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/*
 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
 * Copyright © 2009 Kristian Høgsberg
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included
 * in all copies or substantial portions of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#include <stdlib.h>
#include <stdio.h>
#include <sys/time.h>
#include <math.h>
#include <GL/gl.h>
#include <poll.h>
#include <fcntl.h>
#include <unistd.h>

#include "../eagle.h"
#include "setup.h"

static int init(struct state *state)
{
	return 0;
}

static int render(struct state *state)
{
	GLfloat vertices[12];
	GLfloat tex_coords[8] = { 1, 0,  1, 1,  0, 1,  0, 0 };
	GLuint indices[4] = { 0, 1, 2, 3 };
	uint32_t texture[128 * 128];
	GLuint colors[] = {
		0x00000000, 0x00110000, 0x00001100, 0x00000011,
		0x00001111, 0x00110011, 0x00111100, 0x00111111
	};
		
	int i, row, column;

	for (i = 0; i < 128 * 128; i++) {
		row = (i >> 11) & 0x07;
		column = ((i >> 3) & 0x0e) + 1;
		texture[i] = colors[row] * column;
	}
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glPixelStorei(GL_UNPACK_ROW_LENGTH, 128);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0,
		     GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, texture);

	glEnable(GL_TEXTURE_2D);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	glViewport(0, 0, state->width, state->height);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	glClearColor(0, 0.1, 0.1, 0.1);
	glClear(GL_COLOR_BUFFER_BIT); 
	//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	//glEnable(GL_BLEND);

	vertices[0] = 0.9;
	vertices[1] = -0.9;
	vertices[2] = 0;

	vertices[3] = 0.9;
	vertices[4] = 0.9;
	vertices[5] = 0;

	vertices[6] = -0.9;
	vertices[7] = 0.9;
	vertices[8] = 0;

	vertices[9] = -0.9;
	vertices[10] = -0.9;
	vertices[11] = 0;

	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glVertexPointer(3, GL_FLOAT, 0, vertices);
	glTexCoordPointer(2, GL_FLOAT, 0, tex_coords);
	glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);

	glFlush();

	eglSwapBuffers(state->display, state->surface);

	getchar();

	return 0;
}

int main(int argc, char *argv[])
{
	return setup(argc, argv, init, render);
}