feat: add kazades mipmap example
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29
samples/mipmap/Makefile
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29
samples/mipmap/Makefile
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TARGET = mipmap.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist: clean $(TARGET)
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$(KOS_CC_BASE)/sh-elf/bin/objcopy -R .stack -O binary $(TARGET) $(basename $(TARGET))
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$(KOS_BASE)/utils/scramble/scramble $(basename $(TARGET)) 1ST_READ.BIN
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306
samples/mipmap/main.c
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306
samples/mipmap/main.c
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#include <stdio.h>
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#include <stdlib.h>
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#include "gl.h"
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#include "glu.h"
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#include "glext.h"
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#include "glkos.h"
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* storage for one texture */
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int texture[1];
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/* Image type - contains height, width, and data */
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struct Image
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{
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unsigned long sizeX;
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unsigned long sizeY;
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char *data;
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};
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typedef struct Image Image;
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// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.
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// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info.
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int ImageLoad(char *filename, Image *image)
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{
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FILE *file;
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unsigned long size; // size of the image in bytes.
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unsigned long i; // standard counter.
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unsigned short int planes; // number of planes in image (must be 1)
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unsigned short int bpp; // number of bits per pixel (must be 24)
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char temp; // temporary color storage for bgr-rgb conversion.
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// make sure the file is there.
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if ((file = fopen(filename, "rb")) == NULL)
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{
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printf("File Not Found : %s\n", filename);
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return 0;
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}
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// seek through the bmp header, up to the width/height:
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fseek(file, 18, SEEK_CUR);
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// read the width
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if ((i = fread(&image->sizeX, 4, 1, file)) != 1)
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{
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printf("Error reading width from %s.\n", filename);
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return 0;
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}
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printf("Width of %s: %lu\n", filename, image->sizeX);
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// read the height
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if ((i = fread(&image->sizeY, 4, 1, file)) != 1)
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{
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printf("Error reading height from %s.\n", filename);
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return 0;
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}
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printf("Height of %s: %lu\n", filename, image->sizeY);
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// calculate the size (assuming 24 bits or 3 bytes per pixel).
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size = image->sizeX * image->sizeY * 3;
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// read the planes
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if ((fread(&planes, 2, 1, file)) != 1)
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{
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printf("Error reading planes from %s.\n", filename);
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return 0;
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}
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if (planes != 1)
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{
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printf("Planes from %s is not 1: %u\n", filename, planes);
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return 0;
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}
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// read the bpp
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if ((i = fread(&bpp, 2, 1, file)) != 1)
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{
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printf("Error reading bpp from %s.\n", filename);
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return 0;
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}
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if (bpp != 24)
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{
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printf("Bpp from %s is not 24: %u\n", filename, bpp);
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return 0;
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}
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// seek past the rest of the bitmap header.
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fseek(file, 24, SEEK_CUR);
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// read the data.
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image->data = (char *)malloc(size);
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if (image->data == NULL)
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{
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printf("Error allocating memory for color-corrected image data");
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return 0;
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}
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if ((i = fread(image->data, size, 1, file)) != 1)
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{
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printf(stderr, "Error reading image data from %s.\n", filename);
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return 0;
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}
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for (i = 0; i < size; i += 3)
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{ // reverse all of the colors. (bgr -> rgb)
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temp = image->data[i];
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image->data[i] = image->data[i + 2];
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image->data[i + 2] = temp;
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}
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// we're done.
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return 1;
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}
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char colors[8][3] = {{255, 0, 0},
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{255, 128, 0},
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{255, 255, 0},
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{128, 255,0},
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{0, 255, 0},
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{0, 255, 128},
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{0, 255, 255},
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{0, 128, 255}};
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int marker = 0;
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char *miplevel(int w, int h, char *data)
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{
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GLuint sx, sy, i;
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//GLubyte *prevData = data;
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GLubyte *thisData = malloc(w * h * 3);
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/* Do the minification */
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for (sx = 0; sx < w * h; sx++)
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{
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for (i = 0; i < 3; i++)
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{
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thisData[(sx*3) + i] = colors[marker][i];
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}
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}
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marker++;
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return thisData;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures()
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{
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *)malloc(sizeof(Image));
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if (image1 == NULL)
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{
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printf("Error allocating space for image");
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exit(0);
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}
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if (!ImageLoad("/rd/NeHe.bmp", image1))
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{
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
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GLuint thisWidth = image1->sizeX;
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int levels = 0;
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while(thisWidth > 1){
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thisWidth /= 2;
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char *newData = miplevel(thisWidth, thisWidth, image1->data);
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glTexImage2D(GL_TEXTURE_2D, ++levels, 3, thisWidth, thisWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, newData);
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free(newData);
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}
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f, (GLfloat)Width / (GLfloat)Height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)Width / (GLfloat)Height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void DrawQuad()
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{
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 0.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Texture and Quad
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glEnd(); // done with the polygon.
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}
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static GLboolean mipmap_enabled = GL_FALSE;
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static GLuint timer = 0;
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static GLint mipbias = -7;
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void movebias(void) {
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mipbias++;
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if(mipbias > 7){
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mipbias = -7;
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}
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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timer++;
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if (timer > 60)
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{
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timer = 0;
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mipmap_enabled = !mipmap_enabled;
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if (mipmap_enabled)
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{
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printf("Enabling mipmaps!\n");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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movebias();
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}
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else
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{
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printf("Disabling mipmaps!\n");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexEnvi(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, mipbias);
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glTranslatef(-0.5f, 0.0f, -2.5f);
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DrawQuad();
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glTranslatef(1.0f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(1.5f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(2.0f, 0.0f, -5.0f);
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DrawQuad();
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glTranslatef(3.5f, 0.0f, -5.0f);
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DrawQuad();
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while (1)
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{
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DrawGLScene();
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}
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return 0;
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}
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