Пример #1
0
void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
		const MathUtil::Rectangle<float> &drawrc, int width, int height) const
{
	// Texture map xfbSource->texture onto the main buffer

	glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);

	glBegin(GL_QUADS);
	glTexCoord2f(sourcerc.left, sourcerc.bottom);
	glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
	glVertex2f(drawrc.left, drawrc.bottom);

	glTexCoord2f(sourcerc.left, sourcerc.top);
	glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
	glVertex2f(drawrc.left, drawrc.top);

	glTexCoord2f(sourcerc.right, sourcerc.top);
	glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
	glVertex2f(drawrc.right, drawrc.top);

	glTexCoord2f(sourcerc.right, sourcerc.bottom);
	glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
	glVertex2f(drawrc.right, drawrc.bottom);
	glEnd();

	GL_REPORT_ERRORD();
}
void SetTextureCoord(float x, float z)
{
	// Find the (u, v) coordinate for the current vertex
	float u =  (float)x / (float)MAP_SIZE;
	float v = -(float)z / (float)MAP_SIZE;
	

/////// * /////////// * /////////// * NEW * /////// * /////////// * /////////// *

	// Instead of using the normal API for assigning the current texture
	// coordinate, we want to use the glMultiTexCoord2fARB() function.
	// This will allow us to choose the (u, v) coordinate for every texture
	// map, since we are using multitexturing.  Due to the fact that we
	// are going to be using the texture matrix to set the tiling of our
	// detail texture, we just assign the same (u, v) coordinate for both
	// textures.  

	// Give OpenGL the current terrain texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);

	// Give OpenGL the current detail texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);

/////// * /////////// * /////////// * NEW * /////// * /////////// * /////////// *


}
Пример #3
0
static void
DrawScene(WindowData *pwdata)
{
    /* Render a triangle - multi-textured if ARB_multitexture is supported. */

    glClearColor (0.0, 0.0, 0.0, 0.0);          /* BLACK */
    glClear (GL_COLOR_BUFFER_BIT);

    glMatrixMode (GL_MODELVIEW);
    glLoadIdentity();

    glRotatef (pwdata->spin, 0.0, 0.0, 1.0);

    pwdata->spin += 2;

    if (pwdata->spin >= 360) {
        pwdata->spin = 0;
    }

    if (pwdata->hasMultitexture) {
        /*
         * ==========================================================
         * ==========================================================
         * Use an extension function without doing anything special!
         * OpenGL 1.2, OpenGL 1.3 procs can be used similarly - as
         * long we ensure it is supported - just as we have done
         * for MultiTexCoord here.
         * ==========================================================
         * ==========================================================
         */ 

        glBegin( GL_POLYGON );
            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 0.0);
            glColor3f (1.0, 0.0, 0.0); 
            glVertex3f(0.0, 0.0, 0.0);
                                
            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);
            glColor3f (0.0, 1.0, 0.0); 
            glVertex3f(0.5, 0.0, 0.0);

            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);
            glColor3f (0.0, 0.0, 1.0); 
            glVertex3f(0.5, 0.5, 0.0);          
        glEnd();
    } else {
        glBegin( GL_POLYGON );
            glColor3f (1.0, 0.0, 0.0); 
            glVertex3f(0.0, 0.0, 0.0);
                                
            glColor3f (0.0, 1.0, 0.0); 
            glVertex3f(0.5, 0.0, 0.0);

            glColor3f (0.0, 0.0, 1.0); 
            glVertex3f(0.5, 0.5, 0.0);          
        glEnd();
    }

    glXSwapBuffers(pwdata->display, pwdata->window);
}
Пример #4
0
FX_ENTRY void FX_CALL
grDrawPoint( const void *pt )
{
  float *x = (float*)pt + xy_off/sizeof(float);
  float *y = (float*)pt + xy_off/sizeof(float) + 1;
  float *z = (float*)pt + z_off/sizeof(float);
  float *q = (float*)pt + q_off/sizeof(float);
  unsigned char *pargb = (unsigned char*)pt + pargb_off;
  float *s0 = (float*)pt + st0_off/sizeof(float);
  float *t0 = (float*)pt + st0_off/sizeof(float) + 1;
  float *s1 = (float*)pt + st1_off/sizeof(float);
  float *t1 = (float*)pt + st1_off/sizeof(float) + 1;
  float *fog = (float*)pt + fog_ext_off/sizeof(float);
  LOG("grDrawPoint()\r\n");

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  glBegin(GL_POINTS);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
      ytex(0, *t0 / *q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
      ytex(1, *t1 / *q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*s0 / *q / (float)tex0_width,
      ytex(0, *t0 / *q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
    -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q);

  glEnd();
}
Пример #5
0
void SetTextureCoord(float x, float z)
{
	// Find the (u, v) coordinate for the current vertex
	float u =  (float)x / (float)MAP_SIZE;
	float v = -(float)z / (float)MAP_SIZE;
	
	// Give OpenGL the current terrain texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);

	// Give OpenGL the current detail texture coordinate for our height map
	glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
}
Пример #6
0
	void CQuad::draw() {

