/*
 * (c) Copyright 1993, Silicon Graphics, Inc.
 *               1993-1995 Microsoft Corporation
 *
 * ALL RIGHTS RESERVED
 *
 * Please refer to OpenGL/readme.txt for additional information
 *
 */

/*  checker2.c
 *  This program texture maps a checkerboard image onto
 *  two rectangles.  This program repeats the texture, if
 *  the texture coordinates fall outside 0.0 and 1.0.
 */
#include "glos.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

void myinit(void);
void makeCheckImage(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);

/*  Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
GLubyte checkImage[checkImageWidth][checkImageHeight][3];

void makeCheckImage(void)
{
    int i, j, c;
    
    for (i = 0; i < checkImageWidth; i++) {
    for (j = 0; j < checkImageHeight; 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;
    }
    }
}

void myinit(void)
{    
    glClearColor (0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);

    makeCheckImage();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, 
    checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 
    &checkImage[0][0][0]);
    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);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glEnable(GL_TEXTURE_2D);
    glShadeModel(GL_FLAT);
}

void CALLBACK display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
    glTexCoord2f(0.0, 3.0); glVertex3f(-2.0, 1.0, 0.0);
    glTexCoord2f(3.0, 3.0); glVertex3f(0.0, 1.0, 0.0);
    glTexCoord2f(3.0, 0.0); glVertex3f(0.0, -1.0, 0.0);

    glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
    glTexCoord2f(0.0, 3.0); glVertex3f(1.0, 1.0, 0.0);
    glTexCoord2f(3.0, 3.0); glVertex3f(2.41421, 1.0, -1.41421);
    glTexCoord2f(3.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
    glEnd();
    glFlush();
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
    h = (h == 0) ? 1 : h;
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(60.0, 1.0*(GLfloat)w/(GLfloat)h, 1.0, 30.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -3.6);
}

int main(int argc, char** argv)
{
    auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
    auxInitPosition (0, 0, 500, 500);
    auxInitWindow ("Texture Map");
    myinit();
    auxReshapeFunc (myReshape);
    auxMainLoop(display);
    return(0);
}
