/* * Copyright (c) 1993-1997, Silicon Graphics, Inc * modified 11/10/97 to read image /*  texture2.c (taken from checker.c) *  This program texture maps a checkerboard image onto *  two rectangles. * *  ******** This program adds a second texture to the mix    ******** Comments that show its difference from texture.c    ******** are prefixed by several astericks ************ */#include <GL/gl.h>#include <GL/glu.h>#include <GL/glut.h>#include <stdlib.h>#include <stdio.h>/*	Create checkerboard and input images for texture	*//*  These have 4 as the last parameter for the Alpha channel */#define	checkImageWidth 128#define	checkImageHeight 128static GLubyte checkImage[checkImageHeight][checkImageWidth][4];static GLubyte Image[checkImageHeight][checkImageWidth][4];/*********** This array holds system-generated texture names *******/static GLuint texName[2];/***********************************//* Read Photoshop image saved as raw, interleaved */void ReadImage(void){   int I,J;      FILE *fptr;    fptr = fopen("Benedict:fruit", "r");             if (fptr == NULL)     exit(1);   else {                   for ( I = 0; I < checkImageHeight; I++)          for (J = 0; J < checkImageWidth; J++) {              Image[I][J][0] = (GLubyte) fgetc(fptr);              Image[I][J][1] = (GLubyte) fgetc(fptr);              Image[I][J][2] = (GLubyte) fgetc(fptr);                                                               Image[I][J][3] = (GLubyte) 255;                        }      }}/***********************************//* Make a checkered texture image */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;      }   }}/***********************************//* Initialize the shading model and texture */void init(void){       glClearColor (0.0, 0.0, 0.0, 0.0);   glShadeModel(GL_FLAT);   glEnable(GL_DEPTH_TEST);   /* If you want to make a checkered image, replace the line    below by MakeCheckImage */   ReadImage();   makeCheckImage();      glPixelStorei(GL_UNPACK_ALIGNMENT, 1);   /********* Create two new texture names *************/   glGenTextures(2, texName);      /********* Create the first texture *****************/   glBindTexture(GL_TEXTURE_2D, texName[0]);   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_LINEAR);   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight,                 0, GL_RGBA, GL_UNSIGNED_BYTE, Image);             /********* Create the second texture *****************/   glBindTexture(GL_TEXTURE_2D, texName[1]);   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);}/***********************************//* Display a quad with texture */void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);         glEnable(GL_TEXTURE_2D);   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);  /* Use the first texture */  glBindTexture(GL_TEXTURE_2D, texName[0]);  glBegin(GL_QUADS);   glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);   glTexCoord2f(0.0, 1.0); glVertex3f(-2.0, 1.0, 0.0);   glTexCoord2f(1.0, 1.0); glVertex3f(0.0, 1.0, 0.0);   glTexCoord2f(1.0, 0.0); glVertex3f(0.0, -1.0, 0.0);  glEnd();    /* Use the second texture */  glBindTexture(GL_TEXTURE_2D, texName[1]);  glBegin(GL_QUADS);     glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);   glTexCoord2f(0.0, 1.0); glVertex3f(1.0, 1.0, 0.0);   glTexCoord2f(1.0, 1.0); glVertex3f(2.41421, 1.0, -1.41421);   glTexCoord2f(1.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);   glEnd();      glFlush();   glDisable(GL_TEXTURE_2D);}/***********************************//* Basic reshape - nothing unique */void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();   glTranslatef(0.0, 0.0, -3.6);}/***********************************//* Only for exiting program */void keyboard (unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;      default:         break;   }}/***********************************//* Basic main - nothing unique */int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize(250, 250);   glutInitWindowPosition(100, 100);   glutCreateWindow(argv[0]);   init();   glutDisplayFunc(display);   glutReshapeFunc(reshape);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0; }