/*
* License Applicability. Except to the extent portions of this file are
* made subject to an alternative license as permitted in the SGI Free
* Software License B, Version 1.1 (the "License"), the contents of this
* file are subject only to the provisions of the License. You may not use
* this file except in compliance with the License. You may obtain a copy
* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
* Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
*
* http://oss.sgi.com/projects/FreeB
*
* Note that, as provided in the License, the Software is distributed on an
* "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
* PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
*
* Original Code. The Original Code is: OpenGL Sample Implementation,
* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
* Copyright in any portions created by third parties is as indicated
* elsewhere herein. All Rights Reserved.
*
* Additional Notice Provisions: The application programming interfaces
* established by SGI in conjunction with the Original Code are The
* OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
* April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
* 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
* Window System(R) (Version 1.3), released October 19, 1998. This software
* was created using the OpenGL(R) version 1.2.1 Sample Implementation
* published by SGI, but has not been independently verified as being
* compliant with the OpenGL(R) version 1.2.1 Specification.
*
*/
/* 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/glut.h>
#include <stdlib.h>
#include <stdio.h>
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
#ifdef GL_VERSION_1_1
static GLuint texName;
#endif
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 init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef GL_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);
#ifdef GL_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 display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, texName);
#endif
glBegin(GL_QUADS);
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);
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
void reshape(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);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}