226 lines
4.9 KiB
C
226 lines
4.9 KiB
C
/*
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* Test glTexSubImage mid-way through a frame.
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*
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* The same texture is used for both quads but it gets redefined
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* with glTexSubImage (or glTexImage) after the first quad.
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*/
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.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 GLboolean Anim = GL_FALSE;
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static GLfloat Angle = 0.0f;
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static void
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first_texture(void)
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{
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static int width=8, height=8;
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static GLubyte tex1[] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0,
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0, 0, 0, 1, 1, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0,
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0, 0, 0, 1, 1, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0 };
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GLubyte tex[64][3];
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GLint i, j;
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/* red on white */
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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 (tex1[(height-i-1)*width+j]) {
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tex[p][0] = 255; 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] = 255; 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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}
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static void
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second_texture(void)
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{
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static int width=8, height=8;
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static GLubyte tex2[] = {
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0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 2, 2, 0, 0, 0,
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0, 0, 2, 0, 0, 2, 0, 0,
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0, 0, 0, 0, 0, 2, 0, 0,
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0, 0, 0, 0, 2, 0, 0, 0,
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0, 0, 0, 2, 0, 0, 0, 0,
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0, 0, 2, 2, 2, 2, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0 };
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GLubyte tex[64][3];
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GLint i, j;
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/* green on 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 (tex2[(height-i-1)*width+j]) {
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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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#if 0
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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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#else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
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GL_RGB, GL_UNSIGNED_BYTE, tex );
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#endif
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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( 1.0, 1.0, 1.0 );
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/* draw first polygon */
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glPushMatrix();
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glTranslatef( -1.0, 0.0, 0.0 );
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glRotatef( Angle, 0.0, 0.0, 1.0 );
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first_texture();
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glBegin( GL_POLYGON );
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glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
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glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
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glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
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glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
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glEnd();
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glPopMatrix();
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/* draw second polygon */
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glPushMatrix();
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glTranslatef( 1.0, 0.0, 0.0 );
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glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
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second_texture();
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glBegin( GL_POLYGON );
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glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 );
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glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 );
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glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 );
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glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 );
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glEnd();
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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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static double t0 = -1.;
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double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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if (t0 < 0.0)
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t0 = t;
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dt = t - t0;
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t0 = t;
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Angle += 120.0*dt;
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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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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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glutDestroyWindow(Window);
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exit(0);
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}
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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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/* Setup texturing */
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glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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glBindTexture( GL_TEXTURE_2D, 0 );
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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_DEPTH | 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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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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