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- /* $Id: multiext.c,v 1.1 1998/06/10 02:51:27 brianp Exp $ */
-
- /*
- * Multitexture demo USING NEW GL_EXT_multitexture EXTENSION
- * Brian Paul June 1998 This program is in the public domain.
- */
-
- /*
- * $Log: multiext.c,v $
- * Revision 1.1 1998/06/10 02:51:27 brianp
- * Initial revision
- *
- */
-
-
- /*
- * Some information about the multitexture extension:
-
- There are two distinct elements to texture mapping: coordinate specification
- and sampling/application. This distinction must be understood in order to
- effectively use multitexturing.
-
- The multitexture extension supports multiple sets of texture coordinates
- and multiple texture environments (an environment is a texture image and
- its sampling and application parameters.)
-
- Typically, texture coordinate set 0 is used to sample texture image 0
- and texture coordinate set 1 is used to sample texture image 1. But, it's
- also possible to use coordinate set 0 to sample both images (as seen later).
-
- The number of texture coordinate sets available is queried with
- glGetIntegerv(GL_MAX_TEXTURE_COORD_SETS_EXT, &n).
-
- The number of texture environments available is queried with
- glGetIntegerv(GL_MAX_TEXTURES_EXT, &n).
-
-
- Coordinate specification:
-
- The new glMultiTexCoord*EXT() functions take a target parameter which
- explictly controls which set of texture coordinates are being set.
-
- The normal glTexCoord() functions modify the GL_TEXTURE0_EXT (0th) set
- of texture coordinates, by default.
-
- The new glSelectTextureCoordSetEXT() function is used to change the
- texture coordinate set targeted by the glTexCoord() functions. For
- example, after calling glSelectTextureCoordSetEXT(GL_TEXTURE1_EXT)
- the glTexCoord*() functions will modify texture coordinate set 1 instead
- of 0.
-
-
- Texture sampling/application:
-
- The texture environment controls how textures are sampled (nearest,
- linear, etc) and applied (replace, modulate, blend, etc).
-
- glSelectTextureEXT() selects the current texture environment.
- Subsequent calls to glTexEnv*(), glTexParameter*(), glTexImage*D(),
- etc will address the texture environment which was specified by
- glSelectTextureEXT().
-
- Of particular interest is the call glTexEnv*(GL_TEXTURE_ENV,
- GL_TEXTURE_ENV_COORD_SET_EXT, t). This controls the texture coordinate
- source for the current texture environment.
-
- For example, if you have two texture environments and want both to use
- texture coordinate set 0 then you would do the following:
-
- glSelectTextureEXT(GL_TEXTURE0_EXT);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COORD_SET_EXT, GL_TEXTURE0_EXT);
- glSelectTextureEXT(GL_TEXTURE1_EXT);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COORD_SET_EXT, GL_TEXTURE0_EXT);
-
- Another example- if you have two texture environments and wanted to use
- separate texture coordinates for each environment then you would do the
- following:
-
- glSelectTextureEXT(GL_TEXTURE0_EXT);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COORD_SET_EXT, GL_TEXTURE0_EXT);
- glSelectTextureEXT(GL_TEXTURE1_EXT);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COORD_SET_EXT, GL_TEXTURE1_EXT);
-
-
- Coordinate transformation and automatic generation:
-
- Multitexturing also replicates texture coordinate transformation state.
- That is, there will be multiple texture coordinate matrices and texture
- matrix stacks.
-
- Texture matrix 0 will transform texture coordiante set 0,
- texture matrix 1 will transform texture coordiante set 1, etc.
-
- Similarly, automatic texture coordinate generation can be independantly
- specified for each texture coordinate set.
-
- The new glSelectTextureTransformEXT() function controls which texture
- matrix or texgen state is the current one.
