178 lines
5.8 KiB
C
178 lines
5.8 KiB
C
/*
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* Copyright (c) 1993-2003, Silicon Graphics, Inc.
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* All Rights Reserved
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright
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* notice and this permission notice appear in supporting documentation,
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* and that the name of Silicon Graphics, Inc. not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
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* WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
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* OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
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* PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
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* PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
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* THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
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* OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor clauses
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* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
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* reserved under the copyright laws of the United States.
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*
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* Contractor/manufacturer is:
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* Silicon Graphics, Inc.
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* 1500 Crittenden Lane
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* Mountain View, CA 94043
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* United State of America
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*
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* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
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*/
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/* multitex.c
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*/
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include <stdlib.h>
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#include <stdio.h>
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static GLubyte texels0[32][32][4];
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static GLubyte texels1[16][16][4];
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static void makeCheckImages(void)
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{
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int i, j;
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for (i = 0; i < 32; i++) {
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for (j = 0; j < 32; j++) {
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texels0[i][j][0] = (GLubyte) (255 * i / 31);
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texels0[i][j][1] = (GLubyte) (255 * j / 31);
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texels0[i][j][2] = (GLubyte) (i*j)/255;
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texels0[i][j][3] = (GLubyte) 255;
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}
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}
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for (i = 0; i < 16; i++) {
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for (j = 0; j < 16; j++) {
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texels1[i][j][0] = (GLubyte) 255;
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texels1[i][j][1] = (GLubyte) (255 * i / 15);
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texels1[i][j][2] = (GLubyte) (255 * j / 15);
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texels1[i][j][3] = (GLubyte) 255;
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}
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}
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}
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static void init(void)
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{
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GLuint texNames[2];
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_FLAT);
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glEnable(GL_DEPTH_TEST);
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makeCheckImages();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(2, texNames);
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glBindTexture(GL_TEXTURE_2D, texNames[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, texels0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBindTexture(GL_TEXTURE_2D, texNames[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, texels1);
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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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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/* Use the two texture objects to define two texture units
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* for use in multitexturing */
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glActiveTextureARB (GL_TEXTURE0_ARB);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texNames[0]);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode (GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(0.5f, 0.5f, 0.0f);
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glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
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glTranslatef(-0.5f, -0.5f, 0.0f);
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glMatrixMode (GL_MODELVIEW);
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glActiveTextureARB (GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texNames[1]);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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static void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_TRIANGLES);
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glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);
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glVertex2f(0.0, 0.0);
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glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.5, 1.0);
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glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.5, 0.0);
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glVertex2f(50.0, 100.0);
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glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0);
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glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);
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glVertex2f(100.0, 0.0);
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glEnd();
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glFlush();
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}
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static void reshape(int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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gluOrtho2D(0.0, 100.0, 0.0, 100.0 * (GLdouble)h/(GLdouble)w);
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else
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gluOrtho2D(0.0, 100.0 * (GLdouble)w/(GLdouble)h, 0.0, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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static void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize(250, 250);
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glutInitWindowPosition(100, 100);
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glutCreateWindow(argv[0]);
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glewInit();
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init();
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glutReshapeFunc(reshape);
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glutDisplayFunc(display);
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glutKeyboardFunc (keyboard);
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glutMainLoop();
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return 0;
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}
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