ) {
segments = 3;
}
generate_tunnel( segments, & position_data, & texcoord_data );
break;
}
case 'S': {
segments++;
if ( segments > 128 ) {
segments = 128;
}
generate_tunnel( segments, & position_data, & texcoord_data );
break;
}
case 'q':
case 'Q':
case 27:
exit(0);
break;
}
new_anisotropy = max( new_anisotropy, 1.0 );
new_anisotropy = min( new_anisotropy, max_anisotropy );
if ( new_anisotropy != anisotropy ) {
anisotropy = new_anisotropy;
printf( "Texture anisotropy: %f%s\n", anisotropy,
(anisotropy == 1.0) ? " (disabled)" : "" );
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
(void) x;
(void) y;
(void) key;
glutPostRedisplay();
}
static void menu_handler( int selection )
{
switch( selection >> 3 ) {
case 0:
glBindTexture( GL_TEXTURE_2D, selection );
break;
case 1:
min_filter = filter_modes[ selection & 7 ];
break;
case 2:
mag_filter = filter_modes[ selection & 7 ];
break;
}
glutPostRedisplay();
}
static void Init( void )
{
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
generate_tunnel( segments, & position_data, & texcoord_data );
glBindTexture( GL_TEXTURE_2D, 1 );
generate_textures(1);
glBindTexture( GL_TEXTURE_2D, 2 );
generate_textures(2);
glBindTexture( GL_TEXTURE_2D, 3 );
generate_textures(3);
if ( glutExtensionSupported( "GL_EXT_texture_filter_anisotropic" ) ) {
glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, & max_anisotropy );
}
printf("Maximum texture anisotropy: %f\n", max_anisotropy );
/* Create the menus. */
glutCreateMenu( menu_handler );
glutAddMenuEntry( "Min filter: GL_NEAREST", 8 + 0 );
glutAddMenuEntry( "Min filter: GL_LINEAR", 8 + 1 );
glutAddMenuEntry( "Min filter: GL_NEAREST_MIMMAP_NEAREST", 8 + 2 );
glutAddMenuEntry( "Min filter: GL_NEAREST_MIMMAP_LINEAR", 8 + 3 );
glutAddMenuEntry( "Min filter: GL_LINEAR_MIMMAP_NEAREST", 8 + 4 );
glutAddMenuEntry( "Min filter: GL_LINEAR_MIMMAP_LINEAR", 8 + 5 );
glutAddMenuEntry( "Mag filter: GL_NEAREST", 16 + 0 );
glutAddMenuEntry( "Mag filter: GL_LINEAR", 16 + 1 );
glutAddMenuEntry( "Texture: regular mipmaps", 1 );
glutAddMenuEntry( "Texture: blended mipmaps", 2 );
glutAddMenuEntry( "Texture: color mipmaps", 3 );
glutAttachMenu( GLUT_RIGHT_BUTTON );
}
static void generate_tunnel( unsigned num_segs, GLfloat ** pos_data,
GLfloat ** tex_data )
{
const GLfloat far_distance = 20.0f;
const GLfloat near_distance = -90.0f;
const GLfloat far_tex = 30.0f;
const GLfloat near_tex = 0.0f;
const GLfloat angle_step = (2 * M_PI) / num_segs;
const GLfloat tex_coord_step = 2.0 / num_segs;
GLfloat angle = 0.0f;
GLfloat tex_coord = 0.0f;
unsigned i;
GLfloat * position;
GLfloat * texture;
position = realloc( *pos_data, sizeof( GLfloat ) * num_segs * 4 * 4 );
texture = realloc( *tex_data, sizeof( GLfloat ) * num_segs * 4 * 2 );
*pos_data = position;
*tex_data = texture;
for ( i = 0 ; i < num_segs ; i++ ) {
position[0] = 2.5 * sinf( angle );
position[1] = 2.5 * cosf( angle );
position[2] = (i & 1) ? far_distance : near_distance;
position[3] = 1.0f;
position[4] = position[0];
position[5] = position[1];
position[6] = (i & 1) ? near_distance : far_distance;
position[7] = 1.0f;
position += 8;
texture[0] = tex_coord;
texture[1] = (i & 1) ? far_tex : near_tex;
texture += 2;
texture[0] = tex_coord;
texture[1] = (i & 1) ? near_tex : far_tex;
texture += 2;
angle += angle_step;
