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/*
 * $Id$
 * Copyright (C) 2007  Oliver McFadden <z3ro.geek@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */

#include <GL/gl.h>
#include <GL/glext.h>
#include <errno.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <test.h>

#define TEXTURE_WIDTH 16
#define TEXTURE_HEIGHT 16

static GLuint *
random_texture (int width, int height)
{
  GLuint *texture = NULL;
  int i;

  if (!(texture = (GLuint *) malloc (width * height * sizeof (GLuint))))
    {
      fprintf (stderr, "%s: %s\n", program_invocation_short_name,
	       strerror (errno));
      return NULL;
    }

  for (i = 0; i < width * height; i++)
    {
      texture[i] = random ();
    }

  return texture;
}

void
gl_texture (void)
{
  GLuint *texture = NULL;;
  GLuint texName;

  if (!(texture = random_texture (TEXTURE_WIDTH, TEXTURE_HEIGHT)))
    {
      return;
    }

  test_prologue (NULL);

  glEnable (GL_TEXTURE_2D);

  glGenTextures (1, &texName);
  glBindTexture (GL_TEXTURE_2D, texName);

  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   /* GL_NEAREST_MIPMAP_LINEAR */ GL_NEAREST);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

  glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, TEXTURE_WIDTH, TEXTURE_HEIGHT, 0,
		GL_RGBA, GL_UNSIGNED_BYTE, texture);

  tex_tri ();

  glDisable (GL_TEXTURE_2D);

  test_epilogue (false);

  free (texture);
}