		CHECK_GLERROR("");
		glBegin(GL_QUADS);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,u0, v0); glVertex2f(x0, y0);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,u0, v1); glVertex2f(x0, y1);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,u1, v1); glVertex2f(x1, y1);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB,u1, v0); glVertex2f(x1, y0);

		glEnd();
		CHECK_GLERROR("");
	}
Пример #7
0
static void Display( void )
{
   GLfloat x, y, s, t;

   glClear( GL_COLOR_BUFFER_BIT );

   glPushMatrix();
   glRotatef(Xrot, 1.0, 0.0, 0.0);
   glRotatef(Yrot, 0.0, 1.0, 0.0);
   glRotatef(Zrot, 0.0, 0.0, 1.0);
   glScalef(Scale, Scale, Scale);

   if (Texture)
      glColor3f(1, 1, 1);

   if (Points) {
      glBegin(GL_POINTS);
      for (t = 0.0; t <= 1.0; t += 0.025) {
         for (s = 0.0; s <= 1.0; s += 0.025) {
            x = s * 2.0 - 1.0;
            y = t * 2.0 - 1.0;
            if (!Texture)
               glColor3f(1, 0, 1);
            glMultiTexCoord2fARB(GL_TEXTURE1_ARB, t, s);
            glTexCoord2f(s, t);
            glVertex2f(x, y);
         }
      }
      glEnd();
   }
   else {
      glBegin(GL_LINES);
      for (t = 0.0; t <= 1.0; t += 0.025) {
         x = t * 2.0 - 1.0;
         if (!Texture)
            glColor3f(1, 0, 1);
         glTexCoord2f(t, 0.0);
         glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, t);
         glVertex2f(x, -1.0);
         if (!Texture)
            glColor3f(0, 1, 0);
         glTexCoord2f(t, 1.0);
         glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, t);
         glVertex2f(x, 1.0);
      }
      glEnd();
   }

   glPopMatrix();

   glutSwapBuffers();
}
Пример #8
0
/*
================
R_ArrayElementDiscrete

This is just for OpenGL conformance testing, it should never be the fastest
================
*/
static void GLAPIENTRY R_ArrayElementDiscrete( GLint index ) {
	glColor4ubv(tess.svars.colors[index]);
	if(glState.currenttmu)
	{
		glMultiTexCoord2fARB(0, tess.svars.texcoords[0][index][0], tess.svars.texcoords[0][index][1]);
		glMultiTexCoord2fARB(1, tess.svars.texcoords[1][index][0], tess.svars.texcoords[1][index][1]);
	}
	else
	{
		glTexCoord2fv(tess.svars.texcoords[0][index]);
	}
	glVertex3fv(tess.xyz[index].v);
}
Пример #9
0
/////////////////////////////////////////////////////////
// SetVertex
// set up the texture-coordinates
/////////////////////////////////////////////////////////
void GemShape :: SetVertex(GemState* state,float x, float y, float z,
                           float tx, float ty,int curCoord)
{
  TexCoord*texcoords=NULL;
  int numCoords = 0;
  int numUnits = 0;

  state->get(GemState::_GL_TEX_NUMCOORDS, numCoords);
  state->get(GemState::_GL_TEX_UNITS, numUnits);


  if (numCoords) {
    tx=state->texCoordX(curCoord);
    ty=state->texCoordY(curCoord);
  }

  if (numUnits) {
    for(int i=0; i<numUnits; i++) {
      glMultiTexCoord2fARB(GL_TEXTURE0+i, tx, ty);
    }
  } else { // no multitexturing!
    glTexCoord2f(tx, ty);
  }
  glVertex3f( x, y, z );
}
Пример #10
0
//===========================================================================
// DG_MultiTexCoord2f
//===========================================================================
void DG_MultiTexCoord2f(int target, float s, float t)
{
	if(target == GL_TEXTURE0)
		glTexCoord2f(s, t);
	else
		glMultiTexCoord2fARB(GL_TEXTURE0 + (target - DGL_TEXTURE0), s, t);
}
Пример #11
0
static void DrawObject(void)
{
   GLint i;
   GLint j;
   static const GLfloat   tex_coords[] = {  0.0,  0.0,  1.0,  1.0,  0.0 };
   static const GLfloat   vtx_coords[] = { -1.0, -1.0,  1.0,  1.0, -1.0 };

   if (!TexEnabled[0] && !TexEnabled[1])
      glColor3f(0.1, 0.1, 0.1);  /* add onto this */
   else
      glColor3f(1, 1, 1);  /* modulate this */

   glBegin(GL_QUADS);

   /* Toggle between the vector and scalar entry points.  This is done purely
    * to hit multiple paths in the driver.
    */
   if ( Drift > 0.49 ) {
      for (j = 0; j < 4; j++ ) {
	 for (i = 0; i < NumUnits; i++)
	    glMultiTexCoord2fARB(GL_TEXTURE0_ARB + i, 
				 tex_coords[j], tex_coords[j+1]);
	 glVertex2f( vtx_coords[j], vtx_coords[j+1] );
      }
   }
   else {
      for (j = 0; j < 4; j++ ) {
	 for (i = 0; i < NumUnits; i++)
	    glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + i, & tex_coords[j]);
	 glVertex2fv( & vtx_coords[j] );
      }
   }

   glEnd();
}
Пример #12
0
Sky::Impl::Impl(const std::string &tex_file, const Color &col, float alt, float reps) :
	color(col),
	altitude(alt),
	repeats(reps),
	texture(tex_file),
	sim_time(0),
	shader("sky"),
	tr(TextureMgr::get_ref())
{
	if(Settings::current.use_arb_multitexturing && Settings::current.use_arb_texture_env_combine) {
		list.begin();
		for(int i=-5;i<5;i++) {
			glBegin(GL_TRIANGLE_STRIP);
			for(int j=-5;j<6;j++) {
				glMultiTexCoord2fARB((GLenum)GL_TEXTURE0_ARB,i,j);
				glMultiTexCoord2fARB((GLenum)GL_TEXTURE1_ARB,i,j);
				glVertex3f(i*1000,altitude,j*1000);

