/* $Id: multiarb.c,v 1.1.1.1 1999/08/19 00:55:40 jtg Exp $ */ /* * GL_ARB_multitexture demo * Brian Paul November 1998 This program is in the public domain. */ /* * $Log: multiarb.c,v $ * Revision 1.1.1.1 1999/08/19 00:55:40 jtg * Imported sources * * Revision 1.3 1999/03/28 18:20:49 brianp * minor clean-up * * Revision 1.2 1998/11/05 04:34:04 brianp * moved image files to ../images/ directory * * Revision 1.1 1998/11/03 01:36:33 brianp * Initial revision * */ #include #include #include #include #include #include "../util/readtex.c" /* I know, this is a hack. */ #define TEXTURE_1_FILE "../images/girl.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; #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 Init( void ) { const char *exten = (const char *) glGetString(GL_EXTENSIONS); if (!strstr(exten, "GL_ARB_multitexture")) { printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n"); exit(1); } /* setup texture env 0 */ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE0_ARB); #endif #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); #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); if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) { printf("Error: couldn't load texture image\n"); exit(1); } /* setup texture env 1 */ #ifdef GL_ARB_multitexture glActiveTextureARB(GL_TEXTURE1_ARB); #endif #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); #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); if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) { printf("Error: couldn't load texture image\n"); exit(1); } glShadeModel(GL_FLAT); glClearColor(0.3, 0.3, 0.4, 1.0); ModeMenu(TEXBOTH); } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowSize( 300, 300 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow(argv[0] ); Init(); 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; }