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+/*
+ * Copyright (c) 1993-2003, Silicon Graphics, Inc.
+ * All Rights Reserved
+ *
+ * Permission to use, copy, modify, and distribute this software for any
+ * purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright
+ * notice and this permission notice appear in supporting documentation,
+ * and that the name of Silicon Graphics, Inc. not be used in
+ * advertising or publicity pertaining to distribution of the software
+ * without specific, written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
+ * WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
+ * OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
+ * PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
+ * PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
+ * THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
+ * OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor clauses
+ * in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
+ * reserved under the copyright laws of the United States.
+ *
+ * Contractor/manufacturer is:
+ * Silicon Graphics, Inc.
+ * 1500 Crittenden Lane
+ * Mountain View, CA 94043
+ * United State of America
+ *
+ * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
+ */
+
+/* combiner.c
+ * This program renders a variety of quads showing different
+ * effects of texture combiner functions.
+ *
+ * The first row renders an untextured polygon (so you can
+ * compare the fragment colors) and then the 2 textures.
+ * The second row shows several different combiner functions
+ * on a single texture: replace, modulate, add, add-signed,
+ * and subtract.
+ * The third row shows the interpolate combiner function
+ * on a single texture with a constant color/alpha value,
+ * varying the amount of interpolation.
+ * The fourth row uses multitexturing with two textures
+ * and different combiner functions.
+ * The fifth row are some combiner experiments: using the
+ * scaling factor and reversing the order of subtraction
+ * for a combination function.
+ */
+#include <GL/glut.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+#define imageWidth 8
+#define imageHeight 8
+/* arrays for two textures */
+static GLubyte image0[imageHeight][imageWidth][4];
+static GLubyte image1[imageHeight][imageWidth][4];
+
+static GLuint texName[4];
+
+static void makeImages(void)
+{
+ int i, j, c;
+ for (i = 0; i < imageHeight; i++) {
+ for (j = 0; j < imageWidth; j++) {
+ c = ((i&2)==0)*255; /* horiz b & w stripes */
+ image0[i][j][0] = (GLubyte) c;
+ image0[i][j][1] = (GLubyte) c;
+ image0[i][j][2] = (GLubyte) c;
+ image0[i][j][3] = (GLubyte) 255;
+ c = ((j&4)!=0)*128; /* wider vertical 50% cyan and black stripes */
+ image1[i][j][0] = (GLubyte) 0;
+ image1[i][j][1] = (GLubyte) c;
+ image1[i][j][2] = (GLubyte) c;
+ image1[i][j][3] = (GLubyte) 255;
+ }
+ }
+}
+
+static void init(void)
+{
+ glClearColor (0.0, 0.0, 0.0, 0.0);
+ glShadeModel(GL_SMOOTH);
+
+ makeImages();
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ glGenTextures(4, texName);
+
+ glBindTexture(GL_TEXTURE_2D, texName[0]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, image0);
+
+ glBindTexture(GL_TEXTURE_2D, texName[1]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
+
+/* smooth-shaded polygon with multiple texture coordinates */
+ glNewList (1, GL_COMPILE);
+ glBegin(GL_QUADS);
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glColor3f (0.5, 1.0, 0.25);
+ glVertex3f(0.0, 0.0, 0.0);
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 2.0);
+ glColor3f (1.0, 1.0, 1.0);
+ glVertex3f(0.0, 1.0, 0.0);
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 2.0, 2.0);
+ glColor3f (1.0, 1.0, 1.0);
+ glVertex3f(1.0, 1.0, 0.0);
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 2.0, 0.0);
+ glColor3f (1.0, 0.5, 0.25);
+ glVertex3f(1.0, 0.0, 0.0);
+ glEnd();
+ glEndList ();
+}
+
+static void display(void)
+{
+ static GLfloat constColor[4] = {0.0, 0.0, 0.0, 0.0}; /* for use as constant texture color */
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glDisable(GL_TEXTURE_2D); /* untextured polygon--see the "fragment" colors */
+ glPushMatrix();
+ glTranslatef(0.0, 5.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glEnable(GL_TEXTURE_2D);
+/* draw ordinary textured polys; 1 texture unit; combine mode disabled */
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glPushMatrix();
+ glBindTexture(GL_TEXTURE_2D, texName[0]);
+ glTranslatef(1.0, 5.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glPushMatrix();
+ glBindTexture(GL_TEXTURE_2D, texName[1]);
+ glTranslatef(2.0, 5.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+/* different combine modes enabled; 1 texture unit
+ * defaults are:
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ */
+ glBindTexture(GL_TEXTURE_2D, texName[0]);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glPushMatrix();
+ glTranslatef(1.0, 4.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glPushMatrix();
+ glTranslatef(2.0, 4.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
+ glPushMatrix();
+ glTranslatef(3.0, 4.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
+ glPushMatrix();
+ glTranslatef(4.0, 4.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB);
+ glPushMatrix();
+ glTranslatef(5.0, 4.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+/* interpolate combine with constant color; 1 texture unit
+ * use different alpha values for constant color
+ * defaults are:
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+ */
+ constColor[3] = 0.2;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constColor);
+ glBindTexture(GL_TEXTURE_2D, texName[0]);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+ glPushMatrix();
+ glTranslatef(1.0, 3.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ constColor[3] = 0.4;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constColor);
+ glPushMatrix();
+ glTranslatef(2.0, 3.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ constColor[3] = 0.6;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constColor);
+ glPushMatrix();
+ glTranslatef(3.0, 3.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ constColor[4] = 0.8;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constColor);
+ glPushMatrix();
+ glTranslatef(4.0, 3.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+/* combine textures 0 & 1
+ * defaults are:
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
+ * glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ */
+
+ glActiveTextureARB (GL_TEXTURE0_ARB);
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, texName[0]);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glActiveTextureARB (GL_TEXTURE1_ARB);
+ glEnable (GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, texName[1]);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glPushMatrix();
+ glTranslatef(1.0, 2.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ /* try different combiner modes of texture unit 1 */
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
+ glPushMatrix();
+ glTranslatef(2.0, 2.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
+ glPushMatrix();
+ glTranslatef(3.0, 2.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
+ glPushMatrix();
+ glTranslatef(4.0, 2.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB);
+ glPushMatrix();
+ glTranslatef(5.0, 2.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+/* some experiments */
+
+/* see the effect of RGB_SCALE */
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
+ glPushMatrix();
+ glTranslatef(1.0, 1.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
+ glPushMatrix();
+ glTranslatef(2.0, 1.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+ glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0);
+
+/* using SOURCE0 and SOURCE1, reverse the order of subtraction Arg1-Arg0 */
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
+ glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glPushMatrix();
+ glTranslatef(5.0, 1.0, 0.0);
+ glCallList(1);
+ glPopMatrix();
+
+ glActiveTextureARB (GL_TEXTURE1_ARB); /* deactivate multitexturing */
+ glDisable (GL_TEXTURE_2D);
+ glActiveTextureARB (GL_TEXTURE0_ARB); /* activate single texture unit */
+
+ glFlush();
+}
+
+static void reshape(int w, int h)
+{
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluOrtho2D(0.0, 7.0, 0.0, 7.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+}
+
+static void keyboard (unsigned char key, int x, int y)
+{
+ switch (key) {
+ case 27:
+ exit(0);
+ break;
+ default:
+ break;
+ }
+}
+
+int main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
+ glutInitWindowSize(400, 400);
+ glutInitWindowPosition(100, 100);
+ glutCreateWindow(argv[0]);
+ init();
+ glutDisplayFunc(display);
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(keyboard);
+ glutMainLoop();
+ return 0;
+}