241 lines
5.6 KiB
C
241 lines
5.6 KiB
C
/*
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* Test vertex arrays and multitexture.
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* Press 'a' to toggle vertex arrays on/off.
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* When you run this program you should see a square with four colors:
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*
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* +------+------+
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* |yellow| pink |
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* +------+------+
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* |green | blue |
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* +------+------+
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*/
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "GL/glew.h"
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#include "GL/glut.h"
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static GLuint Window = 0;
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static GLuint TexObj[2];
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static GLfloat Angle = 0.0f;
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static GLboolean UseArrays = 1, Anim = 0;
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static GLfloat VertArray[4][2] = {
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{-1.2, -1.2}, {1.2, -1.2}, {1.2, 1.2}, {-1.2, 1.2}
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};
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static GLfloat Tex0Array[4][2] = {
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{0, 0}, {1, 0}, {1, 1}, {0, 1}
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};
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static GLfloat Tex1Array[4][2] = {
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{0, 0}, {1, 0}, {1, 1}, {0, 1}
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};
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static void init_arrays(void)
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{
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glVertexPointer(2, GL_FLOAT, 0, VertArray);
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glEnableClientState(GL_VERTEX_ARRAY);
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glClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, 0, Tex0Array);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, 0, Tex1Array);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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static void draw( void )
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{
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glClear( GL_COLOR_BUFFER_BIT );
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glColor3f( 0.0, 0.0, 0.0 );
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/* draw first polygon */
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glPushMatrix();
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glRotatef( Angle, 0.0, 0.0, 1.0 );
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if (UseArrays) {
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glDrawArrays(GL_POLYGON, 0, 4);
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}
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else {
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glBegin( GL_POLYGON );
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glTexCoord2f( 0.0, 0.0 );
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex2f( -1.0, -1.0 );
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glTexCoord2f( 1.0, 0.0 );
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
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glVertex2f( 1.0, -1.0 );
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glTexCoord2f( 1.0, 1.0 );
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
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glVertex2f( 1.0, 1.0 );
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glTexCoord2f( 0.0, 1.0 );
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
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glVertex2f( -1.0, 1.0 );
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glEnd();
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}
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glPopMatrix();
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glutSwapBuffers();
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}
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static void idle( void )
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{
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Angle += 2.0;
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glutPostRedisplay();
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}
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/* change view Angle, exit upon ESC */
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static void key(unsigned char k, int x, int y)
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{
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(void) x;
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(void) y;
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switch (k) {
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case 'a':
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UseArrays = !UseArrays;
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printf("UseArrays: %d\n", UseArrays);
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break;
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case ' ':
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Anim = !Anim;
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if (Anim)
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glutIdleFunc(idle);
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else
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glutIdleFunc(NULL);
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break;
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case 27:
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glDeleteTextures( 2, TexObj );
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glutDestroyWindow(Window);
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exit(0);
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}
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glutPostRedisplay();
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}
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/* new window size or exposure */
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static void reshape( int width, int height )
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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/* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 );*/
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glFrustum( -2.0, 2.0, -2.0, 2.0, 6.0, 20.0 );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -8.0 );
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}
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static void init( void )
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{
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static int width=8, height=8;
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GLubyte tex[64][3];
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GLint i, j;
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/* generate texture object IDs */
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glGenTextures( 2, TexObj );
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/*
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* setup first texture object
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*/
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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glBindTexture( GL_TEXTURE_2D, TexObj[0] );
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assert(glIsTexture(TexObj[0]));
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/* red over black */
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for (i=0;i<height;i++) {
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for (j=0;j<width;j++) {
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int p = i*width+j;
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if (i < height / 2) {
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tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 0;
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}
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else {
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tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
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}
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}
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}
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glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, tex );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 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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/*
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* setup second texture object
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*/
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glActiveTextureARB(GL_TEXTURE1_ARB);
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glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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glBindTexture( GL_TEXTURE_2D, TexObj[1] );
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assert(glIsTexture(TexObj[1]));
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/* left=green, right = blue */
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for (i=0;i<height;i++) {
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for (j=0;j<width;j++) {
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int p = i*width+j;
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if (j < width / 2) {
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tex[p][0] = 0; tex[p][1] = 255; tex[p][2] = 0;
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}
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else {
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tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 255;
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}
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}
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}
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glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, tex );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 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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}
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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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glutInitWindowPosition(0, 0);
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glutInitWindowSize(300, 300);
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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Window = glutCreateWindow("Texture Objects");
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glewInit();
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if (!Window) {
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exit(1);
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}
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init();
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init_arrays();
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glutReshapeFunc( reshape );
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glutKeyboardFunc( key );
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if (Anim)
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glutIdleFunc( idle );
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glutDisplayFunc( draw );
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glutMainLoop();
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return 0;
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}
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