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-rw-r--r--progs/demos/textures.c374
1 files changed, 374 insertions, 0 deletions
diff --git a/progs/demos/textures.c b/progs/demos/textures.c
new file mode 100644
index 0000000000..b7bf135d21
--- /dev/null
+++ b/progs/demos/textures.c
@@ -0,0 +1,374 @@
+/*
+ * Simple test of multiple textures
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/glut.h>
+#include "readtex.h"
+
+#define TEST_CLAMP 0
+#define TEST_MIPMAPS 0
+
+#define MAX_TEXTURES 8
+
+
+static int Win;
+static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
+static GLboolean Anim = GL_TRUE;
+static GLboolean Blend = GL_FALSE;
+static GLuint Filter = 0;
+static GLboolean Clamp = GL_FALSE;
+
+static GLuint NumTextures;
+static GLuint Textures[MAX_TEXTURES];
+static float TexRot[MAX_TEXTURES][3];
+static float TexPos[MAX_TEXTURES][3];
+static float TexAspect[MAX_TEXTURES];
+
+static const char *DefaultFiles[] = {
+ "../images/arch.rgb",
+ "../images/reflect.rgb",
+ "../images/tree2.rgba",
+ "../images/tile.rgb"
+};
+
+
+#define NUM_FILTERS 5
+static
+struct filter {
+ GLenum min, mag;
+ const char *name;
+} FilterModes[NUM_FILTERS] = {
+ { GL_NEAREST, GL_NEAREST, "Nearest,Nearest" },
+ { GL_LINEAR, GL_LINEAR, "Linear,Linear" },
+ { GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, "NearestMipmapNearest,Nearest" },
+ { GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, "LinearMipmapNearest,Linear" },
+ { GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, "LinearMipmapLinear,Linear" }
+};
+
+
+
+
+static void
+Idle(void)
+{
+ Xrot = glutGet(GLUT_ELAPSED_TIME) * 0.02;
+ Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.04;
+ //Zrot += 2.0;
+ glutPostRedisplay();
+}
+
+
+static void
+DrawTextures(void)
+{
+ GLuint i;
+
+ for (i = 0; i < NumTextures; i++) {
+ GLfloat ar = TexAspect[i];
+
+ glPushMatrix();
+ glTranslatef(TexPos[i][0], TexPos[i][1], TexPos[i][2]);
+ glRotatef(TexRot[i][0], 1, 0, 0);
+ glRotatef(TexRot[i][1], 0, 1, 0);
+ glRotatef(TexRot[i][2], 0, 0, 1);
+
+ glBindTexture(GL_TEXTURE_2D, Textures[i]);
+ glBegin(GL_POLYGON);
+#if TEST_CLAMP
+ glTexCoord2f( -0.5, -0.5 ); glVertex2f( -ar, -1.0 );
+ glTexCoord2f( 1.5, -0.5 ); glVertex2f( ar, -1.0 );
+ glTexCoord2f( 1.5, 1.5 ); glVertex2f( ar, 1.0 );
+ glTexCoord2f( -0.5, 1.5 ); glVertex2f( -ar, 1.0 );
+#else
+ glTexCoord2f( 0.0, 0.0 ); glVertex2f( -ar, -1.0 );
+ glTexCoord2f( 1.0, 0.0 ); glVertex2f( ar, -1.0 );
+ glTexCoord2f( 1.0, 1.0 ); glVertex2f( ar, 1.0 );
+ glTexCoord2f( 0.0, 1.0 ); glVertex2f( -ar, 1.0 );
+#endif
+ glEnd();
+
+ glPopMatrix();
+ }
+}
+
+static void
+Draw(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (Blend) {
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ }
+ else {
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ glPushMatrix();
+ glRotatef(Xrot, 1, 0, 0);
+ glRotatef(Yrot, 0, 1, 0);
+ glRotatef(Zrot, 0, 0, 1);
+
+ DrawTextures();
+
+ glPopMatrix();
+
+ glutSwapBuffers();
+}
+
+
+static void
+Reshape(int width, int height)
+{
+ glViewport(0, 0, width, height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 50.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -10.0);
+}
+
+
+static GLfloat
+RandFloat(float min, float max)
+{
+ float x = (float) (rand() % 1000) * 0.001;
+ x = x * (max - min) + min;
+ return x;
+}
+
+
+static void
+Randomize(void)
+{
+ GLfloat k = 1.0;
+ GLuint i;
+
+ srand(glutGet(GLUT_ELAPSED_TIME));
+
+ for (i = 0; i < NumTextures; i++) {
+ TexRot[i][0] = RandFloat(0.0, 360);
+ TexRot[i][1] = RandFloat(0.0, 360);
+ TexRot[i][2] = RandFloat(0.0, 360);
+ TexPos[i][0] = RandFloat(-k, k);
+ TexPos[i][1] = RandFloat(-k, k);
