void init(void) { glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texName); glBindTexture(GL_TEXTURE_2D, texName[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glBindTexture(GL_TEXTURE_2D, texName[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, otherImage); glEnable(GL_TEXTURE_2D); }
int InitGL(GLvoid) { makeCheckImages(); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); GLUquadricObj *quadratic; glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations quadratic=gluNewQuadric(); // Create A Pointer To The Quadric Object (Return 0 If No Memory) (NEW) gluQuadricNormals(quadratic, GLU_SMOOTH); // Create Smooth Normals (NEW) gluQuadricTexture(quadratic, GL_TRUE); // Create Texture Coords (NEW) doList = glGenLists(1); glNewList(doList, GL_COMPILE); gluCylinder(quadratic, 0.5, 0.3, 1.0, 15, 5); glEndList(); return TRUE; // Initialization Went OK }
void init(void) { static const GLfloat v[] = { -2.0, -1.0, 0.0, -2.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 2.41421, -1.0, -1.41421, 2.41421, 1.0, -1.41421, }; static const GLfloat t[] = { 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, }; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texName); glBindTexture(GL_TEXTURE_2D, texName[0]); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glBindTexture(GL_TEXTURE_2D, texName[1]); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, otherImage); glEnable(GL_TEXTURE_2D); glVertexPointer(3, GL_FLOAT, 0, v); glTexCoordPointer(2, GL_FLOAT, 0, t); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); }
void init(void) { GLuint texNames[2]; glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texNames); glBindTexture(GL_TEXTURE_2D, texNames[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, texels0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, texNames[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, texels1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Use the two texture objects to define two texture units * for use in multitexturing */ glActiveTextureARB (GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texNames[0]); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode (GL_TEXTURE); glLoadIdentity(); glTranslatef(0.5f, 0.5f, 0.0f); glRotatef(45.0f, 0.0f, 0.0f, 1.0f); glTranslatef(-0.5f, -0.5f, 0.0f); glMatrixMode (GL_MODELVIEW); glActiveTextureARB (GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texNames[1]); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); }
static void init(void) { glClearColor (0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &texName); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); }
bool setupGraphics(int w, int h) { printGLString("Version", GL_VERSION); printGLString("Vendor", GL_VENDOR); printGLString("Renderer", GL_RENDERER); printGLString("Extensions", GL_EXTENSIONS); LOGI("setupGraphics(%d, %d)", w, h); gProgram = createProgram(gVertexShader, gFragmentShader); if (!gProgram) { LOGE("Could not create program."); return false; } gvPositionHandle = glGetAttribLocation(gProgram, "vPosition"); gShaderTexCoord = glGetAttribLocation ( gProgram, "a_texCoord" ); gvpMatrix = glGetUniformLocation( gProgram, "u_TransMatrix" ); gShaderImgTexture = glGetUniformLocation( gProgram, "s_ImgTexture" ); makeCheckImages(); glGenTextures( 1, &texName ); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glUseProgram(gProgram); glEnableVertexAttribArray(gvPositionHandle); glEnableVertexAttribArray( gShaderTexCoord ); glUniform1i ( gShaderImgTexture, 0 ); gWidthd2 = w / 2; gHeightd2 = h / 2; esMatrixLoadIdentity( &gOrthographic ); //esOrtho(&gOrthographic, 0, mWidth, -mHeight, 0, 5.0f, -5.0f ); esOrtho(&gOrthographic, -gWidthd2, gWidthd2, -gHeightd2, gHeightd2, 5.0f, -5.0f ); ESMatrix modelview; esMatrixLoadIdentity( &gMatrix ); esMatrixLoadIdentity( &modelview ); esMatrixMultiply( &gMatrix, &modelview, &gOrthographic ); glViewport(0, 0, w, h); glUniformMatrix4fv( gvpMatrix, 1, GL_FALSE, (GLfloat *)&gMatrix ); //glGenBuffers( 1, &guVbo ); //glBindBuffer( GL_ARRAY_BUFFER, guVbo ); //glBufferData( GL_ARRAY_BUFFER, 5 * 6 * sizeof( GLfloat), gTriangleVertices, GL_STREAM_DRAW ); glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, texName ); createRenderBuffer(); //ESMatrix matrixTrans; //ESMatrix modelview; //esMatrixLoadIdentity( &modelview ); //esTranslate( &modelview, -fx, fy, 0.0 ); //esMatrixMultiply( &matrixTrans, &modelview, &gOrthographic ); glUniformMatrix4fv( gvpMatrix, 1, GL_FALSE, (GLfloat *)&gOrthographic ); return true; }