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authorBrian Paul <[email protected]>2001-02-26 18:26:32 +0000
committerBrian Paul <[email protected]>2001-02-26 18:26:32 +0000
commit511378b05d57ee85879197cd3026e5f2571e6edc (patch)
tree71fc0051d7a1c73d0ae160c19f07285125c17fe3
parenteb198d2702aa876a3fd7041c3a51f211407108be (diff)
added filtering option, compute shadow tex size from window size
-rw-r--r--progs/demos/shadowtex.c49
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");