diff options
Diffstat (limited to 'progs/tests')
-rw-r--r-- | progs/tests/multitexarray.c | 238 |
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; +} |