blob: bc2288cece900576e83702604235612f5dfb3b18 [file] [log] [blame]
/*
* Copyright (c) 1993-1997, 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* Unpublished-- rights reserved under the copyright laws of the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., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/* checker.c
* This program texture maps a checkerboard image onto
* two rectangles.
*
* If running this program on OpenGL 1.0, texture objects are
* not used.
*/
#include <GL/Regal.h>
#include <GL/RegalGLU.h>
#include <stdlib.h>
#include <stdio.h>
/******************************************************************/
/*
#define USE_VERSION_1_1 0
*/
#ifndef USE_VERSION_1_1
#define USE_VERSION_1_1 1
#endif
/* 0 through 7 work on Mac OSX with and without Regal emulation */
/* 0 through 3 work on Nvidia Win7 without Regal emulation */
/* 0 through 7 work on Nvidia Win7 with Regal emulation */
#define USE_UNIT (GL_TEXTURE0+7)
/******************************************************************/
#if USE_VERSION_1_1
static GLuint texName;
#endif
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
void makeCheckImage(void)
{
int i, j, c;
for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
c = ((((i&0x8)==0)^((j&0x8))==0))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
}
}
}
void dreamTorusInit(void)
{
/* Report the number of available texture units */
GLint textureUnits,vertexUnits,fragmentUnits,combinedUnits;
GLint vertexAttribs;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnits);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &fragmentUnits);
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vertexUnits);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&combinedUnits);
printf("%d texture units, %d fragment, %d vertex and %d combined texture units.\n",textureUnits,fragmentUnits,vertexUnits,combinedUnits);
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &vertexAttribs);
printf("%u vertex attributes.\n",vertexAttribs);
/* Initialize OpenGL */
glClearColor (0.0, 1.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
#ifdef USE_UNIT
glActiveTexture(USE_UNIT);
#endif
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#if USE_VERSION_1_1
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
#endif
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);
#if USE_VERSION_1_1
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
#else
glTexImage2D(GL_TEXTURE_2D, 0, 4, checkImageWidth, checkImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
#endif
}
void dreamTorusDisplay(bool clear)
{
if (clear)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
#if USE_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, texName);
#endif
glBegin(GL_QUADS);
#ifdef USE_UNIT
glMultiTexCoord2f(USE_UNIT, 0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glMultiTexCoord2f(USE_UNIT, 1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
glMultiTexCoord2f(USE_UNIT, 1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
#else
glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
#endif
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
void dreamTorusReshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}