Ejemplo n.º 1
0
static void
inittextures(void)
{
   glGenTextures(1, &t1id);
   glBindTexture(GL_TEXTURE_2D, t1id);

   if (!LoadRGBMipmaps("../images/tile.rgb", GL_RGB)) {
      fprintf(stderr, "Error reading a texture.\n");
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glGenTextures(1, &t2id);
   glBindTexture(GL_TEXTURE_2D, t2id);

   if (!LoadRGBMipmaps("../images/bw.rgb", GL_RGB)) {
      fprintf(stderr, "Error reading a texture.\n");
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
Ejemplo n.º 2
0
static void inittextures(void)
{
  glGenTextures(1,&t1id);
  glBindTexture(GL_TEXTURE_2D,t1id);

  glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  if (!LoadRGBMipmaps(DEMOS_DATA_DIR "tile.rgb", GL_RGB)) {
    fprintf(stderr,"Error reading a texture.\n");
    exit(-1);
  }

  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);

  glGenTextures(1,&t2id);
  glBindTexture(GL_TEXTURE_2D,t2id);

  glPixelTransferf(GL_RED_SCALE, 0.75);
  glPixelTransferf(GL_RED_BIAS, 0.25);
  glPixelTransferf(GL_GREEN_SCALE, 0.75);
  glPixelTransferf(GL_GREEN_BIAS, 0.25);
  glPixelTransferf(GL_BLUE_SCALE, 0.75);
  glPixelTransferf(GL_BLUE_BIAS, 0.25);

  if (!LoadRGBMipmaps(DEMOS_DATA_DIR "bw.rgb", GL_RGB)) {
    fprintf(stderr,"Error reading a texture.\n");
    exit(-1);
  }

  glPixelTransferf(GL_RED_SCALE, 1.0);
  glPixelTransferf(GL_RED_BIAS, 0.0);
  glPixelTransferf(GL_GREEN_SCALE, 1.0);
  glPixelTransferf(GL_GREEN_BIAS, 0.0);
  glPixelTransferf(GL_BLUE_SCALE, 1.0);
  glPixelTransferf(GL_BLUE_BIAS, 0.0);


  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
}
Ejemplo n.º 3
0
static void Init( int argc, char *argv[] )
{
   GLuint u;
   for (u = 0; u < 2; u++) {
      glActiveTextureARB(GL_TEXTURE0_ARB + u);
      glBindTexture(GL_TEXTURE_2D, 10+u);
      if (u == 0)
         glEnable(GL_TEXTURE_2D);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

      if (u == 0)
         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      else
         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);

      glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
      if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
         printf("Error: couldn't load texture image\n");
         exit(1);
      }
   }

   glLineStipple(1, 0xff);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}
Ejemplo n.º 4
0
static void 
Init(void)
{
  GLfloat lightPos[4] =
  {1.0, 10.0, 10.0, 0.0};
  glClearColor(0.5, 0.8, 0.99, 1.0);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_NORMALIZE);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
  glShadeModel(GL_FLAT);

  LoadRGBMipmaps("logo.bw", 1);
}
Ejemplo n.º 5
0
static void Init( void )
{
   static const char *modulate2D =
      "!!ARBfp1.0\n"
      "TEMP R0;\n"
      "TEX R0, fragment.texcoord[0], texture[0], 2D; \n"
      "MUL result.color, R0, fragment.color; \n"
      "END"
      ;
   GLuint modulateProg;
   GLuint Texture;

   if (!glutExtensionSupported("GL_ARB_fragment_program")) {
      printf("Error: GL_ARB_fragment_program not supported!\n");
      exit(1);
   }
   printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));

   /* Setup the fragment program */
   glGenProgramsARB(1, &modulateProg);
   glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, modulateProg);
   glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                        strlen(modulate2D), (const GLubyte *)modulate2D);

   printf("glGetError = 0x%x\n", (int) glGetError());
   printf("glError(GL_PROGRAM_ERROR_STRING_ARB) = %s\n",
          (char *) glGetString(GL_PROGRAM_ERROR_STRING_ARB));
   assert(glIsProgramARB(modulateProg));

   glEnable(GL_FRAGMENT_PROGRAM_ARB);

