forked from KolibriOS/kolibrios
cd74d1af33
git-svn-id: svn://kolibrios.org@5098 a494cfbc-eb01-0410-851d-a64ba20cac60
194 lines
3.9 KiB
C
194 lines
3.9 KiB
C
/*
|
|
* Example of using the 1.1 texture object functions.
|
|
* Also, this demo utilizes Mesa's fast texture map path.
|
|
*
|
|
* Brian Paul June 1996
|
|
*/
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
|
|
#include <GL/glx.h>
|
|
#include <GL/gl.h>
|
|
#include "ui.h"
|
|
|
|
static GLuint TexObj[2];
|
|
static GLfloat Angle = 0.0f;
|
|
|
|
static int cnt=0,v=0;
|
|
|
|
void
|
|
draw(void)
|
|
{
|
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_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);
|
|
glBindTexture(GL_TEXTURE_2D, TexObj[v]);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBegin(GL_QUADS);
|
|
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();
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPopMatrix();
|
|
|
|
/* draw second polygon */
|
|
glPushMatrix();
|
|
glTranslatef(1.0, 0.0, 0.0);
|
|
glRotatef(Angle - 90.0, 0.0, 1.0, 0.0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, TexObj[1-v]);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBegin(GL_QUADS);
|
|
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();
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glPopMatrix();
|
|
|
|
tkSwapBuffers();
|
|
}
|
|
|
|
|
|
/* new window size or exposure */
|
|
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);
|
|
}
|
|
|
|
|
|
void bind_texture(int texobj,int image)
|
|
{
|
|
static int width = 8, height = 8;
|
|
static int color[2][3]={
|
|
{255,0,0},
|
|
{0,255,0},
|
|
};
|
|
GLubyte tex[64][3];
|
|
static GLubyte texchar[2][8*8] = {
|
|
{
|
|
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},
|
|
{
|
|
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}};
|
|
|
|
int i,j;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texobj);
|
|
|
|
/* red on white */
|
|
for (i = 0; i < height; i++) {
|
|
for (j = 0; j < width; j++) {
|
|
int p = i * width + j;
|
|
if (texchar[image][(height - i - 1) * width + j]) {
|
|
tex[p][0] = color[image][0];
|
|
tex[p][1] = color[image][1];
|
|
tex[p][2] = color[image][2];
|
|
} else {
|
|
tex[p][0] = 255;
|
|
tex[p][1] = 255;
|
|
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);
|
|
/* end of texture object */
|
|
}
|
|
|
|
|
|
|
|
void
|
|
init(void)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
/* Setup texturing */
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
/* generate texture object IDs */
|
|
glGenTextures(2, TexObj);
|
|
bind_texture(TexObj[0],0);
|
|
bind_texture(TexObj[1],1);
|
|
|
|
}
|
|
|
|
void
|
|
idle(void)
|
|
{
|
|
|
|
Angle += 2.0;
|
|
|
|
if (++cnt==5) {
|
|
cnt=0;
|
|
v=!v;
|
|
}
|
|
draw();
|
|
}
|
|
|
|
/* change view angle, exit upon ESC */
|
|
GLenum key(int k, GLenum mask)
|
|
{
|
|
switch (k) {
|
|
case 'q':
|
|
case KEY_ESCAPE:
|
|
exit(0);
|
|
}
|
|
return GL_FALSE;
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
return ui_loop(argc, argv, "texobj");
|
|
}
|
|
|
|
|