From afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c Mon Sep 17 00:00:00 2001 From: jtg Date: Thu, 19 Aug 1999 00:55:39 +0000 Subject: Initial revision --- progs/demos/texobj.c | 289 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 289 insertions(+) create mode 100644 progs/demos/texobj.c (limited to 'progs/demos/texobj.c') diff --git a/progs/demos/texobj.c b/progs/demos/texobj.c new file mode 100644 index 0000000000..673923cb79 --- /dev/null +++ b/progs/demos/texobj.c @@ -0,0 +1,289 @@ +/* $Id: texobj.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */ + +/* + * Example of using the 1.1 texture object functions. + * Also, this demo utilizes Mesa's fast texture map path. + * + * Brian Paul June 1996 This file is in the public domain. + */ + + +/* + * $Log: texobj.c,v $ + * Revision 1.1 1999/08/19 00:55:40 jtg + * Initial revision + * + * Revision 3.1 1999/03/28 18:24:37 brianp + * minor clean-up + * + * Revision 3.0 1998/02/14 18:42:29 brianp + * initial rev + * + */ + + +#include +#include +#include +#include "GL/glut.h" + +static GLuint Window = 0; + +static GLuint TexObj[2]; +static GLfloat Angle = 0.0f; +static GLboolean HaveTexObj = GL_FALSE; + + +#if defined(GL_VERSION_1_1) +# define TEXTURE_OBJECT 1 +#elif defined(GL_EXT_texture_object) +# define TEXTURE_OBJECT 1 +# define glBindTexture(A,B) glBindTextureEXT(A,B) +# define glGenTextures(A,B) glGenTexturesEXT(A,B) +# define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B) +#endif + + + + +static void draw( void ) +{ + glDepthFunc(GL_EQUAL); + /* glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );*/ + glClear( GL_COLOR_BUFFER_BIT ); + + glColor3f( 1.0, 1.0, 1.0 ); + + /* draw first polygon */ + glPushMatrix(); + glTranslatef( -1.0, 0.0, 0.0 ); + glRotatef( Angle, 0.0, 0.0, 1.0 ); + if (HaveTexObj) { +#ifdef TEXTURE_OBJECT + glBindTexture( GL_TEXTURE_2D, TexObj[0] ); +#endif + } + else { + glCallList( TexObj[0] ); + } + glBegin( GL_POLYGON ); + glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 ); + glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 ); + glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 ); + glTexCoord2f( 0.0, 1.0 ); glVertex2f( -1.0, 1.0 ); + glEnd(); + glPopMatrix(); + + /* draw second polygon */ + glPushMatrix(); + glTranslatef( 1.0, 0.0, 0.0 ); + glRotatef( Angle-90.0, 0.0, 1.0, 0.0 ); + if (HaveTexObj) { +#ifdef TEXTURE_OBJECT + glBindTexture( GL_TEXTURE_2D, TexObj[1] ); +#endif + } + else { + glCallList( TexObj[0] ); + } + glBegin( GL_POLYGON ); + glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, -1.0 ); + glTexCoord2f( 1.0, 0.0 ); glVertex2f( 1.0, -1.0 ); + glTexCoord2f( 1.0, 1.0 ); glVertex2f( 1.0, 1.0 ); + glTexCoord2f( 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 27: +#ifdef TEXTURE_OBJECT + glDeleteTextures( 2, TexObj ); +#endif + glutDestroyWindow(Window); + exit(0); + } +} + + + +/* 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; + static GLubyte tex1[] = { + 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 1, 0, 0, 0, + 0, 0, 0, 1, 1, 0, 0, 0, + 0, 0, 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 1, 0, 0, 0, + 0, 0, 0, 0, 1, 0, 0, 0, + 0, 0, 0, 1, 1, 1, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0 }; + + static GLubyte tex2[] = { + 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 2, 2, 0, 0, 0, + 0, 0, 2, 0, 0, 2, 0, 0, + 0, 0, 0, 0, 0, 2, 0, 0, + 0, 0, 0, 0, 2, 0, 0, 0, + 0, 0, 0, 2, 0, 0, 0, 0, + 0, 0, 2, 2, 2, 2, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0 }; + + GLubyte tex[64][3]; + GLint i, j; + + + glDisable( GL_DITHER ); + + /* Setup texturing */ + glEnable( GL_TEXTURE_2D ); + glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST ); + + + /* generate texture object IDs */ + if (HaveTexObj) { +#ifdef TEXTURE_OBJECT + glGenTextures( 2, TexObj ); +#endif + } + else { + TexObj[0] = glGenLists(2); + TexObj[1] = TexObj[0]+1; + } + + /* setup first texture object */ + if (HaveTexObj) { +#ifdef TEXTURE_OBJECT + glBindTexture( GL_TEXTURE_2D, TexObj[0] ); +#endif + } + else { + glNewList( TexObj[0], GL_COMPILE ); + } + /* red on white */ + for (i=0;i