				glMultiTexCoord2fARB((GLenum)GL_TEXTURE0_ARB,(i+1),j);
				glMultiTexCoord2fARB((GLenum)GL_TEXTURE1_ARB,(i+1),j);
				glVertex3f((i+1)*1000,altitude,j*1000);
			}
			glEnd();
		}
		list.end();
	} else {
		list.begin();
		// FIXME: maximum view distance fixed to 5000m here 
		for(int i=-5;i<5;i++) {
			glBegin(GL_TRIANGLE_STRIP);
			for(int j=-5;j<6;j++) {
				glTexCoord2f(i,j);
				glVertex3f(i*1000,altitude,j*1000);
				glTexCoord2f(i+1,j);
				glVertex3f((i+1)*1000,altitude,j*1000);
			}
			glEnd();
		}
		list.end();
	}

	if(Settings::current.use_arb_multitexturing && Settings::current.use_arb_texture_env_combine) {		
		shader.pre_load();
	} else {
		tr->load(tex_file);
	}
}
Пример #13
0
void APIENTRY gldMTexCoord2fSGIS(
	GLenum target,
	GLfloat s,
	GLfloat t)
{
	GLenum ARB_target = GL_TEXTURE0_ARB + (target - GL_TEXTURE0_SGIS);
	glMultiTexCoord2fARB(ARB_target, s, t);
}
Пример #14
0
	void	multi_tex_coord_2f(int stage, float s, float t)
	// Texture coords for the current vertex, in the specified
	// stage.
	{
		if (glMultiTexCoord2fARB)
		{
			glMultiTexCoord2fARB(stage, s, t);
		}
	}
Пример #15
0
void moTexturedGrid::SetTexCoord(MOint i, MOint j, MOint l)
{
	float s, t;
	for (int k = 1; k <= l; k++)
	{
		GetPoint(k, i, j, s, t);
        glMultiTexCoord2fARB(GL_TEXTURE0_ARB + k - 1, s, t);
	}
}
Пример #16
0
void CSm3ReadMap::DrawMinimap () 
{
	if (!minimapTexture)
		return;

	 // draw the minimap in a quad (with extends: (0,0)-(1,1))
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, minimapTexture);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);

	if(groundDrawer->DrawExtraTex()){
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
		glBindTexture(GL_TEXTURE_2D, groundDrawer->infoTex);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	float isx=gs->mapx/float(gs->pwr2mapx);
	float isy=gs->mapy/float(gs->pwr2mapy);

	glBegin(GL_QUADS);
		glTexCoord2f(0,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,isy);
		glVertex2f(0,0);
		glTexCoord2f(0,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,0,0);
		glVertex2f(0,1);
		glTexCoord2f(isx,0);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,0);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,0);
		glVertex2f(1,1);
		glTexCoord2f(isx,isy);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1,1);
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB,isx,isy);
		glVertex2f(1,0);
	glEnd();

	glActiveTextureARB(GL_TEXTURE1_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);		
	glDisable(GL_TEXTURE_2D);

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
	glDisable(GL_TEXTURE_2D);
}
Пример #17
0
void Terrain::Render()
{
	for(int z = 0; z < depth - 1; ++z)
	{	
		glBegin(GL_TRIANGLE_STRIP);
		for(int x = 0; x < width; ++x)
		{
			glNormal3f(VertexAt(x, z).nx, VertexAt(x, z).ny, VertexAt(x, z).nz);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (float)x / width, (float)z / depth);
			//glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, x%2);
			glVertex3f(x -(width * 0.5) , VertexAt(x, z).y, z -(depth * 0.5));

			glNormal3f(VertexAt(x, z + 1).nx, VertexAt(x, z + 1).ny, VertexAt(x, z + 1).nz);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (float)x / width, (float)(z + 1) / depth);
			//glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, x%2);
			glVertex3f(x -(width * 0.5), VertexAt(x, z + 1).y, z + 1 -(depth * 0.5));
		}
		glEnd();
	}
}
Пример #18
0
void TextureManager::textureCoord2f(uint32 n, float u, float v) {
	if (n >= ARRAYSIZE(texture))
		return;

	if (n == 0) {
		glTexCoord2f(u, v);
		return;
	}

	if (GfxMan.supportMultipleTextures())
		glMultiTexCoord2fARB(texture[n], u, v);
}
Пример #19
0
//*****************************************************************************
void BTerrainBlock::SetTextureCoordinate(BVector vPoint) {
  if(OpenGLHelpers::m_bMultiTexturing) {
    // Use first texture unit
    /*
    if(vPoint.m_dZ <= -126.0) {
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 62.0f/64.0f);
    } else if(vPoint.m_dZ > 0.0) {
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, 0.0f);
    } else {
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.5f, float(-vPoint.m_dZ) / 128.0f);
    }
    */
    //glMultiTexCoord2fARB(GL_TEXTURE0_ARB, float(vPoint.m_dX) / 1000.0f, float(vPoint.m_dY) / 1000.0f);
    glMultiTexCoord2fARB(GL_TEXTURE0_ARB, float(vPoint.m_dX) * BTerrain::m_fGroundTextureScaler1, float(vPoint.m_dY) * BTerrain::m_fGroundTextureScaler1);
    // Use second texture unit
    //glMultiTexCoord2fARB(GL_TEXTURE1_ARB, float(vPoint.m_dX) / 100.0f, float(vPoint.m_dY) / 100.0f);
    glMultiTexCoord2fARB(GL_TEXTURE1_ARB, float(vPoint.m_dX) * BTerrain::m_fGroundTextureScaler2, float(vPoint.m_dY) * BTerrain::m_fGroundTextureScaler2);
  } else {
    // No multitexturing, use second texture unit coordinates
    glTexCoord2f(float(vPoint.m_dX) * BTerrain::m_fGroundTextureScaler1, float(vPoint.m_dY) * BTerrain::m_fGroundTextureScaler1);
  }
}
Пример #20
0
void HUD_Picture::Render()
{
	// setup and bind texture
	glActiveTextureARB(GL_TEXTURE0_ARB );
	//bind texture 0
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,texture);

