[1] | 1 | /* |
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| 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 | |
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| 8 | #include <math.h> |
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| 9 | #include <stdlib.h> |
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| 10 | #include <stdio.h> |
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| 11 | #include <string.h> |
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| 12 | |
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| 13 | #include <GL/glx.h> |
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| 14 | #include <GL/gl.h> |
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| 15 | #include "ui.h" |
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| 16 | |
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| 17 | static GLuint TexObj[2]; |
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| 18 | static GLfloat Angle = 0.0f; |
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| 19 | |
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| 20 | static int cnt=0,v=0; |
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| 21 | |
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| 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 | |
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| 27 | glColor3f(1.0, 1.0, 1.0); |
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| 28 | |
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| 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 | |
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| 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 | |
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| 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 | |
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| 54 | glBindTexture(GL_TEXTURE_2D, TexObj[1-v]); |
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| 55 | |
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| 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 | |
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| 69 | glPopMatrix(); |
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| 70 | |
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| 71 | tkSwapBuffers(); |
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| 72 | } |
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| 73 | |
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| 74 | |
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| 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 | |
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| 89 | |
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| 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 | |
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| 118 | int i,j; |
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| 119 | |
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| 120 | glBindTexture(GL_TEXTURE_2D, texobj); |
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| 121 | |
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| 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 | |
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| 146 | |
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| 147 | |
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| 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 | |
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| 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 | |
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| 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 | |
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| 162 | } |
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| 163 | |
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| 164 | void |
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| 165 | idle(void) |
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| 166 | { |
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| 167 | |
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| 168 | Angle += 2.0; |
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| 169 | |
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| 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 | |
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| 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 | |
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| 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 | |
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| 193 | |
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