   /* Load texture */
   glGenTextures(1, &Texture);
   glBindTexture(GL_TEXTURE_2D, Texture);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image file %s\n", TEXTURE_FILE);
      exit(1);
   }
   /* XXX this enable shouldn't really be needed!!! */
   glEnable(GL_TEXTURE_2D);

   glClearColor(.3, .3, .3, 0);
}
TexturedScreenRenderer::TexturedScreenRenderer(const char* filename) {
  glGenTextures(1, ssTexName_);
  glBindTexture(GL_TEXTURE_2D, ssTexName_[0]);
  LoadRGBMipmaps(filename, GL_RGB);
}
Ejemplo n.º 7
0
static void Init(int argc, char *argv[])
{
   GLfloat fogColor[4] = {0.5,1.0,0.5,1.0};

   xrot = 0;
   yrot = 0;
   dist = -6;
   plane[0] = 1.0;
   plane[1] = 0.0;
   plane[2] = -1.0;
   plane[3] = 0.0;

   glClearColor(0.0, 0.0, 1.0, 0.0);
   glEnable( GL_DEPTH_TEST );
   glEnable( GL_VERTEX_ARRAY_EXT );
   glEnable( GL_NORMAL_ARRAY_EXT );

   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   glFrustum( -1.0, 1.0, -1.0, 1.0, 5, 25 );

   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
   glClipPlane(GL_CLIP_PLANE0, plane);

   InitMaterials();

   set_matrix();

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
   glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);

   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);


   /* Green fog is easy to see */
   glFogi(GL_FOG_MODE,GL_EXP2);
   glFogfv(GL_FOG_COLOR,fogColor);
   glFogf(GL_FOG_DENSITY,0.15);
   glHint(GL_FOG_HINT,GL_DONT_CARE);

   {
      static int firsttime = 1;
      if (firsttime) {
	 firsttime = 0;
	 compactify_arrays();
	 expand_arrays();
	 make_tri_indices();

	 if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
	    printf("Error: couldn't load texture image\n");
	    exit(1);
	 }
      }
   }

   ModeMenu(SHADE_SMOOTH|
	    LIT|
	    POINT_FILTER|
	    NO_USER_CLIP|
	    NO_MATERIALS|
	    NO_FOG|
	    NO_STIPPLE|
	    IMMEDIATE|
	    STRIPS|
	    UNLOCKED|
	    GLVERTEX);

   if (PrintInfo) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}
Ejemplo n.º 8
0
static void Init( int argc, char *argv[] )
{
   GLboolean convolve = GL_FALSE;
   GLboolean fullscreen = GL_FALSE;
   int i;

   for (i = 1; i < argc; i++) {
      if (strcmp(argv[i], "-info")==0) {
         printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
         printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
         printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
         printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
      }
      else if (strcmp(argv[i], "-c")==0) {
         convolve = GL_TRUE;
      }
      else if (strcmp(argv[i], "-f")==0) {
         fullscreen = GL_TRUE;
      }
   }

   if (fullscreen)
      glutFullScreen();

   /* Cylinder object */
   {
      static GLfloat height = 100.0;
      static GLfloat radius = 40.0;
      static GLint slices = 24;  /* pie slices around Z axis */
      static GLint stacks = 10;  /* subdivisions along length of cylinder */
      static GLint rings = 4;    /* rings in the end disks */
      GLUquadricObj *q = gluNewQuadric();
      assert(q);
      gluQuadricTexture(q, GL_TRUE);

      CylinderObj = glGenLists(1);
      glNewList(CylinderObj, GL_COMPILE);

      glPushMatrix();
      glTranslatef(0.0, 0.0, -0.5 * height);

      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      /*glScalef(8.0, 4.0, 2.0);*/
      glMatrixMode(GL_MODELVIEW);

      /* cylinder */
      gluQuadricNormals(q, GL_SMOOTH);
      gluQuadricTexture(q, GL_TRUE);
      gluCylinder(q, radius, radius, height, slices, stacks);

      /* end cap */
      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      glScalef(3.0, 3.0, 1.0);
      glMatrixMode(GL_MODELVIEW);

      glTranslatef(0.0, 0.0, height);
      gluDisk(q, 0.0, radius, slices, rings);