	glBegin(GL_QUADS);
		glMultiTexCoord2fARB( GL_TEXTURE0_ARB, 1, 1);
		glVertex2f(xPos+width, yPos+height); 
		glMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 1);
		glVertex2f(xPos, yPos+height);
		glMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0);
		glVertex2f(xPos,yPos);
		glMultiTexCoord2fARB( GL_TEXTURE0_ARB, 1, 0);
		glVertex2f(xPos+width, yPos);
	glEnd();

	glActiveTextureARB( GL_TEXTURE0_ARB );
	glDisable( GL_TEXTURE_2D );
	glBindTexture( GL_TEXTURE_2D, 0 );
}
Пример #21
0
static void draw( void )
{
   glClear( GL_COLOR_BUFFER_BIT );

   glColor3f( 0.0, 0.0, 0.0 );

   /* draw first polygon */
   glPushMatrix();
      glRotatef( Angle, 0.0, 0.0, 1.0 );

      if (UseArrays) {
         glDrawArrays(GL_POLYGON, 0, 4);
      }
      else {
         glBegin( GL_POLYGON );
            glTexCoord2f( 0.0, 0.0 );
            glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
            glVertex2f( -1.0, -1.0 );

            glTexCoord2f( 1.0, 0.0 );
            glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
            glVertex2f(  1.0, -1.0 );

            glTexCoord2f( 1.0, 1.0 );
            glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
            glVertex2f(  1.0,  1.0 );

            glTexCoord2f( 0.0, 1.0 );
            glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
            glVertex2f( -1.0,  1.0 );
         glEnd();
      }

   glPopMatrix();

   glutSwapBuffers();
}
Пример #22
0
void ObjMeshGPUDeformer::MakeDisplayListsPoints()
{
  printf("Creating display list for points...\n");

  displayListPoints = glGenLists(1);

  glNewList(displayListPoints, GL_COMPILE);
  glBegin(GL_POINTS);
  for (int i=0; i < (int)mesh->getNumVertices(); i++)
  {
    float s = gpgpuVertexTextureCoordinates[2*i+0];
    float t = gpgpuVertexTextureCoordinates[2*i+1];
    glMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, t);

    Vec3d pos = mesh->getPosition(i);
    glVertex3f(pos[0], pos[1], pos[2]);
  }
  glEnd();
  glEndList();
}    
Пример #23
0
void DrawTile(float x, float y, float z, float size)
{
	size *= 0.5;

	glNormal3f( 0.0f, 1.0f, 0.0f );
	glBegin(GL_TRIANGLE_STRIP);
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);
		glVertex3f(x + size, y, z - size);

		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f);
		glVertex3f(x - size, y, z - size);

		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 1.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f);
		glVertex3f(x + size, y, z + size);

		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0f, 1.0f);
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f);
		glVertex3f(x - size, y, z + size);
	glEnd();
}
Пример #24
0
void display(void)
{
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glBegin(GL_TRIANGLES);
   glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.0, 0.0);
   glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);
   glVertex2f(0.0, 0.0);
   glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 0.5, 1.0);
   glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.5, 0.0);
   glVertex2f(50.0, 100.0);
   glMultiTexCoord2fARB (GL_TEXTURE0_ARB, 1.0, 0.0);
   glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);
   glVertex2f(100.0, 0.0);
   glEnd();
   glFlush();
}
Пример #25
0
static void DrawObject(void)
{
   glBegin(GL_QUADS);

#ifdef GL_ARB_multitexture
   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
   glVertex2f(-1.0, -1.0);

   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
   glVertex2f(1.0, -1.0);

   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
   glVertex2f(1.0, 1.0);

   glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
   glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
   glVertex2f(-1.0, 1.0);
#else
   glTexCoord2f(0.0, 0.0);
   glVertex2f(-1.0, -1.0);

   glTexCoord2f(1.0, 0.0);
   glVertex2f(1.0, -1.0);

   glTexCoord2f(1.0, 1.0);
   glVertex2f(1.0, 1.0);

   glTexCoord2f(0.0, 1.0);
   glVertex2f(-1.0, 1.0);
#endif

   glEnd();
}
Пример #26
0
void CWater::RenderWater(CVec3f cameraPos, CFloat elapsedTime )
{
	if( g_fogBlurPass )
	{
		glDisable( GL_CULL_FACE );
		glBegin( GL_QUADS );
		glVertex3f(m_sidePoint[0].x, m_sidePoint[0].y, m_sidePoint[0].z);
		glVertex3f(m_sidePoint[1].x, m_sidePoint[1].y, m_sidePoint[1].z);
		glVertex3f(m_sidePoint[2].x, m_sidePoint[2].y, m_sidePoint[2].z);
		glVertex3f(m_sidePoint[3].x, m_sidePoint[3].y, m_sidePoint[3].z);
		glEnd();
		glEnable( GL_CULL_FACE );
	}
	else
	{
		glDisable( GL_CULL_FACE );
 		// Turn on the first texture unit and bind the REFLECTION texture
		glActiveTexture(GL_TEXTURE0);
		glEnable(GL_TEXTURE_2D); 
		glBindTexture(GL_TEXTURE_2D, m_waterTexture[WATER_REFLECTION_ID]);

