示例#1
0
static void
drawSample(int x, int y, int w, int h,
  struct formatInfo *format, struct envModeInfo *envMode)
{
  glViewport(x, y, w, h);
  glScissor(x, y, w, h);

  glClearColor(0.1, 0.1, 0.1, 1.0);
  glClear(GL_COLOR_BUFFER_BIT);

  begin2D(w, h);
  drawString(format->name, 10, h - 15, labelInfoColor);
  drawString(envMode->name, 10, 5, labelInfoColor);
  end2D();

  glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, envMode->mode);
  glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envColors[envColor]);

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

  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

  loadTexture(textureWidth, textureHeight, format);

  if (drawBackground) {
    drawCheck(15, 15, lightCheck, darkCheck);
  }
  if (drawBlended) {
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
  }
  if (drawSmooth) {
    glShadeModel(GL_SMOOTH);
  }
  if (drawTextured) {
    glEnable(GL_TEXTURE_2D);
  }
  glBegin(GL_QUADS);
  glColor4f(1.0, 0.0, 0.0, 1.0);
  glTexCoord2f(0.0, 0.0);
  glVertex2f(-0.8, -0.8);
  glColor4f(0.0, 1.0, 0.0, 1.0);
  glTexCoord2f(1.0, 0.0);
  glVertex2f(0.8, -0.8);
  glColor4f(0.0, 0.0, 1.0, 1.0);
  glTexCoord2f(1.0, 1.0);
  glVertex2f(0.8, 0.8);
  glColor4f(1.0, 1.0, 1.0, 1.0);
  glTexCoord2f(0.0, 1.0);
  glVertex2f(-0.8, 0.8);
  glEnd();

  glDisable(GL_BLEND);
  glShadeModel(GL_FLAT);
  glDisable(GL_TEXTURE_2D);

  if (displayLevelInfo) {
    GLint width, height, border, components;
#if GL_EXT_texture
    GLint redSize, greenSize, blueSize, alphaSize;
    GLint luminanceSize, intensitySize;
#endif
    char buf[255];

    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_WIDTH, &width);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_HEIGHT, &height);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_BORDER, &border);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_COMPONENTS, &components);
#if GL_EXT_texture
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_RED_SIZE_EXT, &redSize);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_GREEN_SIZE_EXT, &greenSize);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_BLUE_SIZE_EXT, &blueSize);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_ALPHA_SIZE_EXT, &alphaSize);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_LUMINANCE_SIZE_EXT, &luminanceSize);
    glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
      GL_TEXTURE_INTENSITY_SIZE_EXT, &intensitySize);
#endif

    begin2D(w, h);
    sprintf(buf, "dimensions: %d x %d", width, height);
    drawStringOutline(buf, 15, h / 2 + 20, labelLevelColor0, labelLevelColor1);

    sprintf(buf, "border: %d", border);
    drawStringOutline(buf, 15, h / 2 + 10, labelLevelColor0, labelLevelColor1);

    sprintf(buf, "components: 0x%04X", components);
    drawStringOutline(buf, 15, h / 2, labelLevelColor0, labelLevelColor1);

    sprintf(buf, "sizes:");
    drawStringOutline(buf, 15, h / 2 - 10, labelLevelColor0, labelLevelColor1);

#if GL_EXT_texture
    sprintf(buf, "  %d/%d/%d/%d/%d/%d",
      redSize, greenSize, blueSize, alphaSize,
      luminanceSize, intensitySize);
    drawStringOutline(buf, 15, h / 2 - 20, labelLevelColor0, labelLevelColor1);
#endif
    end2D();
  }
}
示例#2
0
void C_API Program::Render(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glInitNames();

	if (m_ShowText)
	{
		begin2D(m_window_width, m_window_height);

		glColor3f(1.0f, 1.0f, 1.0f);
		glPrintf(10, m_window_height-20, "Object Loaded In %f Seconds", m_LoadedObj.fLoadTimeInSecs);
		glPrintf(10, m_window_height-40, "Vertices: %u", m_LoadedObj.nVertexCount);
		glPrintf(10, m_window_height-60, "Normals:  %u", m_LoadedObj.nNormalCount);
		glPrintf(10, m_window_height-80, "UVs:      %u", m_LoadedObj.nUVCount);
		glPrintf(10, 20, "FPS: %i", calcFPS());

		end2D();
	}

	if (m_LoadedObj.pMesh != NULL)
	{
		glPushMatrix();

		glTranslatef(0.0f, 0.0f, m_Zoom);
		glRotatef(-(m_AngleY), 1.0f, 0.0f, 0.0f);
		glRotatef(-(m_AngleX), 0.0f, 1.0f, 0.0f);

