/* * 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 Unpublished - rights * reserved under the copyright laws of the United States.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. */ /* multitex.c */ #include #include #include #include static GLubyte texels0[32][32][4]; static GLubyte texels1[16][16][4]; static void makeCheckImages(void) { int i, j; for (i = 0; i < 32; i++) { for (j = 0; j < 32; j++) { texels0[i][j][0] = (GLubyte) (255 * i / 31); texels0[i][j][1] = (GLubyte) (255 * j / 31); texels0[i][j][2] = (GLubyte) (i*j)/255; texels0[i][j][3] = (GLubyte) 255; } } for (i = 0; i < 16; i++) { for (j = 0; j < 16; j++) { texels1[i][j][0] = (GLubyte) 255; texels1[i][j][1] = (GLubyte) (255 * i / 15); texels1[i][j][2] = (GLubyte) (255 * j / 15); texels1[i][j][3] = (GLubyte) 255; } } } static void init(void) { GLuint texNames[2]; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texNames); glBindTexture(GL_TEXTURE_2D, texNames[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, texels0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, texNames[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, texels1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Use the two texture objects to define two texture units * for use in multitexturing */ glActiveTextureARB (GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texNames[0]); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode (GL_TEXTURE); glLoadIdentity(); glTranslatef(0.5f, 0.5f, 0.0f); glRotatef(45.0f, 0.0f, 0.0f, 1.0f); glTranslatef(-0.5f, -0.5f, 0.0f); glMatrixMode (GL_MODELVIEW); glActiveTextureARB (GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texNames[1]); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } static void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 0.0); glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0); glVertex2f(0.0, 0.0); glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.5, 1.0); glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.5, 0.0); glVertex2f(50.0, 100.0); glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0); glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0); glVertex2f(100.0, 0.0); glEnd(); glFlush(); } static void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) gluOrtho2D(0.0, 100.0, 0.0, 100.0 * (GLdouble)h/(GLdouble)w); else gluOrtho2D(0.0, 100.0 * (GLdouble)w/(GLdouble)h, 0.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(250, 250); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glewInit(); init(); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc (keyboard); glutMainLoop(); return 0; }