		// Turn on the second texture unit and bind the REFRACTION texture
		glActiveTexture(GL_TEXTURE1);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, m_waterTexture[WATER_REFRACTION_ID]);

		// Turn on the third texture unit and bind the NORMAL MAP texture
		glActiveTexture(GL_TEXTURE2);
		glEnable(GL_TEXTURE_2D); 
		glBindTexture(GL_TEXTURE_2D, m_normalMapImg->GetId() );

		// Turn on the fourth texture unit and bind the DUDV MAP texture
		glActiveTexture(GL_TEXTURE3);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, m_dudvMapImg->GetId() );

		// Turn on the fifth texture unit and bind the DEPTH texture
		glActiveTexture(GL_TEXTURE4);
		glEnable(GL_TEXTURE_2D); 
		glBindTexture(GL_TEXTURE_2D, m_waterTexture[WATER_DEPTH_ID]);

		// Set the variable "reflection" to correspond to the first texture unit
		GLint uniform = glGetUniformLocationARB(g_render.m_waterProgram, "reflection"); 
		glUniform1iARB(uniform, 0); //second paramter is the texture unit 

		// Set the variable "refraction" to correspond to the second texture unit
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "refraction");
		glUniform1iARB(uniform, 1); 

		// Set the variable "normalMap" to correspond to the third texture unit
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "normalMap");
		glUniform1iARB(uniform, 2);

		// Set the variable "dudvMap" to correspond to the fourth texture unit
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "dudvMap"); 
		glUniform1iARB(uniform, 3);

		// Set the variable "depthMap" to correspond to the fifth texture unit
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "depthMap");
		glUniform1iARB(uniform, 4); 

		// Give the variable "waterColor" a blue color
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "waterColor");
		glUniform4fARB(uniform, 0.1f, 0.2f, 0.3f, 1.0f); 

		// We don't use lighting, but we do need to calculate
		// the diffuse and specular lighting on the water to increase realism.
		// position the light so it's near the light in the sky box texture.
		CVec3f lightPos(m_fWaterLPos[0], m_fWaterLPos[1], m_fWaterLPos[2]);

		// Give the variable "lightPos" our hard coded light position
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "lightPos");
		glUniform4fARB(uniform, lightPos.x, lightPos.y, lightPos.z, 1.0f); 

		// Give the variable "cameraPos" our camera position
		uniform = glGetUniformLocationARB(g_render.m_waterProgram, "cameraPos");
		glUniform4fARB(uniform, cameraPos.x, cameraPos.y, cameraPos.z, 1.0f); 
	
		// Create a static variable for the movement of the water
		static float move = 0.0f;

		// Use this variable for the normal map and make it slower
		// than the refraction map's speed.  We want the refraction
		// map to be jittery, but not the normal map's waviness.
		float move2 = move * kNormalMapScale;

		// Set the refraction map's UV coordinates to our global g_WaterUV
		float refrUV = m_fWaterUV;

		// Set our normal map's UV scale and shrink it by kNormalMapScale
		float normalUV = m_fWaterUV * kNormalMapScale;

		// Move the water by our global speed
		move += m_fWaterSpeed * elapsedTime;

		glUseProgram( g_render.m_waterProgram );

	   // Draw our huge water quad
		glBegin(GL_QUADS);

		// The back left vertex for the water
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, m_fWaterUV);				// Reflection texture				
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, refrUV - move);			// Refraction texture
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0.0f, normalUV + move2);		// Normal map texture
		glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0, 0);						// DUDV map texture
		glMultiTexCoord2fARB(GL_TEXTURE4_ARB, 0, 0);						// Depth texture
		glVertex3f(m_sidePoint[0].x, m_sidePoint[0].y, m_sidePoint[0].z);

		// The front left vertex for the water
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f);					// Reflection texture
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f - move);			// Refraction texture
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0.0f, 0.0f + move2);			// Normal map texture
		glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0, 0);						// DUDV map texture
		glMultiTexCoord2fARB(GL_TEXTURE4_ARB, 0, 0);						// Depth texture
		glVertex3f(m_sidePoint[1].x, m_sidePoint[1].y, m_sidePoint[1].z);

		// The front right vertex for the water
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, m_fWaterUV, 0.0f);				// Reflection texture
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, refrUV, 0.0f - move);			// Refraction texture
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB, normalUV, 0.0f + move2);		// Normal map texture
		glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0, 0);						// DUDV map texture
		glMultiTexCoord2fARB(GL_TEXTURE4_ARB, 0, 0);						// Depth texture
		glVertex3f(m_sidePoint[2].x, m_sidePoint[2].y, m_sidePoint[2].z);