      /* other end cap */
      glTranslatef(0.0, 0.0, -height);
      gluQuadricOrientation(q, GLU_INSIDE);
      gluDisk(q, 0.0, radius, slices, rings);

      glPopMatrix();

      glMatrixMode(GL_TEXTURE);
      glLoadIdentity();
      glMatrixMode(GL_MODELVIEW);

      glEndList();
      gluDeleteQuadric(q);
   }

   /* Teapot */
   {
      TeapotObj = glGenLists(1);
      glNewList(TeapotObj, GL_COMPILE);

      glFrontFace(GL_CW);
      glutSolidTeapot(40.0);
      glFrontFace(GL_CCW);

      glEndList();
   }

   /* show cylinder by default */
   Object = CylinderObj;


   /* lighting */
   glEnable(GL_LIGHTING);
   {
      GLfloat pos[4] = { 3, 3, 3, 1 };
      glLightfv(GL_LIGHT0, GL_AMBIENT, Black);
      glLightfv(GL_LIGHT0, GL_DIFFUSE, White);
      glLightfv(GL_LIGHT0, GL_SPECULAR, White);
      glLightfv(GL_LIGHT0, GL_POSITION, pos);
      glEnable(GL_LIGHT0);
      glMaterialfv(GL_FRONT, GL_AMBIENT, Black);
      glMaterialf(GL_FRONT, GL_SHININESS, Shininess);
      glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
   }

   /* Base texture */
   glGenTextures(1, &BaseTexture);
   glBindTexture(GL_TEXTURE_2D, BaseTexture);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   if (!LoadRGBMipmaps(BASE_TEXTURE_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image file %s\n", BASE_TEXTURE_FILE);
      exit(1);
   }

   /* Specular texture */
   glGenTextures(1, &SpecularTexture);
   glBindTexture(GL_TEXTURE_2D, SpecularTexture);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   if (convolve) {
      /* use convolution to blur the texture to simulate a dull finish
       * on the object.
       */
      GLubyte *img;
      GLenum format;
      GLint w, h;
      GLfloat filter[FILTER_SIZE][FILTER_SIZE][4];

      for (h = 0; h < FILTER_SIZE; h++) {
         for (w = 0; w < FILTER_SIZE; w++) {
            const GLfloat k = 1.0 / (FILTER_SIZE * FILTER_SIZE);
            filter[h][w][0] = k;
            filter[h][w][1] = k;
            filter[h][w][2] = k;
            filter[h][w][3] = k;
         }
      }

      glEnable(GL_CONVOLUTION_2D);
      glConvolutionParameteri(GL_CONVOLUTION_2D,
                              GL_CONVOLUTION_BORDER_MODE, GL_CONSTANT_BORDER);
      glConvolutionFilter2D(GL_CONVOLUTION_2D, GL_RGBA,
                            FILTER_SIZE, FILTER_SIZE,
                            GL_RGBA, GL_FLOAT, filter);

      img = LoadRGBImage(SPECULAR_TEXTURE_FILE, &w, &h, &format);
      if (!img) {
         printf("Error: couldn't load texture image file %s\n",
                SPECULAR_TEXTURE_FILE);
         exit(1);
      }

      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0,
                   format, GL_UNSIGNED_BYTE, img);
      free(img);
   }
   else {
      /* regular path */
      if (!LoadRGBMipmaps(SPECULAR_TEXTURE_FILE, GL_RGB)) {
         printf("Error: couldn't load texture image file %s\n",
                SPECULAR_TEXTURE_FILE);
         exit(1);
      }
   }

   /* misc */
   glEnable(GL_CULL_FACE);
   glEnable(GL_TEXTURE_2D);
   glEnable(GL_DEPTH_TEST);
   glEnable(GL_NORMALIZE);

   glPolygonOffset( -1, -1 );
}
Ejemplo n.º 9
0
static void
inittextures(void)
{
   GLubyte tsky[TEX_SKY_HEIGHT][TEX_SKY_WIDTH][3];
   GLuint x, y;
   GLfloat fact;
   GLenum gluerr;

