121 lines
4.3 KiB
C
121 lines
4.3 KiB
C
/*
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* (c) Copyright 1993, 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(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/* chess.c
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* This program texture maps a checkerboard image onto
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* two rectangles. The texture coordinates for the
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* rectangles are 0.0 to 3.0.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glaux.h"
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#include <math.h>
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#define checkImageWidth 64
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#define checkImageHeight 64
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GLubyte checkImage[checkImageWidth][checkImageHeight][3];
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void makecheckimage(void)
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{
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int i, j, r, c;
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for (i = 0; i < checkImageWidth; i++) {
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for (j = 0; j < checkImageHeight; 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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}
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}
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}
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void myinit(void)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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makecheckimage();
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glTexImage2D(GL_TEXTURE_2D, 0, 3,
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checkImageWidth, checkImageHeight, 0,
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GL_RGB, GL_UNSIGNED_BYTE, &checkImage[0][0][0]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glEnable(GL_TEXTURE_2D);
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glShadeModel(GL_FLAT);
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}
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void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
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glTexCoord2f(0.0, 3.0); glVertex3f(-2.0, 1.0, 0.0);
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glTexCoord2f(3.0, 3.0); glVertex3f(0.0, 1.0, 0.0);
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glTexCoord2f(3.0, 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, 3.0); glVertex3f(1.0, 1.0, 0.0);
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glTexCoord2f(3.0, 3.0); glVertex3f(2.41421, 1.0, -1.41421);
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glTexCoord2f(3.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
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glEnd();
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glFlush();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, 1.0*(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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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
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auxInitPosition (0, 0, 500, 500);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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