		// The back right vertex for the water
		glMultiTexCoord2fARB(GL_TEXTURE0_ARB, m_fWaterUV, m_fWaterUV);		// Reflection texture
		glMultiTexCoord2fARB(GL_TEXTURE1_ARB, refrUV, refrUV - move);		// Refraction texture
		glMultiTexCoord2fARB(GL_TEXTURE2_ARB, normalUV, normalUV + move2);	// Normal map texture
		glMultiTexCoord2fARB(GL_TEXTURE3_ARB, 0, 0);						// DUDV map texture
		glMultiTexCoord2fARB(GL_TEXTURE4_ARB, 0, 0);						// Depth texture
		glVertex3f(m_sidePoint[3].x, m_sidePoint[3].y, m_sidePoint[3].z);

		glEnd();
		// Turn the fifth multi-texture pass off
		glActiveTexture(GL_TEXTURE4);		
		glBindTexture( GL_TEXTURE_2D, 0 );
		glDisable(GL_TEXTURE_2D);

		// Turn the fourth multi-texture pass off
		glActiveTexture(GL_TEXTURE3);		
		glBindTexture( GL_TEXTURE_2D, 0 );
		glDisable(GL_TEXTURE_2D);

		// Turn the third multi-texture pass off
		glActiveTexture(GL_TEXTURE2);
		glBindTexture( GL_TEXTURE_2D, 0 );
		glDisable(GL_TEXTURE_2D);

		// Turn the second multi-texture pass off
		glActiveTexture(GL_TEXTURE1);
		glBindTexture( GL_TEXTURE_2D, 0 );
		glDisable(GL_TEXTURE_2D);

		// Turn the first multi-texture pass off
		glActiveTexture(GL_TEXTURE0);	
		glBindTexture( GL_TEXTURE_2D, 0 );
		glDisable(GL_TEXTURE_2D);

		glEnable( GL_CULL_FACE );
		glDisable(GL_TEXTURE_2D);
	}

}
Пример #27
0
/**
 * @fn Flo::Display()
 * @brief Displays the simulation on a screen quad.
 */ 
void Flo::Display(DisplayMode mode, 
                  bool bilerp /* = false */, 
                  bool makeTex /*= false*/,
                  bool displayBoundary /* = false */)
{
  FloDisplayOp *display;

  // If makeTex is true, then we render to a viewport the size of the 
  // simulation, rather than the whole window.  Then (see below), we copy the 
  // viewport to a texture. This is a regular (non-float) 2D texture, and we 
  // can enable bilinear filtering when rendering it.  This is faster than 
  // performing the bilinear filtering directly on the float texture in a 
  // fragment program, but the quality of the filtering is lower.

  // Also note that makeTex causes the scaled and biased fields, such as the 
  // velocity, pressure, and vorticity, to lose their scaling and biasing on 
  // display...
  if (makeTex)
  {
    glPushAttrib(GL_VIEWPORT_BIT);
    glViewport(0, 0, _iWidth, _iHeight);
  }

  static DisplayMode previous = DISPLAY_COUNT;
  if (mode != previous)
  {
    switch(mode) 
    {
    default:
    case DISPLAY_INK:
      display = (bilerp) ? &_displayVectorBilerp : &_displayVector;
      display->SetFragmentParameter4f("bias", 0, 0, 0, 0);
      display->SetFragmentParameter4f("scale", 1, 1, 1, 1);
      display->SetTextureParameter("texture", _iTextures[TEXTURE_DENSITY]);
      break;
    case DISPLAY_VELOCITY:
      display = (bilerp) ? &_displayVectorBilerp : &_displayVector;
      display->SetFragmentParameter4f("bias", 0.5f, 0.5f, 0.5f, 0.5f);
      display->SetFragmentParameter4f("scale", 0.5f, 0.5f, 0.5f, 0.5f);
      display->SetTextureParameter("texture", _iTextures[TEXTURE_VELOCITY]);
      break;
    case DISPLAY_PRESSURE:
      display = (bilerp) ? &_displayScalarBilerp : &_displayScalar;
      display->SetFragmentParameter4f("bias", 0, 0, 0, 0);
      display->SetFragmentParameter4f("scale", 2, -1, -2, 1);
      display->SetTextureParameter("texture", _iTextures[TEXTURE_PRESSURE]);
      break;
    case DISPLAY_VORTICITY:
      display = (bilerp) ? &_displayScalarBilerp : &_displayScalar;
      display->SetFragmentParameter4f("bias", 0, 0, 0, 0);
      display->SetFragmentParameter4f("scale", 1, 1, -1, 1);
      display->SetTextureParameter("texture", _iTextures[TEXTURE_VORTICITY]);
      break;
    }
  }
  display->Compute();

  // See the comments about makeTex at the top of this method.
  if (makeTex)
  {
    glBindTexture(GL_TEXTURE_2D, _iDisplayTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, _iWidth, _iHeight);

    glPopAttrib(); // GL_VIEWPORT_BIT

    glEnable(GL_TEXTURE_2D);