   /* Brick */

   glGenTextures(1, &t1id);
   glBindTexture(GL_TEXTURE_2D, t1id);

   if (!LoadRGBMipmaps("../images/bw.rgb", 3)) {
      fprintf(stderr, "Error reading a texture.\n");
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   /* Sky */

   glGenTextures(1, &t2id);
   glBindTexture(GL_TEXTURE_2D, t2id);

   for (y = 0; y < TEX_SKY_HEIGHT; y++)
      for (x = 0; x < TEX_SKY_WIDTH; x++)
	 if (y < TEX_SKY_HEIGHT / 2) {
	    fact = y / (GLfloat) (TEX_SKY_HEIGHT / 2);
	    tsky[y][x][0] =
	       (GLubyte) (255.0f * (0.1f * fact + 0.3f * (1.0f - fact)));
	    tsky[y][x][1] =
	       (GLubyte) (255.0f * (0.2f * fact + 1.0f * (1.0f - fact)));
	    tsky[y][x][2] = 255;
	 }
	 else {
	    tsky[y][x][0] = tsky[TEX_SKY_HEIGHT - y - 1][x][0];
	    tsky[y][x][1] = tsky[TEX_SKY_HEIGHT - y - 1][x][1];
	    tsky[y][x][2] = 255;
	 }

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
   if (
       (gluerr =
	gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TEX_SKY_WIDTH, TEX_SKY_HEIGHT,
			  GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) (tsky)))) {
      fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
Ejemplo n.º 10
0
static void
inittextures(void)
{
   GLenum gluerr;
   GLubyte tex[128][128][4];

   glGenTextures(1, &groundid);
   glBindTexture(GL_TEXTURE_2D, groundid);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
   if (!LoadRGBMipmaps(DEMOS_DATA_DIR "s128.rgb", GL_RGB)) {
      fprintf(stderr, "Error reading a texture.\n");
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

   glGenTextures(1, &treeid);
   glBindTexture(GL_TEXTURE_2D, treeid);

   if (1)
   {
      int w, h;
      GLenum format;
      int x, y;
      GLubyte *image = LoadRGBImage(DEMOS_DATA_DIR "tree3.rgb",
				    &w, &h, &format);

      if (!image) {
	 fprintf(stderr, "Error reading a texture.\n");
	 exit(-1);
      }

      for (y = 0; y < 128; y++)
	 for (x = 0; x < 128; x++) {
	    tex[x][y][0] = image[(y + x * 128) * 3];
	    tex[x][y][1] = image[(y + x * 128) * 3 + 1];
	    tex[x][y][2] = image[(y + x * 128) * 3 + 2];
	    if ((tex[x][y][0] == tex[x][y][1]) &&
		(tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255))
	       tex[x][y][3] = 0;
	    else
	       tex[x][y][3] = 255;
	 }

      if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA,
				      GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) {
	 fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
	 exit(-1);
      }
   }
   else {
      if (!LoadRGBMipmaps(DEMOS_DATA_DIR "tree2.rgba", GL_RGBA)) {
	 fprintf(stderr, "Error reading a texture.\n");
	 exit(-1);
      }
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
Ejemplo n.º 11
0
static void Init( void )
{
   GLfloat maxBias;

   if (!glutExtensionSupported("GL_EXT_texture_lod_bias")) {
      printf("Sorry, GL_EXT_texture_lod_bias not supported by this renderer.\n");
      exit(1);
   }

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glGenTextures(1, &TexObj);
   glBindTexture(GL_TEXTURE_2D, TexObj);

   if (glutExtensionSupported("GL_SGIS_generate_mipmap")) {
      /* test auto mipmap generation */
      GLint width, height, i;
      GLenum format;
      GLubyte *image = LoadRGBImage(TEXTURE_FILE, &width, &height, &format);
      if (!image) {
         printf("Error: could not load texture image %s\n", TEXTURE_FILE);
         exit(1);
      }
      /* resize to 256 x 256 */
      if (width != 256 || height != 256) {
         GLubyte *newImage = malloc(256 * 256 * 4);
         gluScaleImage(format, width, height, GL_UNSIGNED_BYTE, image,
                       256, 256, GL_UNSIGNED_BYTE, newImage);
         free(image);
         image = newImage;
      }
      printf("Using GL_SGIS_generate_mipmap\n");
      glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
      glTexImage2D(GL_TEXTURE_2D, 0, format, 256, 256, 0,
                   format, GL_UNSIGNED_BYTE, image);
      free(image);