+ TexPos[i][2] = RandFloat(-k, k);
+ }
+}
+
+
+static void
+SetTexParams(void)
+{
+ GLuint i;
+ for (i = 0; i < NumTextures; i++) {
+ glBindTexture(GL_TEXTURE_2D, Textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ FilterModes[Filter].min);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ FilterModes[Filter].mag);
+
+ if (Clamp) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ }
+ }
+}
+
+
+static void
+Key(unsigned char key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case 'a':
+ case ' ':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(Idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 'b':
+ Blend = !Blend;
+ break;
+ case 'f':
+ Filter = (Filter + 1) % NUM_FILTERS;
+ SetTexParams();
+ break;
+ case 'r':
+ Randomize();
+ break;
+#if TEST_CLAMP
+ case 'c':
+ Clamp = !Clamp;
+ SetTexParams();
+ break;
+#endif
+ case 'z':
+ Zrot -= step;
+ break;
+ case 'Z':
+ Zrot += step;
+ break;
+ case 27:
+ glutDestroyWindow(Win);
+ exit(0);
+ break;
+ }
+
+ printf("Blend=%s Filter=%s\n",
+ Blend ? "Y" : "n",
+ FilterModes[Filter].name);
+
+ glutPostRedisplay();
+}
+
+
+static void
+SpecialKey(int key, int x, int y)
+{
+ const GLfloat step = 3.0;
+ (void) x;
+ (void) y;
+ switch (key) {
+ case GLUT_KEY_UP:
+ Xrot -= step;
+ break;
+ case GLUT_KEY_DOWN:
+ Xrot += step;
+ break;
+ case GLUT_KEY_LEFT:
+ Yrot -= step;
+ break;
+ case GLUT_KEY_RIGHT:
+ Yrot += step;
+ break;
+ }
+ glutPostRedisplay();
+}
+
+
+static void
+LoadTextures(GLuint n, const char *files[])
+{
+ GLuint i;
+
+ NumTextures = n < MAX_TEXTURES ? n : MAX_TEXTURES;
+
+ glGenTextures(n, Textures);
+
+ SetTexParams();
+
+ for (i = 0; i < n; i++) {
+ GLint w, h;
+ glBindTexture(GL_TEXTURE_2D, Textures[i]);
+#if TEST_MIPMAPS
+ {
+ static const GLubyte color[9][4] = {
+ {255, 0, 0},
+ {0, 255, 0},
+ {0, 0, 255},
+ {0, 255, 255},
+ {255, 0, 255},
+ {255, 255, 0},
+ {255, 128, 255},
+ {128, 128, 128},
+ {64, 64, 64}
+ };
+
+ GLubyte image[256*256*4];
+ int i, level;
+ w = h = 256;
+ for (level = 0; level <= 8; level++) {
+ for (i = 0; i < w * h; i++) {
+ image[i*4+0] = color[level][0];
+ image[i*4+1] = color[level][1];
+ image[i*4+2] = color[level][2];
+ image[i*4+3] = color[level][3];
+ }
+ printf("Load level %d: %d x %d\n", level, w>>level, h>>level);
+ glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w>>level, h>>level, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, image);
+ }
+ }
+#else
+ if (!LoadRGBMipmaps2(files[i], GL_TEXTURE_2D, GL_RGB, &w, &h)) {
+ printf("Error: couldn't load %s\n", files[i]);
+ exit(1);
+ }
+#endif
+ TexAspect[i] = (float) w / (float) h;
+ printf("Loaded %s\n", files[i]);
+ }
+}
+
+
+static void
+Init(int argc, const char *argv[])
+{
+ if (argc == 1)
+ LoadTextures(4, DefaultFiles);
+ else
+ LoadTextures(argc - 1, argv + 1);
+
+ Randomize();
+
+ glEnable(GL_TEXTURE_2D);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glColor4f(1, 1, 1, 0.5);
+
+#if 0
+ /* setup lighting, etc */
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+#endif
+}
+
+
+static void
+Usage(void)
+{
+ printf("Usage:\n");
+ printf(" textures [file.rgb] ...\n");
+ printf("Keys:\n");
+ printf(" a - toggle animation\n");
+ printf(" b - toggle blending\n");
+ printf(" f - change texture filter mode\n");
+ printf(" r - randomize\n");
+ printf(" ESC - exit\n");
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(700, 700);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+ Win = glutCreateWindow(argv[0]);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(SpecialKey);
+ glutDisplayFunc(Draw);
+ if (Anim)
+ glutIdleFunc(Idle);
+ Init(argc, (const char **) argv);
+ Usage();
+ glutMainLoop();
+ return 0;
+}