diff options
author | Brian Paul <[email protected]> | 2001-02-26 18:26:32 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2001-02-26 18:26:32 +0000 |
commit | 511378b05d57ee85879197cd3026e5f2571e6edc (patch) | |
tree | 71fc0051d7a1c73d0ae160c19f07285125c17fe3 | |
parent | eb198d2702aa876a3fd7041c3a51f211407108be (diff) |
added filtering option, compute shadow tex size from window size
-rw-r--r-- | progs/demos/shadowtex.c | 49 |
1 files changed, 36 insertions, 13 deletions
diff --git a/progs/demos/shadowtex.c b/progs/demos/shadowtex.c index 88949b764db..0daf77defc8 100644 --- a/progs/demos/shadowtex.c +++ b/progs/demos/shadowtex.c @@ -1,4 +1,4 @@ -/* $Id: shadowtex.c,v 1.2 2001/02/20 17:06:35 brianp Exp $ */ +/* $Id: shadowtex.c,v 1.3 2001/02/26 18:26:32 brianp Exp $ */ /* * Shadow demo using the GL_SGIX_depth_texture, GL_SGIX_shadow and @@ -55,6 +55,7 @@ static GLfloat ShadowNear = 4.0, ShadowFar = 24.0; static GLint ShadowTexWidth = 256, ShadowTexHeight = 256; static GLboolean ShowDepth = GL_FALSE; +static GLboolean LinearFilter = GL_FALSE; static GLfloat ShadowImage[256*256]; @@ -215,22 +216,30 @@ Display(void) * Step 3: render scene from point of view of the camera */ glViewport(0, 0, WindowWidth, WindowHeight); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0, 0.0, -22.0); - glRotatef(Xrot, 1, 0, 0); - glRotatef(Yrot, 0, 1, 0); - glRotatef(Zrot, 0, 0, 1); if (ShowDepth) { ShowDepthBuffer(WindowWidth, WindowHeight, 1, 0); } else { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -22.0); + glRotatef(Xrot, 1, 0, 0); + glRotatef(Yrot, 0, 1, 0); + glRotatef(Zrot, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLightfv(GL_LIGHT0, GL_POSITION, LightPos); glEnable(GL_TEXTURE_2D); + if (LinearFilter) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } ShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar); EnableTexgen(); DrawScene(); @@ -247,6 +256,16 @@ Reshape(int width, int height) { WindowWidth = width; WindowHeight = height; + if (width >= 512 && height >= 512) { + ShadowTexWidth = ShadowTexHeight = 512; + } + else if (width >= 256 && height >= 256) { + ShadowTexWidth = ShadowTexHeight = 256; + } + else { + ShadowTexWidth = ShadowTexHeight = 128; + } + printf("Using %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight); } @@ -275,13 +294,19 @@ Key(unsigned char key, int x, int y) break; case 'b': Bias -= 0.01; + printf("Bias %g\n", Bias); break; case 'B': Bias += 0.01; + printf("Bias %g\n", Bias); break; case 'd': ShowDepth = !ShowDepth; break; + case 'f': + LinearFilter = !LinearFilter; + printf("%s filtering\n", LinearFilter ? "Bilinear" : "Nearest"); + break; case 'z': Zrot -= step; break; @@ -293,7 +318,6 @@ Key(unsigned char key, int x, int y) break; } glutPostRedisplay(); - printf("Bias %g\n", Bias); } @@ -343,8 +367,6 @@ Init(void) exit(1); } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); #ifdef GL_SGIX_shadow @@ -369,6 +391,7 @@ PrintHelp(void) printf("Keys:\n"); printf(" a = toggle animation\n"); printf(" d = toggle display of depth texture\n"); + printf(" f = toggle nearest/bilinear texture filtering\n"); printf(" b/B = decrease/increase shadow map Z bias\n"); printf(" cursor keys = rotate scene\n"); printf(" <shift> + cursor keys = rotate light source\n"); |