/* $Id: multipal.c,v 1.6 2003/12/08 09:03:36 joukj Exp $ */ /* * Test multitexture and paletted textures. */ #include #include #include #include #include #ifdef __VMS # include /* for ptrdiff_t, referenced by GL.h when GL_GLEXT_LEGACY defined */ #else # include /* for ptrdiff_t, referenced by GL.h when GL_GLEXT_LEGACY defined */ #endif #ifdef _WIN32 #include #endif #define GL_GLEXT_LEGACY #include #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; 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; if (!glutExtensionSupported("GL_ARB_multitexture")) { printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n"); exit(1); } if (!glutExtensionSupported("GL_EXT_paletted_texture")) { printf("Sorry, GL_EXT_paletted_texture 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; }