/*
* Copyright (c) 1993-2003, Silicon Graphics, Inc.
* All Rights Reserved
*
* Permission to use, copy, modify, and distribute this software for any
* purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright
* notice and this permission notice appear in supporting documentation,
* and that the name of Silicon Graphics, Inc. not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" AND
* WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
* OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, LOSS OF
* PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD
* PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF
* THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE
* OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor clauses
* in the FAR or the DOD or NASA FAR Supplement. Unpublished - rights
* reserved under the copyright laws of the United States.
*
* Contractor/manufacturer is:
* Silicon Graphics, Inc.
* 1500 Crittenden Lane
* Mountain View, CA 94043
* United State of America
*
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
*/
/* combiner.c
* This program renders a variety of quads showing different
* effects of texture combiner functions.
*
* The first row renders an untextured polygon (so you can
* compare the fragment colors) and then the 2 textures.
* The second row shows several different combiner functions
* on a single texture: replace, modulate, add, add-signed,
* and subtract.
* The third row shows the interpolate combiner function
* on a single texture with a constant color/alpha value,
* varying the amount of interpolation.
* The fourth row uses multitexturing with two textures
* and different combiner functions.
* The fifth row are some combiner experiments: using the
* scaling factor and reversing the order of subtraction
* for a combination function.
*/
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#define imageWidth 8
#define imageHeight 8
/* arrays for two textures */
static GLubyte image0[imageHeight][imageWidth][4];
static GLubyte image1[imageHeight][imageWidth][4];
static GLuint texName[4];
void makeImages(void)
{
int i, j, c;
for (i = 0; i < imageHeight; i++) {
for (j = 0; j < imageWidth; j++) {
c = ((i&2)==0)*255; /* horiz b & w stripes */
image0[i][j][0] = (GLubyte) c;
image0[i][j][1] = (GLubyte) c;
image0[i][j][2] = (GLubyte) c;
image0[i][j][3] = (GLubyte) 255;
c = ((j&4)!=0)*128; /* wider vertical 50% cyan and black stripes */
image1[i][j][0] = (GLubyte) 0;
image1[i][j][1] = (GLubyte) c;
image1[i][j][2] = (GLubyte) c;
image1[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
GLint numunits[1];
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
makeImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(4, texName);
glBindTexture(GL_TEXTURE_2D, texName[0]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, image0);
glBindTexture(GL_TEXTURE_2D, texName[1]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, image1);
/* smooth-shaded polygon with multiple texture coordinates */
glNewList (1, GL_COMPILE);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glColor3f (0.5, 1.0, 0.25);
glVertex3f(0.0, 0.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 2.0);
glColor3f (1.0, 1.0, 1.0);
glVertex3f(0.0, 1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 2.0, 2.0);
glColor3f (1.0, 1.0, 1.0);
glVertex3f(1.0, 1.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 2.0, 0.0);
glColor3f (1.0, 0.5, 0.25);
glVertex3f(1.0, 0.0, 0.0);
glEnd();
glEndList ();
}
void display(void)
{
static GLfloat constColor[4] = {0.0, 0.0, 0.0, 0.0}; /* for use as constant texture color */
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_TEXTURE_2D); /* untextured polygon--see the "fragment" colors */
glPushMatrix();
glTranslatef(0.0, 5.0, 0.0);
glCallList(1);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
/* draw ordinary textured polys; 1 texture unit; combine mode disabled */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texName[0]);
glTranslatef(1.0, 5.0, 0.0);
glCallList(1);
glPopMatrix();
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, texName[1]);
glTranslatef(2.0, 5.0, 0.0);
glCallList(1);
glPopMatrix();
/* different combine modes enabled; 1 texture unit
* defaults are:
* glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
* glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
* glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
* glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
*/
glBindTexture(GL_TEXTURE_2D, texName[0]);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glPushMatrix();
glTranslatef(1.0, 4.0, 0.0);
glCallList(1);
glPopMatrix();
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glPushMatrix();
glTranslatef(2.0, 4.0, 0.0);
glCallList(1);
glPopMatrix();
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glPushMatrix();
glTranslatef(3.0, 4.0, 0.0);
glCallList(1);
glPopMatrix();
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glPushMatrix();
glTranslatef(4.0, 4.0, 0.0);
glCallList(1);
glPopMatrix();
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_SUBTRACT_ARB);
glPushMatrix();
glTranslatef(5.0, 4.0, 0.0);
glCallList(1);
glPopMatrix();
/*