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+/* $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;
+}