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-rw-r--r--progs/demos/texobj.c289
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diff --git a/progs/demos/texobj.c b/progs/demos/texobj.c
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+/* $Id: texobj.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
+
+/*
+ * Example of using the 1.1 texture object functions.
+ * Also, this demo utilizes Mesa's fast texture map path.
+ *
+ * Brian Paul June 1996 This file is in the public domain.
+ */
+
+
+/*
+ * $Log: texobj.c,v $
+ * Revision 1.1 1999/08/19 00:55:40 jtg
+ * Initial revision
+ *
+ * Revision 3.1 1999/03/28 18:24:37 brianp
+ * minor clean-up
+ *
+ * Revision 3.0 1998/02/14 18:42:29 brianp
+ * initial rev
+ *
+ */
+
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include "GL/glut.h"
+
+static GLuint Window = 0;
+
+static GLuint TexObj[2];
+static GLfloat Angle = 0.0f;
+static GLboolean HaveTexObj = GL_FALSE;
+
+
+#if defined(GL_VERSION_1_1)
+# define TEXTURE_OBJECT 1
+#elif defined(GL_EXT_texture_object)
+# define TEXTURE_OBJECT 1
+# define glBindTexture(A,B) glBindTextureEXT(A,B)
+# define glGenTextures(A,B) glGenTexturesEXT(A,B)
+# define glDeleteTextures(A,B) glDeleteTexturesEXT(A,B)
+#endif
+
+
+
+
+static void draw( void )
+{
+ glDepthFunc(GL_EQUAL);
+ /* glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );*/
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ /* draw first polygon */
+ glPushMatrix();
+ glTranslatef( -1.0, 0.0, 0.0 );
+ glRotatef( Angle, 0.0, 0.0, 1.0 );
+ if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+#endif
+ }
+ else {
+ glCallList( TexObj[0] );
+ }
+ glBegin( GL_POLYGON );
+ 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 );
+ glEnd();
+ glPopMatrix();
+
+ /* draw second polygon */
+ glPushMatrix();
+ glTranslatef( 1.0, 0.0, 0.0 );
+ glRotatef( Angle-90.0, 0.0, 1.0, 0.0 );
+ if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+#endif
+ }
+ else {
+ glCallList( TexObj[0] );
+ }
+ glBegin( GL_POLYGON );
+ 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 );
+ 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 27:
+#ifdef TEXTURE_OBJECT
+ glDeleteTextures( 2, TexObj );
+#endif
+ glutDestroyWindow(Window);
+ exit(0);
+ }
+}
+
+
+
+/* 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;
+ static GLubyte tex1[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 1, 0, 0, 0,
+ 0, 0, 0, 1, 1, 1, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ static GLubyte tex2[] = {
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 2, 2, 0, 0, 0,
+ 0, 0, 2, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 0, 2, 0, 0,
+ 0, 0, 0, 0, 2, 0, 0, 0,
+ 0, 0, 0, 2, 0, 0, 0, 0,
+ 0, 0, 2, 2, 2, 2, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0 };
+
+ GLubyte tex[64][3];
+ GLint i, j;
+
+
+ glDisable( GL_DITHER );
+
+ /* Setup texturing */
+ glEnable( GL_TEXTURE_2D );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
+ glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST );
+
+
+ /* generate texture object IDs */
+ if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+ glGenTextures( 2, TexObj );
+#endif
+ }
+ else {
+ TexObj[0] = glGenLists(2);
+ TexObj[1] = TexObj[0]+1;
+ }
+
+ /* setup first texture object */
+ if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[0] );
+#endif
+ }
+ else {
+ glNewList( TexObj[0], GL_COMPILE );
+ }
+ /* red on white */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex1[(height-i-1)*width+j]) {
+ tex[p][0] = 255; tex[p][1] = 0; tex[p][2] = 0;
+ }
+ else {
+ tex[p][0] = 255; tex[p][1] = 255; 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 );
+ if (!HaveTexObj) {
+ glEndList();
+ }
+ /* end of texture object */
+
+ /* setup second texture object */
+ if (HaveTexObj) {
+#ifdef TEXTURE_OBJECT
+ glBindTexture( GL_TEXTURE_2D, TexObj[1] );
+#endif
+ }
+ else {
+ glNewList( TexObj[1], GL_COMPILE );
+ }
+ /* green on blue */
+ for (i=0;i<height;i++) {
+ for (j=0;j<width;j++) {
+ int p = i*width+j;
+ if (tex2[(height-i-1)*width+j]) {
+ 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 );
+ if (!HaveTexObj) {
+ glEndList();
+ }
+ /* end texture object */
+
+}
+
+
+
+int main( int argc, char *argv[] )
+{
+ glutInitWindowPosition(0, 0);
+ glutInitWindowSize(300, 300);
+ glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+
+ Window = glutCreateWindow("Texture Objects");
+ if (!Window) {
+ exit(1);
+ }
+
+ /* check that renderer has the GL_EXT_texture_object extension
+ * or supports OpenGL 1.1
+ */
+#ifdef TEXTURE_OBJECT
+ {
+ char *exten = (char *) glGetString( GL_EXTENSIONS );
+ char *version = (char *) glGetString( GL_VERSION );
+ if ( strstr( exten, "GL_EXT_texture_object" )
+ || strncmp( version, "1.1", 3 )==0 ) {
+ HaveTexObj = GL_TRUE;
+ }
+ }
+#endif
+
+ init();
+
+ glutReshapeFunc( reshape );
+ glutKeyboardFunc( key );
+ glutIdleFunc( idle );
+ glutDisplayFunc( draw );
+ glutMainLoop();
+ return 0;
+}