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authorBrian Paul <[email protected]>2002-01-04 23:00:19 +0000
committerBrian Paul <[email protected]>2002-01-04 23:00:19 +0000
commitf48bfd66dace8c80ae8a0d90342c17a5a8c93362 (patch)
tree5fbe97cc3843964be858082f77dffa6eb36fc044
parent714cdd88a4f0b6bdfe39b6562813ca58740bbbe6 (diff)
test multitexture and vertex arrays
-rw-r--r--progs/tests/multitexarray.c238
1 files changed, 238 insertions, 0 deletions
diff --git a/progs/tests/multitexarray.c b/progs/tests/multitexarray.c
new file mode 100644
index 00000000000..b4fab004a63
--- /dev/null
+++ b/progs/tests/multitexarray.c
@@ -0,0 +1,238 @@
+/*
+ * Test vertex arrays and multitexture.
+ * Press 'a' to toggle vertex arrays on/off.
+ * When you run this program you should see a square with four colors:
+ *
+ * +------+------+
+ * |yellow| pink |
+ * +------+------+
+ * |green | blue |
+ * +------+------+
+ */
+
+
+#include <assert.h>
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include "GL/glut.h"
+
+static GLuint Window = 0;
+
+static GLuint TexObj[2];
+static GLfloat Angle = 0.0f;
+static GLboolean UseArrays = 1, Anim = 0;
+
+static GLfloat VertArray[4][2] = {
+ {-1.2, -1.2}, {1.2, -1.2}, {1.2, 1.2}, {-1.2, 1.2}
+};
+
+static GLfloat Tex0Array[4][2] = {
+ {0, 0}, {1, 0}, {1, 1}, {0, 1}
+};
+
+static GLfloat Tex1Array[4][2] = {
+ {0, 0}, {1, 0}, {1, 1}, {0, 1}
+};
+
+
+static void init_arrays(void)
+{
+ glVertexPointer(2, GL_FLOAT, 0, VertArray);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ glClientActiveTextureARB(GL_TEXTURE0_ARB);
+ glTexCoordPointer(2, GL_FLOAT, 0, Tex0Array);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glClientActiveTextureARB(GL_TEXTURE1_ARB);
+ glTexCoordPointer(2, GL_FLOAT, 0, Tex1Array);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+
+static void draw( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glColor3f( 0.0, 0.0, 0.0 );
+
+ /* draw first polygon */
+ glPushMatrix();
+ glRotatef( Angle, 0.0, 0.0, 1.0 );
+
+ if (UseArrays) {
+ glDrawArrays(GL_POLYGON, 0, 4);
+ }
+ else {
+ glBegin( GL_POLYGON );
+ glTexCoord2f( 0.0, 0.0 );
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex2f( -1.0, -1.0 );
+
+ glTexCoord2f( 1.0, 0.0 );
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
+ glVertex2f( 1.0, -1.0 );
+
+ glTexCoord2f( 1.0, 1.0 );
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
+ glVertex2f( 1.0, 1.0 );
+
+ glTexCoord2f( 0.0, 1.0 );
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 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 'a':
+ UseArrays = !UseArrays;
+ printf("UseArrays: %d\n", UseArrays);
+ break;
+ case ' ':
+ Anim = !Anim;
+ if (Anim)
+ glutIdleFunc(idle);
+ else
+ glutIdleFunc(NULL);
+ break;
+ case 27:
+ glDeleteTextures( 2, TexObj );
+ glutDestroyWindow(Window);
+ exit(0);
+ }
+ glutPostRedisplay();
+}
+
+
+
+/* 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;
+ GLubyte tex[64][3];
+ GLint i, j;
+
+ /* generate texture object IDs */
+ glGenTextures( 2, TexObj );
+
+ /*
+ * setup first texture object
+ */
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
+
+ glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+ assert(glIsTexture(TexObj[0]));
+
+ /* red over black */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (i < height / 2) {
+ tex[p][0] = 0; tex[p][1] = 0; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
+ }
+ }
+ }
+
+ 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 );
+
+
+ /*
+ * setup second texture object
+ */
+ glActiveTextureARB(GL_TEXTURE1_ARB);
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
+
+ glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+ assert(glIsTexture(TexObj[1]));
+
+ /* left=green, right = blue */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (j < width / 2) {
+ tex[p][0] = 0; tex[p][1] = 255; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 0; tex[p][1] = 0; 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 );
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit(&argc, argv);
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(300, 300);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+
+ Window = glutCreateWindow("Texture Objects");
+ if (!Window) {
+ exit(1);
+ }
+
+ init();
+ init_arrays();
+
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ if (Anim)
+ glutIdleFunc( idle );
+ glutDisplayFunc( draw );
+ glutMainLoop();
+ return 0;
+}