/*
* License Applicability. Except to the extent portions of this file are
* made subject to an alternative license as permitted in the SGI Free
* Software License B, Version 1.1 (the "License"), the contents of this
* file are subject only to the provisions of the License. You may not use
* this file except in compliance with the License. You may obtain a copy
* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
* Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
*
* http://oss.sgi.com/projects/FreeB
*
* Note that, as provided in the License, the Software is distributed on an
* "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
* PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
*
* Original Code. The Original Code is: OpenGL Sample Implementation,
* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
* Copyright in any portions created by third parties is as indicated
* elsewhere herein. All Rights Reserved.
*
* Additional Notice Provisions: The application programming interfaces
* established by SGI in conjunction with the Original Code are The
* OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
* April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
* 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
* Window System(R) (Version 1.3), released October 19, 1998. This software
* was created using the OpenGL(R) version 1.2.1 Sample Implementation
* published by SGI, but has not been independently verified as being
* compliant with the OpenGL(R) version 1.2.1 Specification.
*
*/
/* checker.c
* This program texture maps a checkerboard image onto
* two rectangles.
*
* If running this program on OpenGL 1.0, texture objects are
* not used.
*/
#include "stdafx.h"
#include <stdlib.h>
#include <stdio.h>
#include "gles.h"
#include <math.h>
#include <Winbase.h>
static void display(void);
static void reshape(int w,int h);
static void init(void);
static GLuint texName;
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
void makeCheckImage(void)
{
int i, j, c;
for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
c = ((((i&0x8)==0)^((j&0x8))==0))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
}
}
}
static 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,
2.41421f, -1.0, -1.41421f,
2.41421f, 1.0, -1.41421f,
};
static const GLbyte t[] = {
0, 0,
0, 1,
1, 0,
1, 1,
0, 0,
0, 1,
1, 0,
1, 1,
};
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_2D, texName);
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_MAG_FILTER, GL_NEAREST);
glTexParameterf(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);
glVertexPointer(3, GL_FLOAT, 0, v);
glTexCoordPointer(2, GL_BYTE, 0, t);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void CheckerRender()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor4f(1.0,0.0,0.0,0.0);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glBindTexture(GL_TEXTURE_2D, texName);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
glFlush();
glDisable(GL_TEXTURE_2D);
}
static void reshape(int w,int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
glFrustumf(-1.5f, 1.5f, -1.5f,1.5f, 1.0f, 10.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.6f);
}
int CheckerDemo()
{
init ();
reshape(WINDOW_WIDTH, WINDOW_HEIGHT);
/*
DWORD diff = 0;
DWORD start = GetTickCount();
for(int demo_loop = 0; demo_loop<200;demo_loop++)
{DWORD start_render = GetTickCount();
//Render Scene
render();
DWORD end_render = GetTickCount();
diff += (end_render - start_render);
//Swap Buffers
eglSwapBuffers ( dpy, surface);
_DEGLSwapBuffers();
}
DWORD end = GetTickCount();
float fps = (float)(200.0*1000)/(float)(end - start);
printf("start %d \n",start);
printf("end %d \n",end);
printf("fps %f \n",fps);
printf("fps for only render %f \n",(200.0*1000)/(float)diff);
*/
return 1;
}
int CheckerDeinit()
{
return 1;
}

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