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