-
- For example, after calling glSelectTextureTransformEXT(GL_TEXTUREn_EXT)
- and glMatrixMode(GL_TEXTURE) the nth texture matrix will be effected by
- subsequent glLoadMatrix(), glMultMatrix(), glTranslate(), etc calls.
- The demonstration program below does exactly this.
-
- */
-
-
-
- #include <math.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <GL/glut.h>
-
- #include "../util/readtex.c" /* I know, this is a hack. */
-
-
- #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 GLfloat DXrot = 1.0, DYrot = 2.5;
-
-
- static void Idle( void )
- {
- if (Animate) {
- Drift += 0.05;
-
- /* Transformation of texture coordinate set 0 */
- #ifdef GL_EXT_multitexture
- glSelectTextureTransformEXT(GL_TEXTURE0_EXT);
- #endif
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(Drift, 0.0, 0.0);
-
- /* Transformation of texture coordinate set 1 */
- #ifdef GL_EXT_multitexture
- glSelectTextureTransformEXT(GL_TEXTURE1_EXT);
- #endif
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glTranslatef(0.0, Drift, 0.0);
-
-
- glMatrixMode(GL_MODELVIEW);
-
- glutPostRedisplay();
- }
- }
-
-
- static void DrawObject(void)
- {
- glBegin(GL_QUADS);
-
- #ifdef GL_EXT_multitexture
- glMultiTexCoord2fEXT(GL_TEXTURE0_EXT, 0.0, 0.0);
- glMultiTexCoord2fEXT(GL_TEXTURE1_EXT, 0.0, 0.0);
- glVertex2f(-1.0, -1.0);
-
- glMultiTexCoord2fEXT(GL_TEXTURE0_EXT, 2.0, 0.0);
- glMultiTexCoord2fEXT(GL_TEXTURE1_EXT, 1.0, 0.0);
- glVertex2f(1.0, -1.0);
-
- glMultiTexCoord2fEXT(GL_TEXTURE0_EXT, 2.0, 2.0);
- glMultiTexCoord2fEXT(GL_TEXTURE1_EXT, 1.0, 1.0);
- glVertex2f(1.0, 1.0);
-
- glMultiTexCoord2fEXT(GL_TEXTURE0_EXT, 0.0, 2.0);
- glMultiTexCoord2fEXT(GL_TEXTURE1_EXT, 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_EXT_multitexture
- glSelectTextureEXT(GL_TEXTURE0_EXT);
- #endif
- if (enable0) {
- glEnable(GL_TEXTURE_2D);
- }
- else
- glDisable(GL_TEXTURE_2D);
-
- #ifdef GL_EXT_multitexture
- glSelectTextureEXT(GL_TEXTURE1_EXT);
- #endif
- if (enable1) {
- glEnable(GL_TEXTURE_2D);
- }
- else
- glDisable(GL_TEXTURE_2D);
- }
-
- glutPostRedisplay();
- }
-
-
- static void Key( unsigned char key, int x, int y )
- {
- switch (key) {
- case 27:
- exit(0);
- break;
- }
- glutPostRedisplay();
- }
-
-
- static void SpecialKey( int key, int x, int y )
- {
- float step = 3.0;
-
- 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_EXT_multitexture")) {
- printf("Sorry, GL_EXT_multitexture not supported by this renderer.\n");
- exit(1);
- }
-
- /* setup textur env 0 */
- #ifdef GL_EXT_multitexture
- glSelectTextureEXT(GL_TEXTURE0_EXT);
- glSelectTextureCoordSetEXT(GL_TEXTURE0_EXT);
- #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("girl.rgb", GL_RGB)) {
- printf("Error: couldn't load texture image\n");
- exit(1);
- }
-
-
- /* setup textur env 1 */
- #ifdef GL_EXT_multitexture
- glSelectTextureEXT(GL_TEXTURE1_EXT);
- glSelectTextureCoordSetEXT(GL_TEXTURE1_EXT);
- #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("reflect.rgb", 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;
- }
-