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diff --git a/progs/demos/pixeltex.c b/progs/demos/pixeltex.c
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-/*
- * GL_SGIS_pixel_texture demo
- *
- * Brian Paul
- * 6 Apr 2000
- *
- * Copyright (C) 2000 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
-/*
- * How this works:
- * 1. We load the image into a 2D texture.
- * 2. We generate a sequence of RGB images in which the R component
- * is really the S texture coordinate and the G component is really
- * the T texture coordinate.
- * By warping the mapping from R to S and G to T we can get non-linear
- * distortions.
- * 3. Draw the warped image (a 2-D warping function) with pixel texgen
- * enabled.
- * 4. Loop over the warped images to animate.
- *
- * The pixel texgen extension can also be used to do color-space
- * conversions. For example, we could convert YCR to RGB with a
- * 3D texture map which takes YCR as the S,T,R texture coordinate and
- * returns RGB texel values.
- *
- * You can use this extension in (at least) two ways:
- * 1. glDrawPixels w/ color space conversion/warping
- * 2. glDrawPixels to spatially warp another image in texture memory
- *
- * We're basically using glDrawPixels to draw a texture coordinate image.
- */
-
-
-#include <math.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <GL/glut.h>
-#include <GL/glext.h>
-#include "readtex.h"
-
-#define TEXTURE_FILE "../images/girl.rgb"
-
-static int ImgWidth = 300, ImgHeight = 300;
-#define FRAMES 20
-static GLubyte *ImgData[FRAMES];
-static GLint Frame = 0;
-
-static GLboolean TextureFlag = GL_TRUE;
-
-
-static void Display( void )
-{
- glClear( GL_COLOR_BUFFER_BIT );
-
- if (TextureFlag) {
- glEnable(GL_PIXEL_TEXTURE_SGIS);
- glEnable(GL_TEXTURE_2D);
- }
- else {
- glDisable(GL_PIXEL_TEXTURE_SGIS);
- glDisable(GL_TEXTURE_2D);
- }
-
- glColor3f(1, 1, 1);
- glRasterPos2f(10, 10);
- glDrawPixels(ImgWidth, ImgHeight, GL_RGB, GL_UNSIGNED_BYTE, ImgData[Frame]);
-
- glutSwapBuffers();
-}
-
-
-static void Reshape( int width, int height )
-{
- glViewport( 0, 0, width, height );
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glOrtho(0, width, 0, height, -1, 1);
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
-}
-
-
-static void Key( unsigned char key, int x, int y )
-{
- (void) x;
- (void) y;
- switch (key) {
- case ' ':
- TextureFlag = !TextureFlag;
- break;
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay();
-}
-
-
-static void Idle(void)
-{
- Frame++;
- if (Frame >= FRAMES)
- Frame = 0;
- glutPostRedisplay();
-}
-
-
-static GLubyte warp(GLfloat s, int frame)
-{
- static const GLfloat pi = 3.14159265;
- static int halfFrame = FRAMES / 2;
- GLfloat y, weight, v;
- if (frame >= halfFrame)
- frame = halfFrame - (frame - halfFrame);
- y = sin(s * pi);
- weight = (float) frame / (FRAMES-1);
- v = y * (0.8 * weight + 0.2);
- return (GLint) (v * 255.0F);
-}
-
-
-static void InitImage(void)
-{
- int i, j, frame;
- for (frame = 0; frame < FRAMES; frame++) {
- ImgData[frame] = (GLubyte *) malloc(ImgWidth * ImgHeight * 3);
- for (i = 0; i < ImgHeight; i++) {
- for (j = 0; j < ImgWidth; j++) {
- GLubyte *pixel = ImgData[frame] + (i * ImgWidth + j) * 3;
- pixel[0] = warp((float) j / (ImgWidth - 0), frame);
- pixel[1] = warp((float) i / (ImgHeight - 0), frame);
- pixel[2] = 0.0;
- }
- }
- }
-}
-
-
-static void Init( int argc, char *argv[] )
-{
- const char *exten = (const char *) glGetString(GL_EXTENSIONS);
- if (!strstr(exten, "GL_SGIS_pixel_texture")) {
- printf("Sorry, GL_SGIS_pixel_texture not supported by this renderer.\n");
- exit(1);
- }
-
- /* linear filtering looks nicer, but it's slower, since it's in software */
-#if 1
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#else
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-#endif
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
- printf("Error: couldn't load texture image\n");
- exit(1);
- }
-
- glClearColor(0.3, 0.3, 0.4, 1.0);
-
- InitImage();
-
- printf("Hit SPACE to toggle pixel texgen\n");
-}
-
-
-int main( int argc, char *argv[] )
-{
- glutInit( &argc, argv );
- glutInitWindowSize( 330, 330 );
- glutInitWindowPosition( 0, 0 );
- glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
- glutCreateWindow(argv[0] );
-
- Init( argc, argv );
-
- glutKeyboardFunc( Key );
- glutReshapeFunc( Reshape );
- glutDisplayFunc( Display );
- glutIdleFunc( Idle );
-
- glutMainLoop();
- return 0;
-}