    // now display
    glBegin(GL_QUADS);
    {
      glTexCoord2f(0, 0); glVertex2f(0, 0);
      glTexCoord2f(1, 0); glVertex2f(1, 0);
      glTexCoord2f(1, 1); glVertex2f(1, 1);
      glTexCoord2f(0, 1); glVertex2f(0, 1);
    }
    glEnd();

    glDisable(GL_TEXTURE_2D);
  }

  if (displayBoundary)
  {
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glBindTexture(GL_TEXTURE_2D, _iBCDisplayTexture);
    glEnable(GL_TEXTURE_2D);
    glActiveTextureARB(GL_TEXTURE1_ARB);
    glTexEnvf(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    glBindTexture(GL_TEXTURE_2D, _iBCDetailTexture);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glEnable(GL_TEXTURE_2D);
    glBegin(GL_QUADS);
    {
      glColor4f(1, 1, 1, 1);
      glTexCoord2f(0, 0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0); glVertex2f(0, 0);
      glTexCoord2f(1, 0); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0); glVertex2f(1, 0);
      glTexCoord2f(1, 1); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1); glVertex2f(1, 1);
      glTexCoord2f(0, 1); glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1); glVertex2f(0, 1);
    }
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glActiveTextureARB(GL_TEXTURE0_ARB);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_BLEND);
  }
}
Пример #28
0
void gDP_TexRect(unsigned int w0, unsigned int w1, unsigned int w2, unsigned int w3)
{
//	dbgprintf(0,0,"%s(%08x, %08x, %08x, %08x);", __FUNCTION__,w0,w1,w2,w3);

	// CALCULATE!
	unsigned int ULX = _SHIFTR(w1, 12, 12) / 2;
	unsigned int ULY = _SHIFTR(w1,  0, 12) / 2;
	unsigned int LRX = _SHIFTR(w0, 12, 12) / 2;
	unsigned int LRY = _SHIFTR(w0,  0, 12) / 2;

	float ULS[2], ULT[2], LRS[2], LRT[2];

	float Off_S = (float)((short)((w2 & 0xFFFF0000) >> 16)) / 32.0f;
	float Off_T = (float)((short)(w2 & 0x0000FFFF)) / 32.0f;
	float DSDX = (float)((short)((w3 & 0xFFFF0000) >> 16)) / 1024.0f;
	float DTDY = (float)((short)(w3 & 0x0000FFFF)) / 1024.0f;

	if(Gfx.OtherMode.cycleType >= 2) {
		DSDX = 1.0f;
		LRX++;
		LRY++;
	}

//	dbgprintf(0,0,"Coords: %i, %i -> %i, %i", ULX, ULY, LRX, LRY);

	if(Gfx.OtherMode.cycleType == G_CYC_COPY) DSDX /= 4.0f;

	float Off_X = (float)Off_S;
	float Off_Y = (float)Off_T;
	float Off_Size_X = (float)((LRX - ULX) * DSDX);
	float Off_Size_Y = (float)((LRY - ULY) * DTDY);

	RDP_InitLoadTexture();

	int i = 0;
	for(i = 0; i < 2; i++) {
		Texture[i].TexRectW = Off_Size_X;
		Texture[i].TexRectH = Off_Size_Y;
		Texture[i].IsTexRect = true;

		RDP_CalcTextureSize(i);

//		dbgprintf(0,0,"Tex%i: RW:%i, RH:%i", i, Texture[i].RealWidth, Texture[i].RealHeight);

		float SX = 1.0f, SY = 1.0f;

		if(Texture[i].ShiftS > 10) {
			SX = (1 << (16 - Texture[i].ShiftS));
		} else if(Texture[i].ShiftS > 0) {
			SX /= (1 << Texture[i].ShiftS);
		}

		if(Texture[i].ShiftT > 10) {
			SY = (1 << (16 - Texture[i].ShiftT));
		} else if(Texture[i].ShiftT > 0) {
			SY /= (1 << Texture[i].ShiftT);
		}

		ULS[i] = (Off_X * SX);
		ULT[i] = (Off_Y * SY);

		ULS[i] -= Texture[i].ULS + Texture[i].ScaleS - 0.5f;
		ULT[i] -= Texture[i].ULT + Texture[i].ScaleT - 0.5f;

		LRS[i] = (ULS[i] + Off_Size_X * SX - 1.0f);
		LRT[i] = (ULT[i] + Off_Size_Y * SY - 1.0f);

		ULS[i] /= Texture[i].RealWidth * 2.0f;
		ULT[i] /= Texture[i].RealHeight * 2.0f;
		LRS[i] /= Texture[i].RealWidth * 2.0f;
		LRT[i] /= Texture[i].RealHeight * 2.0f;

//		dbgprintf(0,0,"Tex%i: ULS:%4.2f, ULT:%4.2f, LRS:%4.2f, LRS:%4.2f", i, ULS[i], ULT[i], LRS[i], LRT[i]);
	}

	// RENDER!
	if(Gfx.Update) RDP_UpdateGLStates();

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, System.DrawWidth, System.DrawHeight, 0, -2048, 2048);
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	glLoadIdentity();

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	if(Gfx.OtherMode.cycleType == G_CYC_FILL) {
		glColor4f(Gfx.FillColor.R, Gfx.FillColor.G, Gfx.FillColor.B, Gfx.FillColor.A);
	} else {
		glColor4f(Gfx.BlendColor.R, Gfx.BlendColor.G, Gfx.BlendColor.B, Gfx.BlendColor.A);
	}

	glBegin(GL_QUADS);
		if(OpenGL.Ext_MultiTexture) {
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ULS[0], ULT[0]);
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, ULS[1], ULT[1]);
			glVertex2d(ULX, ULY);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, LRS[0], ULT[0]);
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, LRS[1], ULT[1]);
			glVertex2d(LRX, ULY);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, LRS[0], LRT[0]);
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, LRS[1], LRT[1]);
			glVertex2d(LRX, LRY);
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ULS[0], LRT[0]);
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, ULS[1], LRT[1]);
			glVertex2d(ULX, LRY);
		} else {
			glTexCoord2f(ULS[0], ULT[0]); glVertex2d(ULX, ULY);
			glTexCoord2f(LRS[0], ULT[0]); glVertex2d(LRX, ULY);
			glTexCoord2f(LRS[0], LRT[0]); glVertex2d(LRX, LRY);
			glTexCoord2f(ULS[0], LRT[0]); glVertex2d(ULX, LRY);
		}
	glEnd();

