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5098 | clevermous | 1 | /* |
2 | * Example of using the 1.1 texture object functions. |
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3 | * Also, this demo utilizes Mesa's fast texture map path. |
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4 | * |
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5 | * Brian Paul June 1996 |
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6 | */ |
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7 | |||
8 | #include |
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9 | #include |
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10 | #include |
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11 | #include |
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12 | |||
13 | #include |
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14 | #include |
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15 | #include "ui.h" |
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16 | |||
17 | static GLuint TexObj[2]; |
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18 | static GLfloat Angle = 0.0f; |
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19 | |||
20 | static int cnt=0,v=0; |
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21 | |||
22 | void |
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23 | draw(void) |
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24 | { |
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25 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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26 | |||
27 | glColor3f(1.0, 1.0, 1.0); |
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28 | |||
29 | /* draw first polygon */ |
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30 | glPushMatrix(); |
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31 | glTranslatef(-1.0, 0.0, 0.0); |
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32 | glRotatef(Angle, 0.0, 0.0, 1.0); |
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33 | glBindTexture(GL_TEXTURE_2D, TexObj[v]); |
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34 | |||
35 | glEnable(GL_TEXTURE_2D); |
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36 | glBegin(GL_QUADS); |
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37 | glTexCoord2f(0.0, 0.0); |
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38 | glVertex2f(-1.0, -1.0); |
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39 | glTexCoord2f(1.0, 0.0); |
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40 | glVertex2f(1.0, -1.0); |
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41 | glTexCoord2f(1.0, 1.0); |
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42 | glVertex2f(1.0, 1.0); |
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43 | glTexCoord2f(0.0, 1.0); |
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44 | glVertex2f(-1.0, 1.0); |
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45 | glEnd(); |
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46 | glDisable(GL_TEXTURE_2D); |
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47 | glPopMatrix(); |
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48 | |||
49 | /* draw second polygon */ |
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50 | glPushMatrix(); |
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51 | glTranslatef(1.0, 0.0, 0.0); |
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52 | glRotatef(Angle - 90.0, 0.0, 1.0, 0.0); |
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53 | |||
54 | glBindTexture(GL_TEXTURE_2D, TexObj[1-v]); |
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55 | |||
56 | glEnable(GL_TEXTURE_2D); |
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57 | glBegin(GL_QUADS); |
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58 | glTexCoord2f(0.0, 0.0); |
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59 | glVertex2f(-1.0, -1.0); |
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60 | glTexCoord2f(1.0, 0.0); |
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61 | glVertex2f(1.0, -1.0); |
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62 | glTexCoord2f(1.0, 1.0); |
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63 | glVertex2f(1.0, 1.0); |
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64 | glTexCoord2f(0.0, 1.0); |
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65 | glVertex2f(-1.0, 1.0); |
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66 | glEnd(); |
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67 | glDisable(GL_TEXTURE_2D); |
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68 | |||
69 | glPopMatrix(); |
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70 | |||
71 | tkSwapBuffers(); |
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72 | } |
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73 | |||
74 | |||
75 | /* new window size or exposure */ |
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76 | void |
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77 | reshape(int width, int height) |
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78 | { |
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79 | glViewport(0, 0, (GLint) width, (GLint) height); |
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80 | glMatrixMode(GL_PROJECTION); |
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81 | glLoadIdentity(); |
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82 | /* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 ); */ |
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83 | glFrustum(-2.0, 2.0, -2.0, 2.0, 6.0, 20.0); |
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84 | glMatrixMode(GL_MODELVIEW); |
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85 | glLoadIdentity(); |
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86 | glTranslatef(0.0, 0.0, -8.0); |
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87 | } |
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88 | |||
89 | |||
90 | void bind_texture(int texobj,int image) |
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91 | { |
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92 | static int width = 8, height = 8; |
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93 | static int color[2][3]={ |
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94 | {255,0,0}, |
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95 | {0,255,0}, |
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96 | }; |
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97 | GLubyte tex[64][3]; |
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98 | static GLubyte texchar[2][8*8] = { |
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99 | { |
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100 | 0, 0, 0, 0, 0, 0, 0, 0, |
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101 | 0, 0, 0, 0, 1, 0, 0, 0, |
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102 | 0, 0, 0, 1, 1, 0, 0, 0, |
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103 | 0, 0, 0, 0, 1, 0, 0, 0, |
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104 | 0, 0, 0, 0, 1, 0, 0, 0, |
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105 | 0, 0, 0, 0, 1, 0, 0, 0, |
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106 | 0, 0, 0, 1, 1, 1, 0, 0, |
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107 | 0, 0, 0, 0, 0, 0, 0, 0}, |
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108 | { |
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109 | 0, 0, 0, 0, 0, 0, 0, 0, |
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110 | 0, 0, 0, 2, 2, 0, 0, 0, |
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111 | 0, 0, 2, 0, 0, 2, 0, 0, |
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112 | 0, 0, 0, 0, 0, 2, 0, 0, |
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113 | 0, 0, 0, 0, 2, 0, 0, 0, |
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114 | 0, 0, 0, 2, 0, 0, 0, 0, |
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115 | 0, 0, 2, 2, 2, 2, 0, 0, |
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116 | 0, 0, 0, 0, 0, 0, 0, 0}}; |
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117 | |||
118 | int i,j; |
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119 | |||
120 | glBindTexture(GL_TEXTURE_2D, texobj); |
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121 | |||
122 | /* red on white */ |
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123 | for (i = 0; i < height; i++) { |
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124 | for (j = 0; j < width; j++) { |
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125 | int p = i * width + j; |
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126 | if (texchar[image][(height - i - 1) * width + j]) { |
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127 | tex[p][0] = color[image][0]; |
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128 | tex[p][1] = color[image][1]; |
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129 | tex[p][2] = color[image][2]; |
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130 | } else { |
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131 | tex[p][0] = 255; |
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132 | tex[p][1] = 255; |
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133 | tex[p][2] = 255; |
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134 | } |
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135 | } |
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136 | } |
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137 | glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, |
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138 | GL_RGB, GL_UNSIGNED_BYTE, tex); |
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139 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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140 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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141 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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142 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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143 | /* end of texture object */ |
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144 | } |
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145 | |||
146 | |||
147 | |||
148 | void |
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149 | init(void) |
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150 | { |
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151 | glEnable(GL_DEPTH_TEST); |
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152 | |||
153 | /* Setup texturing */ |
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154 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
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155 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); |
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156 | |||
157 | /* generate texture object IDs */ |
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158 | glGenTextures(2, TexObj); |
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159 | bind_texture(TexObj[0],0); |
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160 | bind_texture(TexObj[1],1); |
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161 | |||
162 | } |
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163 | |||
164 | void |
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165 | idle(void) |
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166 | { |
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167 | |||
168 | Angle += 2.0; |
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169 | |||
170 | if (++cnt==5) { |
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171 | cnt=0; |
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172 | v=!v; |
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173 | } |
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174 | draw(); |
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175 | } |
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176 | |||
177 | /* change view angle, exit upon ESC */ |
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178 | GLenum key(int k, GLenum mask) |
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179 | { |
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180 | switch (k) { |
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181 | case 'q': |
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182 | case KEY_ESCAPE: |
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183 | exit(0); |
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184 | } |
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185 | return GL_FALSE; |
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186 | } |
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187 | |||
188 | int main(int argc, char **argv) |
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189 | { |
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190 | return ui_loop(argc, argv, "texobj"); |
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191 | }>> |
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192 |