/* texobj.c */

/*
 * Example of using the 1.1 texture object functions.
 * Also, this demo utilizes Mesa's fast texture map path.
 *
 * Brian Paul   June 1996
 */

/* Conversion to GLUT by Mark J. Kilgard */

#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <GL/glut.h>

static GLuint TexObj[2];
static GLfloat Angle = 0.0f;
static GLboolean HaveTexObj = GL_FALSE;

#if defined(GL_VERSION_1_1)
#define TEXTURE_OBJECT 1
#elif defined(GL_EXT_texture_object)
#define TEXTURE_OBJECT 1
#define glBindTexture(A,B)     glBindTextureEXT(A,B)
#define glGenTextures(A,B)     glGenTexturesEXT(A,B)
#define glDeleteTextures(A,B)  glDeleteTexturesEXT(A,B)
#endif

static void 
draw(void)
{
  /* glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); */
  glClear(GL_COLOR_BUFFER_BIT);

  glColor3f(1.0, 1.0, 1.0);

  /* draw first polygon */
  glPushMatrix();
  glTranslatef(-1.0, 0.0, 0.0);
  glRotatef(Angle, 0.0, 0.0, 1.0);
  if (HaveTexObj) {
#ifdef TEXTURE_OBJECT
    glBindTexture(GL_TEXTURE_2D, TexObj[0]);
#endif
  } else {
    glCallList(TexObj[0]);
  }
  glBegin(GL_POLYGON);
  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);
  glEnd();
  glPopMatrix();

  /* draw second polygon */
  glPushMatrix();
  glTranslatef(1.0, 0.0, 0.0);
  glRotatef(Angle - 90.0, 0.0, 1.0, 0.0);
  if (HaveTexObj) {
#ifdef TEXTURE_OBJECT
    glBindTexture(GL_TEXTURE_2D, TexObj[1]);
#endif
  } else {
    glCallList(TexObj[0]);
  }
  glBegin(GL_POLYGON);
  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);
  glEnd();
  glPopMatrix();

  glutSwapBuffers();
}

static void 
idle(void)
{
  Angle += 2.0;
  glutPostRedisplay();
}

/* exit upon ESC */
/* ARGSUSED1 */
static void 
key(unsigned char k, int x, int y)
{
  switch (k) {
  case 27:  /* Escape */
#ifdef TEXTURE_OBJECT
    glDeleteTextures(2, TexObj);
#endif
    exit(0);
  }
}

/* new window size or exposure */
static void 
reshape(int width, int height)
{
  glViewport(0, 0, (GLint) width, (GLint) height);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  /* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 ); */
  glFrustum(-2.0, 2.0, -2.0, 2.0, 6.0, 20.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(0.0, 0.0, -8.0);
}

static void 
init(void)
{
  static int width = 8, height = 8;
  static GLubyte tex1[] =
  {
    0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 0, 0,
    0, 0, 0, 1, 1, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 0, 0,
    0, 0, 0, 1, 1, 1, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0};

  static GLubyte tex2[] =
  {
    0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 2, 2, 0, 0, 0,
    0, 0, 2, 0, 0, 2, 0, 0,
    0, 0, 0, 0, 0, 2, 0, 0,
    0, 0, 0, 0, 2, 0, 0, 0,
    0, 0, 0, 2, 0, 0, 0, 0,
    0, 0, 2, 2, 2, 2, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0};

  GLubyte tex[64][3];
  GLint i, j;

  glDisable(GL_DITHER);

  /* Setup texturing */
  glEnable(GL_TEXTURE_2D);
  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);

  /* generate texture object IDs */
  if (HaveTexObj) {
#ifdef TEXTURE_OBJECT
    glGenTextures(2, TexObj);
#endif
  } else {
    TexObj[0] = glGenLists(2);
    TexObj[1] = TexObj[0] + 1;
  }

  /* setup first texture object */
  if (HaveTexObj) {
#ifdef TEXTURE_OBJECT
    glBindTexture(GL_TEXTURE_2D, TexObj[0]);
#endif
  } else {
    glNewList(TexObj[0], GL_COMPILE);
  }
  /* red on white */
  for (i = 0; i < height; i++) {
    for (j = 0; j < width; j++) {
      int p = i * width + j;
      if (tex1[(height - i - 1) * width + j]) {
        tex[p][0] = 255;
        tex[p][1] = 0;
        tex[p][2] = 0;
      } else {
        tex[p][0] = 255;
        tex[p][1] = 255;
        tex[p][2] = 255;
      }
    }
  }
  glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
    GL_RGB, GL_UNSIGNED_BYTE, tex);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  if (!HaveTexObj) {
    glEndList();
  }
  /* end of texture object */

  /* setup second texture object */
  if (HaveTexObj) {
#ifdef TEXTURE_OBJECT
    glBindTexture(GL_TEXTURE_2D, TexObj[1]);
#endif
  } else {
    glNewList(TexObj[1], GL_COMPILE);
  }
  /* green on blue */
  for (i = 0; i < height; i++) {
    for (j = 0; j < width; j++) {
      int p = i * width + j;
      if (tex2[(height - i - 1) * width + j]) {
        tex[p][0] = 0;
        tex[p][1] = 255;
        tex[p][2] = 0;
      } else {
        tex[p][0] = 0;
        tex[p][1] = 0;
        tex[p][2] = 255;
      }
    }
  }
  glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
    GL_RGB, GL_UNSIGNED_BYTE, tex);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  if (!HaveTexObj) {
    glEndList();
  }
  /* end texture object */
}

void 
visible(int vis)
{
  if (vis == GLUT_VISIBLE)
    glutIdleFunc(idle);
  else
    glutIdleFunc(NULL);
}

main(int argc, char *argv[])
{
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);

  glutCreateWindow("Texture Objects");

  /* check that renderer has the GL_EXT_texture_object
     extension * or supports OpenGL 1.1 */
#ifdef TEXTURE_OBJECT
  {
    char *exten = (char *) glGetString(GL_EXTENSIONS);
    char *version = (char *) glGetString(GL_VERSION);
    if (strstr(exten, "GL_EXT_texture_object")
      || strncmp(version, "1.1", 3) == 0) {
      HaveTexObj = GL_TRUE;
    }
  }
#endif

  if (!HaveTexObj) {
    printf("\nThis program doesn't really work the way it is supposed\n");
    printf("to if you lack OpenGL 1.1 or the EXT_texture_object extension.\n");
    printf("Each textured object should have a different numbered image.\n\n");
  }

  init();

  glutReshapeFunc(reshape);
  glutKeyboardFunc(key);
  glutVisibilityFunc(visible);
  glutDisplayFunc(draw);
  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}