      /* make sure mipmap was really generated correctly */
      width = height = 256;
      for (i = 0; i < 9; i++) {
         GLint w, h;
         glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_WIDTH, &w);
         glGetTexLevelParameteriv(GL_TEXTURE_2D, i, GL_TEXTURE_HEIGHT, &h);
         printf("Level %d size: %d x %d\n", i, w, h);
         assert(w == width);
         assert(h == height);
         width /= 2;
         height /= 2;
      }

   }
   else if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
      printf("Error: could not load texture image %s\n", TEXTURE_FILE);
      exit(1);
   }

   /* mipmapping required for this extension */
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &maxBias);
   printf("LOD bias range: [%g, %g]\n", -maxBias, maxBias);
   BiasMin = -100 * maxBias;
   BiasMax =  100 * maxBias;

   /* Since we have (about) 8 mipmap levels, no need to bias beyond
    * the range [-1, +8].
    */
   if (BiasMin < -100)
      BiasMin = -100;
   if (BiasMax > 800)
      BiasMax = 800;
}
Ejemplo n.º 12
0
static void Init( int argc, char *argv[] )
{
   GLuint texObj[2];
   GLint units;

   if (!glutExtensionSupported("GL_ARB_multitexture")) {
      printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
      exit(1);
   }
   if (!glutExtensionSupported("GL_EXT_paletted_texture")) {
      printf("Sorry, GL_EXT_paletted_texture not supported by this renderer.\n");
      exit(1);
   }

   glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &units);
   printf("%d texture units supported\n", units);

   /* allocate two texture objects */
   glGenTextures(2, texObj);

   /* setup texture obj 0 */
   glBindTexture(GL_TEXTURE_2D, texObj[0]);
#ifdef LINEAR_FILTER
   /* linear filtering looks much nicer but is much slower for Mesa */
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
foo
#else
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   load_tex(TEXTURE_1_FILE, 0);
#if 0
   if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image\n");
      exit(1);
   }
#endif

   /* setup texture obj 1 */
   glBindTexture(GL_TEXTURE_2D, texObj[1]);
#ifdef LINEAR_FILTER
   /* linear filtering looks much nicer but is much slower for Mesa */
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
foo
#else
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   load_tex(TEXTURE_2_FILE, 1);
#if 0
   if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image\n");
      exit(1);
   }
#endif

   /* now bind the texture objects to the respective texture units */
#ifdef GL_ARB_multitexture
   glActiveTextureARB(GL_TEXTURE0_ARB);
   glBindTexture(GL_TEXTURE_2D, texObj[0]);
   glActiveTextureARB(GL_TEXTURE1_ARB);
   glBindTexture(GL_TEXTURE_2D, texObj[1]);
#endif

   glShadeModel(GL_FLAT);
   glClearColor(0.3, 0.3, 0.4, 1.0);

   ModeMenu(TEXBOTH);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}
static void Init( int argc, char *argv[] )
{
   GLUquadricObj *q = gluNewQuadric();
   CylinderObj = glGenLists(1);
   glNewList(CylinderObj, GL_COMPILE);

   glTranslatef(0.0, 0.0, -1.0);

   /* cylinder */
   gluQuadricNormals(q, GL_SMOOTH);
   gluQuadricTexture(q, GL_TRUE);
   gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);

   /* end cap */
   glTranslatef(0.0, 0.0, 2.0);
   gluDisk(q, 0.0, 0.6, 24, 1);

   /* other end cap */
   glTranslatef(0.0, 0.0, -2.0);
   gluQuadricOrientation(q, GLU_INSIDE);
   gluDisk(q, 0.0, 0.6, 24, 1);

   glEndList();
   gluDeleteQuadric(q);

   /* lighting */
   glEnable(GL_LIGHTING);
   {
      GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
      GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
      GLfloat teal[4] = { 0.0, 1.0, 0.8, 1.0 };
      glMaterialfv(GL_FRONT, GL_DIFFUSE, teal);
      glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
      glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
      glEnable(GL_LIGHT0);
   }

   /* fitering = nearest, initially */
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
   glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);

