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diff --git a/progs/tests/multipal.c b/progs/tests/multipal.c
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+/* $Id: multipal.c,v 1.1 2000/11/18 17:12:33 brianp Exp $ */
+
+/*
+ * GL_ARB_multitexture demo
+ *
+ * Command line options:
+ * -info print GL implementation information
+ *
+ *
+ * Brian Paul November 1998 This program is in the public domain.
+ */
+
+/*
+ * $Log: multipal.c,v $
+ * Revision 1.1 2000/11/18 17:12:33 brianp
+ * test texture palettes with multitexture
+ *
+ * Revision 1.7 2000/11/01 16:02:01 brianp
+ * print number of texture units
+ *
+ * Revision 1.6 2000/05/23 23:21:00 brianp
+ * set default window pos
+ *
+ * Revision 1.5 2000/02/02 17:31:45 brianp
+ * changed > to >=
+ *
+ * Revision 1.4 2000/02/02 01:07:21 brianp
+ * limit Drift to [0, 1]
+ *
+ * Revision 1.3 1999/10/21 16:40:32 brianp
+ * added -info command line option
+ *
+ * Revision 1.2 1999/10/13 12:02:13 brianp
+ * use texture objects now
+ *
+ * Revision 1.1.1.1 1999/08/19 00:55:40 jtg
+ * Imported sources
+ *
+ * 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 <assert.h>
+#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/tile.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;
+ if (Drift >= 1.0)
+ Drift = 0.0;
+
+#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 load_tex(const char *fname, int channel)
+{
+ GLubyte *image;
+ GLenum format, type;
+ GLint w, h;
+ GLubyte *grayImage;
+ int i;
+ GLubyte table[256][4];
+
+ image = LoadRGBImage(fname, &w, &h, &format);
+ if (!image)
+ exit(1);
+
+ printf("%s %d x %d\n", fname, w, h);
+ grayImage = malloc(w * h * 1);
+ assert(grayImage);
+ for (i = 0; i < w * h; i++) {
+ int g = (image[i*3+0] + image[i*3+1] + image[i*3+2]) / 3;
+ assert(g < 256);
+ grayImage[i] = g;
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, w, h, 0, GL_COLOR_INDEX,
+ GL_UNSIGNED_BYTE, grayImage);
+
+ for (i = 0; i < 256; i++) {
+ table[i][0] = channel ? i : 0;
+ table[i][1] = i;
+ table[i][2] = channel ? 0 : i;
+ table[i][3] = 255;
+ }
+
+ glColorTableEXT(GL_TEXTURE_2D, /* target */
+ GL_RGBA, /* internal format */
+ 256, /* table size */
+ GL_RGBA, /* table format */
+ GL_UNSIGNED_BYTE, /* table type */
+ table); /* the color table */
+
+ free(grayImage);
+ free(image);
+}
+
+
+
+static void Init( int argc, char *argv[] )
+{
+ GLuint texObj[2];
+ GLint units;
+
+ 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);
+ }
+
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &units);
+ printf("%d texture units supported\n", units);
+
+ /* allocate two texture objects */
+ glGenTextures(2, texObj);
+
+ /* setup texture obj 0 */
+ glBindTexture(GL_TEXTURE_2D, texObj[0]);
+#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);
+foo
+#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);
+
+ load_tex(TEXTURE_1_FILE, 0);
+#if 0
+ if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image\n");
+ exit(1);
+ }
+#endif
+
+ /* setup texture obj 1 */
+ glBindTexture(GL_TEXTURE_2D, texObj[1]);
+#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);
+foo
+#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);
+
+ load_tex(TEXTURE_2_FILE, 1);
+#if 0
+ if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
+ printf("Error: couldn't load texture image\n");
+ exit(1);
+ }
+#endif
+
+ /* now bind the texture objects to the respective texture units */
+#ifdef GL_ARB_multitexture
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ glBindTexture(GL_TEXTURE_2D, texObj[0]);
+ glActiveTextureARB(GL_TEXTURE1_ARB);
+ glBindTexture(GL_TEXTURE_2D, texObj[1]);
+#endif
+
+ glShadeModel(GL_FLAT);
+ glClearColor(0.3, 0.3, 0.4, 1.0);
+
+ ModeMenu(TEXBOTH);
+
+ if (argc > 1 && strcmp(argv[1], "-info")==0) {
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+ }
+}
+
+
+int main( int argc, char *argv[] )
+{
+ glutInit( &argc, argv );
+ glutInitWindowSize( 300, 300 );
+ glutInitWindowPosition( 0, 0 );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
+ glutCreateWindow(argv[0] );
+
+ Init( argc, argv );
+
+ 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;
+}