/* * (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /* 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 #include #include #include "glaux.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 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 myReshape(GLsizei w, GLsizei 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 (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }