/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* texgen.c * This program draws a texture mapped teapot with * automatically generated texture coordinates. The * texture is rendered as stripes on the teapot. */ #include "glos.h" #include #include #include void myinit(void); void makeStripeImage(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); #define stripeImageWidth 32 GLubyte stripeImage[3*stripeImageWidth]; void makeStripeImage(void) { int j; for (j = 0; j < stripeImageWidth; j++) { stripeImage[3*j] = (j<=4) ? 255 : 0; stripeImage[3*j+1] = (j>4) ? 255 : 0; stripeImage[3*j+2] = 0; } } /* glTexGen stuff: */ GLfloat sgenparams[] = {1.0, 1.0, 1.0, 0.0}; void myinit(void) { glClearColor (0.0, 0.0, 0.0, 0.0); makeStripeImage(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage1D(GL_TEXTURE_1D, 0, 3, stripeImageWidth, 0, GL_RGB, GL_UNSIGNED_BYTE, stripeImage); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, sgenparams); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_1D); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glFrontFace(GL_CW); glCullFace(GL_BACK); glMaterialf (GL_FRONT, GL_SHININESS, 64.0); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix (); glRotatef(45.0, 0.0, 0.0, 1.0); auxSolidTeapot(2.0); glPopMatrix (); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-3.5, 3.5, -3.5*(GLfloat)h/(GLfloat)w, 3.5*(GLfloat)h/(GLfloat)w, -3.5, 3.5); else glOrtho (-3.5*(GLfloat)w/(GLfloat)h, 3.5*(GLfloat)w/(GLfloat)h, -3.5, 3.5, -3.5, 3.5); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16); auxInitPosition (0, 0, 200, 200); auxInitWindow ("Texture Map"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }