diff options
author | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
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committer | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
commit | afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch) | |
tree | 59d65b4da12fb5379224cf5f6b808fde91523c7f /progs/demos/multiarb.c | |
parent | f2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff) |
Initial revision
Diffstat (limited to 'progs/demos/multiarb.c')
-rw-r--r-- | progs/demos/multiarb.c | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/progs/demos/multiarb.c b/progs/demos/multiarb.c new file mode 100644 index 00000000000..68419cd7ea4 --- /dev/null +++ b/progs/demos/multiarb.c @@ -0,0 +1,307 @@ +/* $Id: multiarb.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */ + +/* + * GL_ARB_multitexture demo + * Brian Paul November 1998 This program is in the public domain. + */ + +/* + * $Log: multiarb.c,v $ + * Revision 1.1 1999/08/19 00:55:40 jtg + * Initial revision + * + * Revision 1.3 1999/03/28 18:20:49 brianp + * minor clean-up + * + * Revision 1.2 1998/11/05 04:34:04 brianp + * moved image files to ../images/ directory + * + * Revision 1.1 1998/11/03 01:36:33 brianp + * Initial revision + * + */ + + +#include <math.h> +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <GL/glut.h> + +#include "../util/readtex.c" /* I know, this is a hack. */ + +#define TEXTURE_1_FILE "../images/girl.rgb" +#define TEXTURE_2_FILE "../images/reflect.rgb" + +#define TEX0 1 +#define TEX1 2 +#define TEXBOTH 3 +#define ANIMATE 10 +#define QUIT 100 + +static GLboolean Animate = GL_TRUE; + +static GLfloat Drift = 0.0; +static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0; + + + +static void Idle( void ) +{ + if (Animate) { + Drift += 0.05; + +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE0_ARB); +#endif + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glTranslatef(Drift, 0.0, 0.0); + glMatrixMode(GL_MODELVIEW); + +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE1_ARB); +#endif + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glTranslatef(0.0, Drift, 0.0); + glMatrixMode(GL_MODELVIEW); + + glutPostRedisplay(); + } +} + + +static void DrawObject(void) +{ + glBegin(GL_QUADS); + +#ifdef GL_ARB_multitexture + glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0); + glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0); + glVertex2f(-1.0, -1.0); + + glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0); + glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0); + glVertex2f(1.0, -1.0); + + glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0); + glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0); + glVertex2f(1.0, 1.0); + + glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0); + glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0); + glVertex2f(-1.0, 1.0); +#else + 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); +#endif + + glEnd(); +} + + + +static void Display( void ) +{ + glClear( GL_COLOR_BUFFER_BIT ); + + glPushMatrix(); + glRotatef(Xrot, 1.0, 0.0, 0.0); + glRotatef(Yrot, 0.0, 1.0, 0.0); + glRotatef(Zrot, 0.0, 0.0, 1.0); + glScalef(5.0, 5.0, 5.0); + DrawObject(); + 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, 10.0, 100.0 ); + /*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/ + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -70.0 ); +} + + +static void ModeMenu(int entry) +{ + GLboolean enable0 = GL_FALSE, enable1 = GL_FALSE; + if (entry==TEX0) { + enable0 = GL_TRUE; + } + else if (entry==TEX1) { + enable1 = GL_TRUE; + } + else if (entry==TEXBOTH) { + enable0 = GL_TRUE; + enable1 = GL_TRUE; + } + else if (entry==ANIMATE) { + Animate = !Animate; + } + else if (entry==QUIT) { + exit(0); + } + + if (entry != ANIMATE) { +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE0_ARB); +#endif + if (enable0) { + glEnable(GL_TEXTURE_2D); + } + else + glDisable(GL_TEXTURE_2D); + +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE1_ARB); +#endif + if (enable1) { + glEnable(GL_TEXTURE_2D); + } + else + glDisable(GL_TEXTURE_2D); + } + + glutPostRedisplay(); +} + + +static void Key( unsigned char key, int x, int y ) +{ + (void) x; + (void) y; + switch (key) { + case 27: + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void SpecialKey( int key, int x, int y ) +{ + float 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 Init( void ) +{ + const char *exten = (const char *) glGetString(GL_EXTENSIONS); + if (!strstr(exten, "GL_ARB_multitexture")) { + printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n"); + exit(1); + } + + /* setup texture env 0 */ +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE0_ARB); +#endif +#ifdef LINEAR_FILTER + /* linear filtering looks much nicer but is much slower for Mesa */ + 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_MODULATE); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) { + printf("Error: couldn't load texture image\n"); + exit(1); + } + + + /* setup texture env 1 */ +#ifdef GL_ARB_multitexture + glActiveTextureARB(GL_TEXTURE1_ARB); +#endif +#ifdef LINEAR_FILTER + /* linear filtering looks much nicer but is much slower for Mesa */ + 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_MODULATE); + + if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) { + printf("Error: couldn't load texture image\n"); + exit(1); + } + + glShadeModel(GL_FLAT); + glClearColor(0.3, 0.3, 0.4, 1.0); + + ModeMenu(TEXBOTH); +} + + +int main( int argc, char *argv[] ) +{ + glutInit( &argc, argv ); + glutInitWindowSize( 300, 300 ); + glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); + glutCreateWindow(argv[0] ); + + Init(); + + glutReshapeFunc( Reshape ); + glutKeyboardFunc( Key ); + glutSpecialFunc( SpecialKey ); + glutDisplayFunc( Display ); + glutIdleFunc( Idle ); + + glutCreateMenu(ModeMenu); + glutAddMenuEntry("Texture 0", TEX0); + glutAddMenuEntry("Texture 1", TEX1); + glutAddMenuEntry("Multi-texture", TEXBOTH); + glutAddMenuEntry("Toggle Animation", ANIMATE); + glutAddMenuEntry("Quit", QUIT); + glutAttachMenu(GLUT_RIGHT_BUTTON); + + glutMainLoop(); + return 0; +} |