   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

   if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB)) {
      printf("Error: couldn't load texture image\n");
      exit(1);
   }

   glEnable(GL_CULL_FACE);  /* don't need Z testing for convex objects */

   SetMode(LIT);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}
Ejemplo n.º 14
0
static void
inittextures(void)
{
   GLenum gluerr;
   GLubyte tex[128][128][4];

   glGenTextures(1, &groundid);
   glBindTexture(GL_TEXTURE_2D, groundid);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef MONA
   if (!LoadRGBMipmaps("../images/s128.rgb", GL_RGB)) {
#else
   if (!LoadRGBMipmaps("/MESA/S128.RGB", GL_RGB)) {
#endif
      fprintf(stderr, "Error reading a texture.\n");
      exit(-1);
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);

   glGenTextures(1, &treeid);
   glBindTexture(GL_TEXTURE_2D, treeid);

   if (1)
   {
      int w, h;
      GLenum format;
      int x, y;
      GLubyte *image = LoadRGBImage("../images/tree3.rgb", &w, &h, &format);

      if (!image) {
	 fprintf(stderr, "Error reading a texture.\n");
	 exit(-1);
      }

      for (y = 0; y < 128; y++)
	 for (x = 0; x < 128; x++) {
	    tex[x][y][0] = image[(y + x * 128) * 3];
	    tex[x][y][1] = image[(y + x * 128) * 3 + 1];
	    tex[x][y][2] = image[(y + x * 128) * 3 + 2];
	    if ((tex[x][y][0] == tex[x][y][1]) &&
		(tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255))
	       tex[x][y][3] = 0;
	    else
	       tex[x][y][3] = 255;
	 }

      if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA,
				      GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) {
	 fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
	 exit(-1);
      }
   }
   else {
      if (!LoadRGBMipmaps("../images/tree2.rgba", GL_RGBA)) {
	 fprintf(stderr, "Error reading a texture.\n");
	 exit(-1);
      }
   }

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		   GL_LINEAR_MIPMAP_LINEAR);
   glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}

static void
inittree(void)
{
   int i;
   float dist;

   for (i = 0; i < NUMTREE; i++)
      do {
	 treepos[i][0] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
	 treepos[i][1] = 0.0;
	 treepos[i][2] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
	 dist =
	    sqrt(treepos[i][0] * treepos[i][0] +
		 treepos[i][2] * treepos[i][2]);
      } while ((dist < TREEINR) || (dist > TREEOUTR));
}
Ejemplo n.º 15
0
static void Init( int argc, char *argv[] )
{
   GLuint texObj[8];
   GLint size, i;

   const char *exten = (const char *) glGetString(GL_EXTENSIONS);
   if (!strstr(exten, "GL_ATI_fragment_shader")) {
      printf("Sorry, GL_ATI_fragment_shader not supported by this renderer.\n");
      exit(1);
   }


   glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
   printf("%d x %d max texture size\n", size, size);

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   for (i = 0; i < NumUnits; i++) {
      if (i < 6)
         TexEnabled[i] = GL_TRUE;
      else
         TexEnabled[i] = GL_FALSE;
   }

   /* allocate two texture objects */
   glGenTextures(NumUnits, texObj);

   /* setup the texture objects */
   for (i = 0; i < NumUnits; i++) {

      glActiveTextureARB(GL_TEXTURE0_ARB + i);
      glBindTexture(GL_TEXTURE_2D, texObj[i]);

      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

      if (i == 0) {
         if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
            printf("Error: couldn't load texture image\n");
            exit(1);
         }
      }
      else if (i == 1) {
         if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
            printf("Error: couldn't load texture image\n");
            exit(1);
         }
      }
      else {
         /* checker */
         GLubyte image[8][8][3];
         GLint i, j;
         for (i = 0; i < 8; i++) {
            for (j = 0; j < 8; j++) {
               if ((i + j) & 1) {
                  image[i][j][0] = 50;
                  image[i][j][1] = 50;
                  image[i][j][2] = 50;
               }
               else {
                  image[i][j][0] = 25;
                  image[i][j][1] = 25;
                  image[i][j][2] = 25;
               }
            }
         }
         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0,
                      GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *) image);
      }

