/* multitex.c
from [url]http://www.cosc.brocku.ca/Offerings/3P98/course/OpenGL/RedBookExamples/multitex.c[/url]
slightly modified to use GLEW for extensions
// on linux with gcc: gcc main.c -lGL -lglut -lIL -lGLEW
*/
#include <GL/glew.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
static GLubyte texels0[32][32][4];
static GLubyte texels1[16][16][4];
void makeCheckImages(void)
{
int i, j;
for (i = 0; i < 32; i++) {
for (j = 0; j < 32; j++) {
texels0[i][j][0] = (GLubyte) i;
texels0[i][j][1] = (GLubyte) j;
texels0[i][j][2] = (GLubyte) (i*j)/255;
texels0[i][j][3] = (GLubyte) 255;
}
}
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
texels1[i][j][0] = (GLubyte) 255;
texels1[i][j][1] = (GLubyte) i;
texels1[i][j][2] = (GLubyte) j;
texels1[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
GLuint texNames[2];
glClearColor (0.0, 0.0, 0.5, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(2, texNames);
glBindTexture(GL_TEXTURE_2D, texNames[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, texels1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Use the two texture objects to define two texture units
* for use in multitexturing */
glActiveTexture (GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texNames[0]);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode (GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5f, 0.5f, 0.0f);
glRotatef(45.0f, 0.0f, 0.0f, 1.0f);
glTranslatef(-0.5f, -0.5f, 0.0f);
glMatrixMode (GL_MODELVIEW);
glActiveTexture (GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texNames[1]);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glMultiTexCoord2f (GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f (GL_TEXTURE1, 1.0, 0.0);
glVertex2f(0.0, 0.0);
glMultiTexCoord2f (GL_TEXTURE0, 0.5, 1.0);
glMultiTexCoord2f (GL_TEXTURE1, 0.5, 0.0);
glVertex2f(50.0, 100.0);
glMultiTexCoord2f (GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f (GL_TEXTURE1, 1.0, 1.0);
glVertex2f(100.0, 0.0);
glEnd();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D(0.0, 100.0, 0.0, 100.0 * (GLdouble)h/(GLdouble)w);
else
gluOrtho2D(0.0, 100.0 * (GLdouble)w/(GLdouble)h, 0.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
glewInit();
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc (keyboard);
glutMainLoop();
return 0;
}