		Mesh::RenderMode renderMode;

		if (m_Wireframe)
		{
			renderMode = Mesh::Wireframe;
			glLineWidth(1.0f);

			// Wireframe Line Color:
			glColor3f(0.6f, 0.6f, 0.77f);
		}
		else
		{
			renderMode = Mesh::Solid;
			glLineWidth(2.0f);
		}

		// Render Everything:
		if (m_LoadedObj.nDrawByGroupID == -1)
		{
			// First Pass, Normal Rendering:
			if ((m_LoadedObj.nNormalCount > 0) && (!m_Wireframe))
			{
				glEnable(GL_LIGHTING);
				glEnable(GL_LIGHT0);
			}

			m_LoadedObj.pMesh->SetRenderMode(renderMode);
			Mesh::GroupMap::const_iterator GroupIndex = m_LoadedObj.pMesh->Groups().begin();
			Mesh::GroupMap::const_iterator LastGroup  = m_LoadedObj.pMesh->Groups().end();

			GLuint name = 0;

			while (GroupIndex != LastGroup)
			{
				glPushName(name);
					m_LoadedObj.pMesh->Render(GroupIndex);
				glPopName();

				++name;
				++GroupIndex;
			}

			if ((m_LoadedObj.nNormalCount > 0) && (!m_Wireframe))
			{
				glDisable(GL_LIGHT0);
				glDisable(GL_LIGHTING);
			}

			// Second Pass, Draw Group Outline:
			if (m_LoadedObj.nSelectedGroup != -1)
			{
				glColor3f(0.2f, 0.8f, 0.35f); // Give It A Cool Maya Style Outline Color.
				m_LoadedObj.pMesh->SetRenderMode(Mesh::Wireframe);
				m_LoadedObj.pMesh->Render(m_LoadedObj.pMesh->Groups().find(m_vMeshGroups[m_LoadedObj.nSelectedGroup]));
			}
		}
		else // Render The Selected Group Only:
		{
			if ((m_LoadedObj.nNormalCount > 0) && (!m_Wireframe))
			{
				glEnable(GL_LIGHTING);
				glEnable(GL_LIGHT0);
			}

			m_LoadedObj.pMesh->SetRenderMode(renderMode);
			m_LoadedObj.pMesh->Render(m_LoadedObj.pMesh->Groups().find(m_vMeshGroups[m_LoadedObj.nDrawByGroupID]));

			if ((m_LoadedObj.nNormalCount > 0) && (!m_Wireframe))
			{
				glDisable(GL_LIGHT0);
				glDisable(GL_LIGHTING);
			}
		}

		glPopMatrix();
	}

	glFlush();
	glutSwapBuffers();
}
示例#3
0
static void drawSample( int x, int y, int w, int h,
                        int texgenenabled, int coordnr )
{
   char buf[255];

   glViewport( x, y, w, h );
   glScissor( x, y, w, h );

   glClearColor( 0.1, 0.1, 0.1, 1.0 );
   glClear( GL_COLOR_BUFFER_BIT );

   begin2D( w, h );
   if (texgenenabled == 2) {
      sprintf( buf, "TexCoord%df", coordnr);
      drawString( buf, 10, h - 15, labelInfoColor );
      sprintf( buf, "texgen enabled for %s coordinate(s)", coordnr == 2 ? "S" : "S/T");
      drawString( buf, 10, 5, labelInfoColor );
   }
   else if (texgenenabled == 0) {
      sprintf( buf, "TexCoord%df", coordnr);
      drawString( buf, 10, h - 15, labelInfoColor );
      drawString( "no texgen", 10, 5, labelInfoColor );
   }
   else if (texgenenabled == 1) {
      drawString( "no TexCoord", 10, h - 15, labelInfoColor );
      sprintf( buf, "texgen enabled for %s coordinate(s)",
         coordnr == 2 ? "S/T" : (coordnr == 3 ? "S/T/R" : "S/T/R/Q"));
      drawString( buf, 10, 5, labelInfoColor );
   }

   end2D();

   glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );

