/* * (C) Copyright IBM Corporation 2005 * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * on the rights to use, copy, modify, merge, publish, distribute, sub * license, and/or sell copies of the Software, and to permit persons to whom * the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * VA LINUX SYSTEM, IBM AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE * USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file crossbar.c * * Simple test of GL_ARB_texture_env_crossbar functionality. Several squares * are drawn with different texture combine modes, but all should be rendered * with the same final color. * * \author Ian Romanick <idr@us.ibm.com> */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <GL/glut.h> static const GLint tests[][8] = { { 1, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR, 2, GL_REPLACE, GL_TEXTURE, GL_PRIMARY_COLOR }, { 3, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR, 2, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 }, { 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR, 2, GL_REPLACE, GL_TEXTURE0, GL_TEXTURE0 }, { 2, GL_REPLACE, GL_PRIMARY_COLOR, GL_PRIMARY_COLOR, 1, GL_SUBTRACT, GL_TEXTURE0, GL_TEXTURE1 }, { 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1, 2, GL_MODULATE, GL_TEXTURE1, GL_PREVIOUS }, { 3, GL_ADD, GL_TEXTURE1, GL_TEXTURE1, 4, GL_MODULATE, GL_TEXTURE0, GL_PREVIOUS }, }; #define NUM_TESTS (sizeof(tests) / sizeof(tests[0])) static int Width = 100 * (NUM_TESTS + 1); static int Height = 200; static const GLfloat Near = 5.0, Far = 25.0; static void Display( void ) { unsigned i; glClearColor(0.2, 0.2, 0.8, 0); glClear( GL_COLOR_BUFFER_BIT ); glPushMatrix(); /* This is the "reference" square. */ glActiveTexture( GL_TEXTURE0 ); glDisable( GL_TEXTURE_2D ); glActiveTexture( GL_TEXTURE1 ); glDisable( GL_TEXTURE_2D ); glTranslatef(-(NUM_TESTS * 1.5), 0, 0); glBegin(GL_QUADS); glColor3f( 0.5, 0.5, 0.5 ); glVertex2f(-1, -1); glVertex2f( 1, -1); glVertex2f( 1, 1); glVertex2f(-1, 1); glEnd(); for ( i = 0 ; i < NUM_TESTS ; i++ ) { glActiveTexture( GL_TEXTURE0 ); glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, tests[i][0] ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][1] ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][2] ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][3] ); glActiveTexture( GL_TEXTURE1 ); glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, tests[i][4] ); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, tests[i][5] ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, tests[i][6] ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, tests[i][7] ); glCallList(1); } glPopMatrix(); glutSwapBuffers(); } static void Reshape( int width, int height ) { GLfloat ar = (float) width / (float) height; Width = width; Height = height; glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glFrustum( -ar, ar, -1.0, 1.0, Near, Far ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -15.0 ); } static void Key( unsigned char key, int x, int y ) { (void) x; (void) y; switch (key) { case 27: exit(0); break; } glutPostRedisplay(); } static void Init( void ) { const char * const ver_string = (const char * const) glGetString( GL_VERSION ); float ver = strtof( ver_string, NULL ); GLint tex_units; GLint temp[ 256 ]; printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION = %s\n", ver_string); if ( (!glutExtensionSupported("GL_ARB_multitexture") && (ver < 1.3)) || (!glutExtensionSupported("GL_ARB_texture_env_combine") && !glutExtensionSupported("GL_EXT_texture_env_combine") && (ver < 1.3)) || (!glutExtensionSupported("GL_ARB_texture_env_crossbar") && !glutExtensionSupported("GL_NV_texture_env_combine4") && (ver < 1.4)) ) { printf("\nSorry, this program requires GL_ARB_multitexture and either\n" "GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (or OpenGL 1.3).\n" "Either GL_ARB_texture_env_crossbar or GL_NV_texture_env_combine4 (or\n" "OpenGL 1.4) are also required.\n"); exit(1); } glGetIntegerv( GL_MAX_TEXTURE_UNITS, & tex_units ); if ( tex_units < 2 ) { printf("\nSorry, this program requires at least 2 texture units.\n"); exit(1); } printf("\nAll %u squares should be the same color.\n", NUM_TESTS + 1); (void) memset( temp, 0x00, sizeof( temp ) ); glBindTexture( GL_TEXTURE_2D, 1 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp ); (void) memset( temp, 0x7f, sizeof( temp ) ); glBindTexture( GL_TEXTURE_2D, 2 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp ); (void) memset( temp, 0xff, sizeof( temp ) ); glBindTexture( GL_TEXTURE_2D, 3 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp ); (void) memset( temp, 0x3f, sizeof( temp ) ); glBindTexture( GL_TEXTURE_2D, 4 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp ); glNewList( 1, GL_COMPILE ); glTranslatef(3.0, 0, 0); glBegin(GL_QUADS); glColor3f( 0.9, 0.0, 0.0 ); glMultiTexCoord2f( GL_TEXTURE0, 0.5, 0.5 ); glMultiTexCoord2f( GL_TEXTURE1, 0.5, 0.5 ); glVertex2f(-1, -1); glVertex2f( 1, -1); glVertex2f( 1, 1); glVertex2f(-1, 1); glEnd(); glEndList(); } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( Width, Height ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow( "GL_ARB_texture_env_crossbar test" ); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); Init(); glutMainLoop(); return 0; }