| /* |
| * 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; |
| } |