/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* mipmap.c * This program demonstrates using mipmaps for texture maps. * To overtly show the effect of mipmaps, each mipmap reduction * level has a solidly colored, contrasting texture image. * Thus, the quadrilateral which is drawn is drawn with several * different colors. */ #include "glos.h" #include #include #include void myinit(void); void makeImages(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); GLubyte mipmapImage32[32][32][3]; GLubyte mipmapImage16[16][16][3]; GLubyte mipmapImage8[8][8][3]; GLubyte mipmapImage4[4][4][3]; GLubyte mipmapImage2[2][2][3]; GLubyte mipmapImage1[1][1][3]; void makeImages(void) { int i, j; for (i = 0; i < 32; i++) { for (j = 0; j < 32; j++) { mipmapImage32[i][j][0] = 255; mipmapImage32[i][j][1] = 255; mipmapImage32[i][j][2] = 0; } } for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { mipmapImage16[i][j][0] = 255; mipmapImage16[i][j][1] = 0; mipmapImage16[i][j][2] = 255; } } for (i = 0; i < 8; i++) { for (j = 0; j < 8; j++) { mipmapImage8[i][j][0] = 255; mipmapImage8[i][j][1] = 0; mipmapImage8[i][j][2] = 0; } } for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { mipmapImage4[i][j][0] = 0; mipmapImage4[i][j][1] = 255; mipmapImage4[i][j][2] = 0; } } for (i = 0; i < 2; i++) { for (j = 0; j < 2; j++) { mipmapImage2[i][j][0] = 0; mipmapImage2[i][j][1] = 0; mipmapImage2[i][j][2] = 255; } } mipmapImage1[0][0][0] = 255; mipmapImage1[0][0][1] = 255; mipmapImage1[0][0][2] = 255; } void myinit(void) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glShadeModel(GL_FLAT); glTranslatef(0.0, 0.0, -3.6); makeImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, 3, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage32[0][0][0]); glTexImage2D(GL_TEXTURE_2D, 1, 3, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage16[0][0][0]); glTexImage2D(GL_TEXTURE_2D, 2, 3, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage8[0][0][0]); glTexImage2D(GL_TEXTURE_2D, 3, 3, 4, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage4[0][0][0]); glTexImage2D(GL_TEXTURE_2D, 4, 3, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage2[0][0][0]); glTexImage2D(GL_TEXTURE_2D, 5, 3, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &mipmapImage1[0][0][0]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glEnable(GL_TEXTURE_2D); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0); glTexCoord2f(0.0, 8.0); glVertex3f(-2.0, 1.0, 0.0); glTexCoord2f(8.0, 8.0); glVertex3f(2000.0, 1.0, -6000.0); glTexCoord2f(8.0, 0.0); glVertex3f(2000.0, -1.0, -6000.0); glEnd(); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (0, 0, 500, 500); auxInitWindow ("Texture Map Using Mipmap"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }