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/*
* texture map demo scaffolding
*
* FUNCTION:
* Most of this code is required to set up OpenGL and GLUT
*
* HISTORY:
* Written by Linas Vepstas, March 1995
* Copyright (c) 1995 Linas Vepstas <linas@linas.org>
*/
/* required include files */
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include <GL/gle.h>
#include "main.h"
#include "texture.h"
/* most recent mouse postion */
float lastx = 100.0;
float lasty = 100.0;
/* get notified of mouse motions */
static void
MouseMotion (int x, int y)
{
lastx = x;
lasty = y;
glutPostRedisplay ();
}
static void
IdleFunc (void)
{
if (texanim) {
texanim (0);
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
glutPostRedisplay ();
}
}
static void
Visible (int viz)
{
if (texanim && (GLUT_VISIBLE == viz)) {
glutIdleFunc (IdleFunc);
} else {
glutIdleFunc (NULL);
}
}
/* menu choice handler */
void TextureStyle (int msg)
{
int mode = 0;
texanim = 0x0;
glColor3f (0.8, 0.3, 0.6);
switch (msg) {
case 301:
glDisable (GL_TEXTURE_2D);
break;
case 302:
glEnable (GL_TEXTURE_2D);
break;
case 501:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_FLAT;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (0.1, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 502:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_FLAT;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (0.1, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 503:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_CYL;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (1.0, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 504:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_CYL;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (1.0, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 505:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_SPH;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 506:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_SPH;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 507:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_MODEL_FLAT;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (0.1, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 508:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_MODEL_FLAT;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (0.1, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 509:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_MODEL_CYL;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (1.0, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 510:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_MODEL_CYL;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glScalef (1.0, 0.1, 1.0); glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 511:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_MODEL_SPH;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 512:
mode = GLE_TEXTURE_ENABLE | GLE_TEXTURE_NORMAL_MODEL_SPH;
glMatrixMode (GL_TEXTURE); glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
gleTextureMode (mode);
break;
case 701:
current_texture = check_texture;
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
break;
case 702:
current_texture = barberpole_texture;
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
break;
case 703:
current_texture = wild_tooth_texture;
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
break;
case 704:
current_texture = planet_texture;
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
break;
case 705:
current_texture = reaction_texture;
texanim = reaction_texanim;
texanim (1);
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
glColor3f (1.0, 1.0, 1.0);
break;
case 99:
exit (0);
default:
break;
}
glutPostRedisplay();
}
/* set up a light */
GLfloat lightOnePosition[] = {40.0, 40, 100.0, 0.0};
GLfloat lightOneColor[] = {0.99, 0.99, 0.99, 1.0};
GLfloat lightTwoPosition[] = {-40.0, 40, 100.0, 0.0};
GLfloat lightTwoColor[] = {0.99, 0.99, 0.99, 1.0};
int
main (int argc, char * argv[])
{
/* initialize glut */
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow ("texture");
glutDisplayFunc (DrawStuff);
glutMotionFunc (MouseMotion);
/* create popup menu */
glutCreateMenu (TextureStyle);
glutAddMenuEntry ("Texture Off", 301);
glutAddMenuEntry ("Texture On", 302);
glutAddMenuEntry ("--------------", 9999);
glutAddMenuEntry ("Vertex Flat", 501);
glutAddMenuEntry ("Normal Flat", 502);
glutAddMenuEntry ("Vertex Cylinder", 503);
glutAddMenuEntry ("Normal Cylinder", 504);
glutAddMenuEntry ("Vertex Sphere", 505);
glutAddMenuEntry ("Normal Sphere", 506);
glutAddMenuEntry ("--------------", 9999);
glutAddMenuEntry ("Model Vertex Flat", 507);
glutAddMenuEntry ("Model Normal Flat", 508);
glutAddMenuEntry ("Model Vertex Cylinder", 509);
glutAddMenuEntry ("Model Normal Cylinder", 510);
glutAddMenuEntry ("Model Vertex Sphere", 511);
glutAddMenuEntry ("Model Normal Sphere", 512);
glutAddMenuEntry ("--------------", 9999);
glutAddMenuEntry ("Check Texture", 701);
glutAddMenuEntry ("Barberpole Texture", 702);
glutAddMenuEntry ("Wild Tooth Texture", 703);
glutAddMenuEntry ("Molten Lava Texture", 704);
glutAddMenuEntry ("Animated Texture", 705);
glutAddMenuEntry ("--------------", 9999);
glutAddMenuEntry ("Exit", 99);
glutAttachMenu (GLUT_MIDDLE_BUTTON);
/* initialize GL */
glClearDepth (1.0);
glEnable (GL_DEPTH_TEST);
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_SMOOTH);
glMatrixMode (GL_PROJECTION);
/* roughly, measured in centimeters */
glFrustum (-9.0, 9.0, -9.0, 9.0, 50.0, 150.0);
glMatrixMode(GL_MODELVIEW);
/* initialize lighting */
glLightfv (GL_LIGHT0, GL_POSITION, lightOnePosition);
glLightfv (GL_LIGHT0, GL_DIFFUSE, lightOneColor);
glEnable (GL_LIGHT0);
glLightfv (GL_LIGHT1, GL_POSITION, lightTwoPosition);
glLightfv (GL_LIGHT1, GL_DIFFUSE, lightTwoColor);
glEnable (GL_LIGHT1);
glEnable (GL_LIGHTING);
glColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable (GL_COLOR_MATERIAL);
glColor3f (0.8, 0.3, 0.6);
/* initialize and enable texturing */
setup_textures ();
gluBuild2DMipmaps (GL_TEXTURE_2D, 3,
current_texture -> size,
current_texture -> size,
GL_RGB, GL_UNSIGNED_BYTE,
(void *) (current_texture->pixmap));
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glScalef (1.0, 0.1, 1.0);
glMatrixMode (GL_MODELVIEW);
glEnable (GL_TEXTURE_2D);
/*
some stuff to play with ....
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
*/
gleTextureMode (GLE_TEXTURE_ENABLE | GLE_TEXTURE_VERTEX_CYL);
InitStuff ();
glutVisibilityFunc (Visible);
glutMainLoop ();
return 0; /* ANSI C requires main to return int. */
}
/* -------------------- end of file -------------------- */
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