191 lines
6.4 KiB
C++
191 lines
6.4 KiB
C++
/*
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* Copyright (c) 1993-1997, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
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*/
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/* checker.c
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* This program texture maps a checkerboard image onto
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* two rectangles.
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*
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* If running this program on OpenGL 1.0, texture objects are
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* not used.
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*/
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#include <GL/Regal.h>
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#include <GL/RegalGLU.h>
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#include <stdlib.h>
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#include <stdio.h>
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/******************************************************************/
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/*
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#define USE_VERSION_1_1 0
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*/
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#ifndef USE_VERSION_1_1
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#define USE_VERSION_1_1 1
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#endif
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/* 0 through 7 work on Mac OSX with and without Regal emulation */
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/* 0 through 3 work on Nvidia Win7 without Regal emulation */
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/* 0 through 7 work on Nvidia Win7 with Regal emulation */
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#define USE_UNIT (GL_TEXTURE0+7)
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/******************************************************************/
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#if USE_VERSION_1_1
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static GLuint texName;
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#endif
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/* Create checkerboard texture */
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#define checkImageWidth 64
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#define checkImageHeight 64
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static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
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void makeCheckImage(void)
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{
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int i, j, c;
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for (i = 0; i < checkImageHeight; i++) {
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for (j = 0; j < checkImageWidth; j++) {
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c = ((((i&0x8)==0)^((j&0x8))==0))*255;
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checkImage[i][j][0] = (GLubyte) c;
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checkImage[i][j][1] = (GLubyte) c;
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checkImage[i][j][2] = (GLubyte) c;
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checkImage[i][j][3] = (GLubyte) 255;
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}
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}
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}
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void dreamTorusInit(void)
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{
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/* Report the number of available texture units */
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GLint textureUnits,vertexUnits,fragmentUnits,combinedUnits;
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GLint vertexAttribs;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnits);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &fragmentUnits);
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &vertexUnits);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,&combinedUnits);
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printf("%d texture units, %d fragment, %d vertex and %d combined texture units.\n",textureUnits,fragmentUnits,vertexUnits,combinedUnits);
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &vertexAttribs);
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printf("%u vertex attributes.\n",vertexAttribs);
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/* Initialize OpenGL */
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glClearColor (0.0, 1.0, 0.0, 0.0);
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glShadeModel(GL_FLAT);
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glEnable(GL_DEPTH_TEST);
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#ifdef USE_UNIT
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glActiveTexture(USE_UNIT);
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#endif
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makeCheckImage();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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#if USE_VERSION_1_1
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glGenTextures(1, &texName);
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glBindTexture(GL_TEXTURE_2D, texName);
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#endif
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#if USE_VERSION_1_1
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight,
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0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, 4, checkImageWidth, checkImageHeight,
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0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
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#endif
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}
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void dreamTorusDisplay(bool clear)
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{
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if (clear)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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#if USE_VERSION_1_1
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glBindTexture(GL_TEXTURE_2D, texName);
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#endif
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glBegin(GL_QUADS);
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#ifdef USE_UNIT
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glMultiTexCoord2f(USE_UNIT, 0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
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glMultiTexCoord2f(USE_UNIT, 1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
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glMultiTexCoord2f(USE_UNIT, 1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
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#else
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glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
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glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);
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glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);
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glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
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glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
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glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);
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glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
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#endif
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glEnd();
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glFlush();
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glDisable(GL_TEXTURE_2D);
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}
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void dreamTorusReshape(int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -3.6);
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}
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