tex_coord += tex_coord_step;
position[0] = 2.5 * sinf( angle );
position[1] = 2.5 * cosf( angle );
position[2] = (i & 1) ? near_distance : far_distance;
position[3] = 1.0f;
position[4] = position[0];
position[5] = position[1];
position[6] = (i & 1) ? far_distance : near_distance;
position[7] = 1.0f;
position += 8;
texture[0] = tex_coord;
texture[1] = (i & 1) ? near_tex : far_tex;
texture += 2;
texture[0] = tex_coord;
texture[1] = (i & 1) ? far_tex : near_tex;
texture += 2;
}
}
static void generate_textures( unsigned mode )
{
#define LEVEL_COLORS 6
const GLfloat colors[LEVEL_COLORS][3] = {
{ 1.0, 0.0, 0.0 }, /* 32 x 32 */
{ 0.0, 1.0, 0.0 }, /* 16 x 16 */
{ 0.0, 0.0, 1.0 }, /* 8 x 8 */
{ 1.0, 0.0, 1.0 }, /* 4 x 4 */
{ 1.0, 1.0, 1.0 }, /* 2 x 2 */
{ 1.0, 1.0, 0.0 } /* 1 x 1 */
};
const unsigned checkers_per_level = 2;
GLfloat * tex;
unsigned level;
unsigned size;
GLint max_size;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, & max_size );
if ( max_size > 512 ) {
max_size = 512;
}
tex = malloc( sizeof( GLfloat ) * 3 * max_size * max_size );
level = 0;
for ( size = max_size ; size > 0 ; size >>= 1 ) {
unsigned divisor = size / checkers_per_level;
unsigned i;
unsigned j;
GLfloat checkers[2][3];
if ((level == 0) || (mode == 1)) {
checkers[0][0] = 1.0;
checkers[0][1] = 1.0;
checkers[0][2] = 1.0;
checkers[1][0] = 0.0;
checkers[1][1] = 0.0;
checkers[1][2] = 0.0;
}
else if (mode == 2) {
checkers[0][0] = colors[level % LEVEL_COLORS][0];
checkers[0][1] = colors[level % LEVEL_COLORS][1];
checkers[0][2] = colors[level % LEVEL_COLORS][2];
checkers[1][0] = colors[level % LEVEL_COLORS][0] * 0.5;
checkers[1][1] = colors[level % LEVEL_COLORS][1] * 0.5;
checkers[1][2] = colors[level % LEVEL_COLORS][2] * 0.5;
}
else {
checkers[0][0] = colors[level % LEVEL_COLORS][0];
checkers[0][1] = colors[level % LEVEL_COLORS][1];
checkers[0][2] = colors[level % LEVEL_COLORS][2];
checkers[1][0] = colors[level % LEVEL_COLORS][0];
checkers[1][1] = colors[level % LEVEL_COLORS][1];
checkers[1][2] = colors[level % LEVEL_COLORS][2];
}
if ( divisor == 0 ) {
divisor = 1;
checkers[0][0] = (checkers[0][0] + checkers[1][0]) / 2;
checkers[0][1] = (checkers[0][0] + checkers[1][0]) / 2;
checkers[0][2] = (checkers[0][0] + checkers[1][0]) / 2;
checkers[1][0] = checkers[0][0];
checkers[1][1] = checkers[0][1];
checkers[1][2] = checkers[0][2];
}
for ( i = 0 ; i < size ; i++ ) {
for ( j = 0 ; j < size ; j++ ) {
const unsigned idx = ((i ^ j) / divisor) & 1;
tex[ ((i * size) + j) * 3 + 0] = checkers[ idx ][0];
tex[ ((i * size) + j) * 3 + 1] = checkers[ idx ][1];
tex[ ((i * size) + j) * 3 + 2] = checkers[ idx ][2];
}
}
glTexImage2D( GL_TEXTURE_2D, level, GL_RGB, size, size, 0,
GL_RGB, GL_FLOAT, tex );
level++;
}
free( tex );
}
int main( int argc, char ** argv )
{
glutInit( &argc, argv );
glutInitWindowPosition( 0, 0 );
glutInitWindowSize( 800, 600 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow( "Texture Filter Test" );
glewInit();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
Init();
printf("\nUse the right-button menu to select the texture and filter mode.\n");
printf("Use 'A' and 'a' to increase and decrease the aniotropy.\n");
printf("Use 'S' and 's' to increase and decrease the number of cylinder segments.\n");
printf("Use 'q' to exit.\n\n");
glutMainLoop();
return 0;
}