xenocara/dist/Mesa/progs/tests/subtex.c

226 lines
4.9 KiB
C

/*
* Test glTexSubImage mid-way through a frame.
*
* The same texture is used for both quads but it gets redefined
* with glTexSubImage (or glTexImage) after the first quad.
*/
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include "GL/glew.h"
#include "GL/glut.h"
static GLuint Window = 0;
static GLboolean Anim = GL_FALSE;
static GLfloat Angle = 0.0f;
static void
first_texture(void)
{
static int width=8, height=8;
static GLubyte tex1[] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0 };
GLubyte tex[64][3];
GLint i, j;
/* red on white */
for (i=0;i<height;i++) {
for (j=0;j<width;j++) {
int p = i*width+j;
if (tex1[(height-i-1)*width+j]) {
tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
}
else {
tex[p][0] = 255; tex[p][1] = 255; tex[p][2] = 255;
}
}
}
glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, tex );
}
static void
second_texture(void)
{
static int width=8, height=8;
static GLubyte tex2[] = {
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 2, 2, 0, 0, 0,
0, 0, 2, 0, 0, 2, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0,
0, 0, 0, 0, 2, 0, 0, 0,
0, 0, 0, 2, 0, 0, 0, 0,
0, 0, 2, 2, 2, 2, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0 };
GLubyte tex[64][3];
GLint i, j;
/* green on blue */
for (i=0;i<height;i++) {
for (j=0;j<width;j++) {
int p = i*width+j;
if (tex2[(height-i-1)*width+j]) {
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;
}
}
}
#if 0
glTexImage2D( GL_TEXTURE_2D, 0, 3, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, tex );
#else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
GL_RGB, GL_UNSIGNED_BYTE, tex );
#endif
}
static void draw( void )
{
glClear( GL_COLOR_BUFFER_BIT );
glColor3f( 1.0, 1.0, 1.0 );
/* draw first polygon */
glPushMatrix();
glTranslatef( -1.0, 0.0, 0.0 );
glRotatef( Angle, 0.0, 0.0, 1.0 );
first_texture();
glBegin( GL_POLYGON );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
glEnd();
glPopMatrix();
/* draw second polygon */
glPushMatrix();
glTranslatef( 1.0, 0.0, 0.0 );
glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
second_texture();
glBegin( GL_POLYGON );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
glEnd();
glPopMatrix();
glutSwapBuffers();
}
static void idle( void )
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
Angle += 120.0*dt;
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':
Anim = !Anim;
if (Anim)
glutIdleFunc( idle );
else
glutIdleFunc( NULL );
break;
case 27:
glutDestroyWindow(Window);
exit(0);
}
}
/* 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 )
{
/* Setup texturing */
glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
glBindTexture( GL_TEXTURE_2D, 0 );
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_DEPTH | GLUT_DOUBLE );
Window = glutCreateWindow("Texture Objects");
glewInit();
if (!Window) {
exit(1);
}
init();
glutReshapeFunc( reshape );
glutKeyboardFunc( key );
if (Anim)
glutIdleFunc( idle );
glutDisplayFunc( draw );
glutMainLoop();
return 0;
}