	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();

//	dbgprintf(0,0,"TEXRECT done.\n\n");
}
Пример #29
0
void DrawScene (WindowData *pwdata)
{
    // If WIN_swap_hint extension is supported, use it to create GREEN
    // border around the frame. We render the first frame with GREEN.
    // The second frame is the actual rendering rectangle - but is 
    // swapped with a smaller swap rectangle.

    if (pwdata->hasWinSwapHint) {
        glClearColor (0.0, 1.0, 0.0, 0.0);      // GREEN
        glClear(GL_COLOR_BUFFER_BIT);

        SwapBuffers (pwdata->hDC);

        // Setup the swap hint rect for the next frame

        //==========================================================
        //==========================================================
        // Use an extension function without doing anything special!
        // OpenGL 1.2, OpenGL 1.3 procs can be used similarly - as
        // long we ensure it is supported - just as we have done
        // for SwapHint here.
        //==========================================================
        //==========================================================

        glAddSwapHintRectWIN(20, 20, pwdata->width - 40, pwdata->height - 40);
    }

    // Render a triangle - multi-textured if ARB_multitexture is supported.

    glClearColor (0.0, 0.0, 0.0, 0.0);          // BLACK
    glClear(GL_COLOR_BUFFER_BIT);

    glMatrixMode (GL_MODELVIEW);
    glLoadIdentity();

    glRotatef (pwdata->spin, 0.0, 0.0, 1.0);

    pwdata->spin += 2;

    if (pwdata->spin >= 360) {
        pwdata->spin = 0;
    }

    if (pwdata->hasMultitexture) {
        //==========================================================
        //==========================================================
        // Use an extension function without doing anything special!
        // OpenGL 1.2, OpenGL 1.3 procs can be used similarly - as
        // long we ensure it is supported - just as we have done
        // for MultiTexCoord here.
        //==========================================================
        //==========================================================

        glBegin( GL_POLYGON );
            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 0.0, 0.0);
            glColor3f (1.0, 0.0, 0.0); 
            glVertex3f(0.0, 0.0, 0.0);
                                
            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 0.0);
            glColor3f (0.0, 1.0, 0.0); 
            glVertex3f(0.5, 0.0, 0.0);

            glMultiTexCoord2fARB (GL_TEXTURE1_ARB, 1.0, 1.0);
            glColor3f (0.0, 0.0, 1.0); 
            glVertex3f(0.5, 0.5, 0.0);          
        glEnd();
    } else {
        glBegin( GL_POLYGON );
            glColor3f (1.0, 0.0, 0.0); 
            glVertex3f(0.0, 0.0, 0.0);
                                
            glColor3f (0.0, 1.0, 0.0); 
            glVertex3f(0.5, 0.0, 0.0);

            glColor3f (0.0, 0.0, 1.0); 
            glVertex3f(0.5, 0.5, 0.0);          
        glEnd();
    }

    SwapBuffers (pwdata->hDC);
}
Пример #30
0
void LLPostProcess::drawOrthoQuad(unsigned int width, unsigned int height, QuadType type)
{
#if 0
	float noiseX = 0.f;
	float noiseY = 0.f;
	float screenRatio = 1.0f;

	if (type == QUAD_NOISE){
		noiseX = ((float) rand() / (float) RAND_MAX);
		noiseY = ((float) rand() / (float) RAND_MAX);
		screenRatio = (float) width / (float) height;
	}
	

	glBegin(GL_QUADS);
		if (type != QUAD_BLOOM_EXTRACT){
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height);
		} else {
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, (GLfloat) height * 2.0f);
		}
		if (type == QUAD_NOISE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
									noiseX,
									noiseTextureScale + noiseY);
		} else if (type == QUAD_BLOOM_COMBINE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, (GLfloat) height * 0.5f);
		}
		glVertex2f(0.f, (GLfloat) screenH - height);

		if (type != QUAD_BLOOM_EXTRACT){
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
		} else {
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.f, 0.f);
		}
		if (type == QUAD_NOISE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
									noiseX,
									noiseY);
		} else if (type == QUAD_BLOOM_COMBINE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.f, 0.f);
		}
		glVertex2f(0.f, (GLfloat) height + (screenH - height));

		
		if (type != QUAD_BLOOM_EXTRACT){
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, 0.f);
		} else {
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, 0.f);
		}
		if (type == QUAD_NOISE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
									screenRatio * noiseTextureScale + noiseX,
									noiseY);
		} else if (type == QUAD_BLOOM_COMBINE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, 0.f);
		}
		glVertex2f((GLfloat) width, (GLfloat) height + (screenH - height));

		
		if (type != QUAD_BLOOM_EXTRACT){
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width, (GLfloat) height);
		} else {
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (GLfloat) width * 2.0f, (GLfloat) height * 2.0f);
		}
		if (type == QUAD_NOISE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB,
									screenRatio * noiseTextureScale + noiseX,
									noiseTextureScale + noiseY);
		} else if (type == QUAD_BLOOM_COMBINE){
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, (GLfloat) width * 0.5f, (GLfloat) height * 0.5f);
		}
		glVertex2f((GLfloat) width, (GLfloat) screenH - height);
	glEnd();
#endif
}