   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_WRAP_S, GL_CLAMP );
   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );

   loadTexture( textureWidth, textureHeight );

   if ( drawTextured ) {
      glEnable( GL_TEXTURE_2D );
   }

   glDisable( GL_TEXTURE_GEN_S );
   glDisable( GL_TEXTURE_GEN_T );
   glDisable( GL_TEXTURE_GEN_R );
   glDisable( GL_TEXTURE_GEN_Q );

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

   switch (coordnr) {
   case 2:
      switch (texgenenabled) {
      case 0:
         glBegin( GL_QUADS );
         glTexCoord2f( 0.0, 0.0 );
         glVertex2f( -0.8, -0.8 );

         glTexCoord2f( 1.0, 0.0 );
         glVertex2f( 0.8, -0.8 );

         glTexCoord2f( 1.0, 1.0 );
         glVertex2f( 0.8, 0.8 );

         glTexCoord2f( 0.0, 1.0 );
         glVertex2f( -0.8, 0.8 );
         glEnd();
         break;
      case 1:
         glTranslatef( -0.8, -0.8, 0.0 );
         glScalef( 1.6, 1.6, 1.0 );
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS3);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, ObjPlaneT3);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, nullPlane);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, nullPlane);

         glEnable( GL_TEXTURE_GEN_S );
         glEnable( GL_TEXTURE_GEN_T );

         /* Issue a texcoord here to be sure Q isn't left over from a
          * previous sample.
          */
         glTexCoord1f( 0.0 );
         glBegin( GL_QUADS );
         glVertex2f( 0.0, 0.0 );
         glVertex2f( 1.0, 0.0 );
         glVertex2f( 1.0, 1.0 );
         glVertex2f( 0.0, 1.0 );
         glEnd();
         break;
      case 2:
         /* make sure that texgen T and non-texgen S coordinate are wrong */
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS1);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, nullPlane);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, nullPlane);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, nullPlane);

         glEnable( GL_TEXTURE_GEN_S );

         glBegin( GL_QUADS );
         /* use z coordinate to get correct texgen values... */
         glTexCoord2f( 0.0, 0.0 );
         glVertex3f( -0.8, -0.8, 0.8 );

         glTexCoord2f( 0.0, 0.0 );
         glVertex3f( 0.8, -0.8, 0.2 );

         glTexCoord2f( 0.0, 1.0 );
         glVertex3f( 0.8, 0.8, 0.2 );

         glTexCoord2f( 0.0, 1.0 );
         glVertex3f( -0.8, 0.8, 0.8 );
         glEnd();
         break;
      }
      break;
   case 3:
      glMatrixMode( GL_TEXTURE );
      glLoadMatrixf( texmat_swap_rq );
      glMatrixMode( GL_MODELVIEW );
      glTranslatef( -0.8, -0.8, 0.0 );
      glScalef( 1.6, 1.6, 1.0 );
      switch (texgenenabled) {
      case 0:
         glBegin( GL_QUADS );
         glTexCoord3f( 0.0, 0.0, 0.5 );
         glVertex2f( 0.0, 0.0 );

         glTexCoord3f( 0.5, 0.0, 0.5 );
         glVertex2f( 1.0, 0.0 );

         glTexCoord3f( 0.5, 0.5, 0.5 );
         glVertex2f( 1.0, 1.0 );

         glTexCoord3f( 0.0, 0.5, 0.5 );
         glVertex2f( 0.0, 1.0 );
         glEnd();
         break;
      case 1:
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS2);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, ObjPlaneT2);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, ObjPlaneR);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, nullPlane);

         glEnable( GL_TEXTURE_GEN_S );
         glEnable( GL_TEXTURE_GEN_T );
         glEnable( GL_TEXTURE_GEN_R );

