# # Copyright (c) 1993-1997, 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 # Unpublished-- rights reserved under the copyright laws of the # United States.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(R) is a registered trademark of Silicon Graphics, Inc. #/ # texbind.c # This program demonstrates using glBindTexture() by # creating and managing two textures. #/ #define checkImageWidth 64 #define checkImageHeight 64 require "opengl" require "glut" require "mathn" CheckImageWidth = 64 CheckImageHeight = 64 #$checkImage = MDArray.new(CheckImageHeight, CheckImageWidth, 4) #$otherImage = MDArray.new(CheckImageHeight, CheckImageWidth, 4) $checkImage = [] $otherImage = [] $texName = []; def makeCheckImages for i in (0..CheckImageHeight-1) for j in (0..CheckImageWidth-1) if ((i&0x8==0)!=(j&0x8==0)) then tmp = 1; else tmp=0; end #c = ((((i&0x8)==0)^((j&0x8))==0))*255; c = tmp * 255; $checkImage[i*CheckImageWidth*4+j*4+0] = c; $checkImage[i*CheckImageWidth*4+j*4+1] = c; $checkImage[i*CheckImageWidth*4+j*4+2] = c; $checkImage[i*CheckImageWidth*4+j*4+3] = 255; #c = ((((i&0x10)==0)^((j&0x10))==0))*255; if ((i&0x10==0)!=(j&0x10==0)) then tmp = 1; else tmp=0; end c = tmp * 255; $otherImage[i*CheckImageWidth*4+j*4+0] = c; $otherImage[i*CheckImageWidth*4+j*4+1] = 0; $otherImage[i*CheckImageWidth*4+j*4+2] = 0; $otherImage[i*CheckImageWidth*4+j*4+3] = 255; end end end def init GL.ClearColor(0.0, 0.0, 0.0, 0.0); GL.ShadeModel(GL::FLAT); GL.Enable(GL::DEPTH_TEST); makeCheckImages(); GL.PixelStorei(GL::UNPACK_ALIGNMENT, 1); $texName = GL.GenTextures(2); GL.BindTexture(GL::TEXTURE_2D, $texName[0]); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::CLAMP); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::CLAMP); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER,GL::NEAREST); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER,GL::NEAREST); GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, CheckImageWidth, CheckImageHeight, 0, GL::RGBA, GL::UNSIGNED_BYTE, $checkImage.pack("C*")); GL.BindTexture(GL::TEXTURE_2D, $texName[1]); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::CLAMP); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::CLAMP); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::NEAREST); GL.TexParameteri(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::NEAREST); GL.TexEnvf(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::DECAL); GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, CheckImageWidth, CheckImageHeight, 0, GL::RGBA, GL::UNSIGNED_BYTE, $otherImage.pack("C*")); GL.Enable(GL::TEXTURE_2D); end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL.BindTexture(GL::TEXTURE_2D, $texName[0]); GL.Begin(GL::QUADS); GL.TexCoord(0.0, 0.0); GL.Vertex(-2.0, -1.0, 0.0); GL.TexCoord(0.0, 1.0); GL.Vertex(-2.0, 1.0, 0.0); GL.TexCoord(1.0, 1.0); GL.Vertex(0.0, 1.0, 0.0); GL.TexCoord(1.0, 0.0); GL.Vertex(0.0, -1.0, 0.0); GL.End(); GL.BindTexture(GL::TEXTURE_2D, $texName[1]); GL.Begin(GL::QUADS); GL.TexCoord(0.0, 0.0); GL.Vertex(1.0, -1.0, 0.0); GL.TexCoord(0.0, 1.0); GL.Vertex(1.0, 1.0, 0.0); GL.TexCoord(1.0, 1.0); GL.Vertex(2.41421, 1.0, -1.41421); GL.TexCoord(1.0, 0.0); GL.Vertex(2.41421, -1.0, -1.41421); GL.End(); GL.Flush(); } reshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); GLU.Perspective(60.0, w/h, 1.0, 30.0); GL.MatrixMode(GL::MODELVIEW); GL.LoadIdentity(); GL.Translate(0.0, 0.0, -3.6); } #* ARGSUSED1 */ keyboard = Proc.new {|key, x, y| case (key) when 27 exit(0); end } GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT.InitWindowSize(250, 250); GLUT.InitWindowPosition(100, 100); GLUT.CreateWindow($0); init(); GLUT.ReshapeFunc(reshape); GLUT.DisplayFunc(display); GLUT.KeyboardFunc(keyboard); GLUT.MainLoop();