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Amiga Magazin: Amiga-CD 2000 April & May
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AMIGA_2000_04.iso
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patches
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mesa3.1
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book.aux
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chess.c
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C/C++ Source or Header
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1999-06-25
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4KB
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132 lines
/*
* (c) Copyright 1993, 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* Unpublished-- rights reserved under the copyright laws of the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., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* chess.c
* * This program texture maps a checkerboard image onto
* * two rectangles. The texture coordinates for the
* * rectangles are 0.0 to 3.0.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glaux.h>
#define checkImageWidth 64
#define checkImageHeight 64
GLubyte checkImage[checkImageWidth][checkImageHeight][3];
void makecheckimage(void)
{
int i, j, c;
for (i = 0; i < checkImageWidth; i++) {
for (j = 0; j < checkImageHeight; j++) {
c = ((((i & 0x8) == 0) ^ ((j & 0x8) == 0))) * 255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
}
}
}
void myinit(void)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
makecheckimage();
glTexImage2D(GL_TEXTURE_2D, 0, 3,
checkImageWidth, checkImageHeight, 0,
GL_RGB, GL_UNSIGNED_BYTE, &checkImage[0][0][0]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-2.0, -1.0, 0.0);
glTexCoord2f(0.0, 3.0);
glVertex3f(-2.0, 1.0, 0.0);
glTexCoord2f(3.0, 3.0);
glVertex3f(0.0, 1.0, 0.0);
glTexCoord2f(3.0, 0.0);
glVertex3f(0.0, -1.0, 0.0);
glTexCoord2f(0.0, 0.0);
glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(0.0, 3.0);
glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(3.0, 3.0);
glVertex3f(2.41421, 1.0, -1.41421);
glTexCoord2f(3.0, 0.0);
glVertex3f(2.41421, -1.0, -1.41421);
glEnd();
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 1.0 * (GLfloat) w / (GLfloat) h, 1.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6);
}
int main(int argc, char **argv)
{
auxInitDisplayMode(AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition(0, 0, 500, 500);
if (!auxInitWindow(argv[0]))
auxQuit();
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
return 0;
}