         glTexCoord1f( 0.0 ); /* to make sure Q is 1.0 */
         glBegin( GL_QUADS );
         glVertex3f( 0.0, 0.0, 0.5 );
         glVertex3f( 1.0, 0.0, 0.5 );
         glVertex3f( 1.0, 1.0, 0.5 );
         glVertex3f( 0.0, 1.0, 0.5 );
         glEnd();
         break;
      case 2:
         /* make sure that texgen R/Q and non-texgen S/T coordinates are wrong */
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS2);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, ObjPlaneT2);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, nullPlane);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, nullPlane);

         glEnable( GL_TEXTURE_GEN_S );
         glEnable( GL_TEXTURE_GEN_T );

         glBegin( GL_QUADS );
         glTexCoord3f( 0.0, 0.0, 0.5 );
         glVertex2f( 0.0, 0.0);

         glTexCoord3f( 0.0, 0.0, 0.5 );
         glVertex2f( 1.0, 0.0);

         glTexCoord3f( 0.0, 0.0, 0.5 );
         glVertex2f( 1.0, 1.0);

         glTexCoord3f( 0.0, 0.0, 0.5 );
         glVertex2f( 0.0, 1.0);
         glEnd();
         break;
      }
      break;
   case 4:
      switch (texgenenabled) {
      case 0:
         glBegin( GL_QUADS );
         /* don't need r coordinate but still setting it I'm mean */
         glTexCoord4f( 0.0, 0.0, 0.0, 0.5 );
         glVertex2f( -0.8, -0.8 );

         glTexCoord4f( 0.5, 0.0, 0.2, 0.5 );
         glVertex2f( 0.8, -0.8 );

         glTexCoord4f( 0.5, 0.5, 0.5, 0.5 );
         glVertex2f( 0.8, 0.8 );

         glTexCoord4f( 0.0, 0.5, 0.5, 0.5 );
         glVertex2f( -0.8, 0.8 );
         glEnd();
         break;
      case 1:
         glTranslatef( -0.8, -0.8, 0.0 );
         glScalef( 1.6, 1.6, 1.0 );
         /* make sure that texgen R/Q and non-texgen S/T coordinates are wrong */
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS2);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, ObjPlaneT2);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, ObjPlaneR);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, ObjPlaneQ);

         glEnable( GL_TEXTURE_GEN_S );
         glEnable( GL_TEXTURE_GEN_T );
         glEnable( GL_TEXTURE_GEN_R );
         glEnable( GL_TEXTURE_GEN_Q );

         glBegin( GL_QUADS );
         glVertex2f( 0.0, 0.0 );
         glVertex2f( 1.0, 0.0 );
         glVertex2f( 1.0, 1.0 );
         glVertex2f( 0.0, 1.0 );
         glEnd();
         break;
      case 2:
         glTranslatef( -0.8, -0.8, 0.0 );
         glScalef( 1.6, 1.6, 1.0 );
         /* make sure that texgen R/Q and non-texgen S/T coordinates are wrong */
         glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
         glTexGenfv(GL_S, GL_OBJECT_PLANE, ObjPlaneS2);
         glTexGenfv(GL_T, GL_OBJECT_PLANE, ObjPlaneT2);
         glTexGenfv(GL_R, GL_OBJECT_PLANE, nullPlane);
         glTexGenfv(GL_Q, GL_OBJECT_PLANE, nullPlane);

         glEnable( GL_TEXTURE_GEN_S );
         glEnable( GL_TEXTURE_GEN_T );

         glBegin( GL_QUADS );
         glTexCoord4f( 0.0, 0.0, 0.0, 0.5 );
         glVertex2f( 0.0, 0.0 );

         glTexCoord4f( 0.0, 0.0, 0.2, 0.5 );
         glVertex2f( 1.0, 0.0 );

         glTexCoord4f( 0.0, 0.0, 0.5, 0.5 );
         glVertex2f( 1.0, 1.0 );

         glTexCoord4f( 0.0, 0.0, 0.75, 0.5 );
         glVertex2f( 0.0, 1.0 );
         glEnd();
         break;
      }
      break;
   }

   glPopMatrix();
   glDisable( GL_TEXTURE_2D );

}