      /* Bind texObj[i] to ith texture unit */
/*      if (i < 2)
         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
      else
         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);*/

      if (TexEnabled[i])
         glEnable(GL_TEXTURE_2D);
   }

   boringshaderID = glGenFragmentShadersATI(1);
   boring2passID = glGenFragmentShadersATI(1);
   if (boring2passID == 0)
   {
      fprintf(stderr, "couldn't get frag shader id\n");
      exit(1);
   }
   glBindFragmentShaderATI(boringshaderID);
/* maybe not the most creative shader but at least I know how it should look like! */
   glBeginFragmentShaderATI();
   glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
   glColorFragmentOp2ATI(GL_MUL_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
   glAlphaFragmentOp1ATI(GL_MOV_ATI,
			 GL_REG_0_ATI, GL_NONE,
			 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
   glColorFragmentOp3ATI(GL_MAD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_1_ATI, GL_NONE, GL_NONE,
			 GL_REG_2_ATI, GL_NONE, GL_NONE);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_3_ATI, GL_NONE, GL_NONE);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_4_ATI, GL_NONE, GL_NONE);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_5_ATI, GL_NONE, GL_NONE);
   glEndFragmentShaderATI();

/* mathematically equivalent to first shader but using 2 passes together with
   some tex coord rerouting */
   glBindFragmentShaderATI(boring2passID);
   glBeginFragmentShaderATI();
   glPassTexCoordATI(GL_REG_1_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_2_ATI, GL_NONE, GL_NONE,
			 GL_REG_3_ATI, GL_NONE, GL_NONE);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_4_ATI, GL_NONE, GL_NONE);
   glColorFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_5_ATI, GL_NONE, GL_NONE);
   /* not really a dependant read */
   glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI);
   glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
   glPassTexCoordATI(GL_REG_5_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI);
   glColorFragmentOp2ATI(GL_MUL_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
   glAlphaFragmentOp1ATI(GL_MOV_ATI,
			 GL_REG_0_ATI, GL_NONE,
			 GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
   glColorFragmentOp3ATI(GL_MAD_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_1_ATI, GL_NONE, GL_NONE,
			 GL_REG_5_ATI, GL_NONE, GL_NONE);
   /* in principle we're finished here, but to test a bit more
      we do some fun with dot ops, replication et al. */
   glSetFragmentShaderConstantATI(GL_CON_3_ATI, shaderconstant);
   glColorFragmentOp2ATI(GL_DOT4_ATI,
			 GL_REG_3_ATI, GL_GREEN_BIT_ATI, GL_EIGHTH_BIT_ATI,
			 GL_ZERO, GL_NONE, GL_COMP_BIT_ATI | GL_NEGATE_BIT_ATI,
			 GL_CON_3_ATI, GL_RED, GL_2X_BIT_ATI);
   /* those args must get ignored, except dstReg */
   glAlphaFragmentOp2ATI(GL_DOT4_ATI,
			 GL_REG_4_ATI, GL_NONE,
			 GL_ZERO, GL_NONE, GL_NONE,
			 GL_ZERO, GL_NONE, GL_NONE);
   /* -> reg3 g = reg4 alpha = -0.5 */
   glAlphaFragmentOp2ATI(GL_ADD_ATI,
			 GL_REG_5_ATI, GL_NONE,
			 GL_REG_3_ATI, GL_GREEN, GL_NONE,
			 GL_REG_4_ATI, GL_NONE, GL_NONE);
   /* -> reg5 a = -1 */
   glColorFragmentOp3ATI(GL_DOT2_ADD_ATI,
			 GL_REG_4_ATI, GL_BLUE_BIT_ATI, GL_HALF_BIT_ATI,
			 GL_REG_5_ATI, GL_ALPHA, GL_NEGATE_BIT_ATI,
			 GL_ONE, GL_NONE, GL_BIAS_BIT_ATI,
			 GL_ONE, GL_ALPHA, GL_2X_BIT_ATI | GL_NEGATE_BIT_ATI);
   /* -> reg 4 b = -0.5 */
   glColorFragmentOp2ATI(GL_MUL_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE,
			 GL_REG_4_ATI, GL_BLUE, GL_NEGATE_BIT_ATI | GL_2X_BIT_ATI,
			 GL_REG_0_ATI, GL_NONE, GL_NONE);
   glEndFragmentShaderATI();

   glBindFragmentShaderATI(boringshaderID);
   glEnable(GL_FRAGMENT_SHADER_ATI);

   glShadeModel(GL_FLAT);
   glClearColor(0.3, 0.3, 0.4, 1.0);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
   printf("output should be identical with both shaders to multiarb demo when 6 textures are enabled\n");
}