diff options
Diffstat (limited to 'progs/tests')
-rw-r--r-- | progs/tests/texwrap.c | 96 |
1 files changed, 75 insertions, 21 deletions
diff --git a/progs/tests/texwrap.c b/progs/tests/texwrap.c index dce8b4fbda..181f158304 100644 --- a/progs/tests/texwrap.c +++ b/progs/tests/texwrap.c @@ -1,7 +1,9 @@ -/* $Id: texwrap.c,v 1.1 2001/03/26 19:45:57 brianp Exp $ */ +/* $Id: texwrap.c,v 1.2 2001/04/12 20:50:26 brianp Exp $ */ /* * Test texture wrap modes. + * Press 'b' to toggle texture image borders. You should see the same + * rendering whether or not you're using borders. * * Brian Paul March 2001 */ @@ -19,8 +21,13 @@ #endif -#define SIZE 4 -static GLubyte TexImage[SIZE+2][SIZE+2][4]; +#define BORDER_TEXTURE 1 +#define NO_BORDER_TEXTURE 2 + +#define SIZE 8 +static GLubyte BorderImage[SIZE+2][SIZE+2][4]; +static GLubyte NoBorderImage[SIZE][SIZE][4]; +static GLuint Border = 1; static void @@ -63,7 +70,7 @@ static void Display( void ) glDrawPixels(6, 6, GL_RGBA, GL_UNSIGNED_BYTE, (void *) TexImage); #endif - glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, Border ? BORDER_TEXTURE : NO_BORDER_TEXTURE); /* loop over min/mag filters */ for (i = 0; i < 2; i++) { @@ -78,17 +85,32 @@ static void Display( void ) /* loop over border modes */ for (j = 0; j < numModes; j++) { + const GLfloat x0 = 0, y0 = 0, x1 = 140, y1 = 140; + const GLfloat b = 0.2; + const GLfloat s0 = -b, t0 = -b, s1 = 1.0+b, t1 = 1.0+b; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, modes[j]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, modes[j]); glPushMatrix(); glTranslatef(j * 150 + 10, i * 150 + 25, 0); + glEnable(GL_TEXTURE_2D); + glColor3f(1, 1, 1); glBegin(GL_POLYGON); - glTexCoord2f(-0.2, -0.2); glVertex2f( 0, 0); - glTexCoord2f( 1.2, -0.2); glVertex2f(140, 0); - glTexCoord2f( 1.2, 1.2); glVertex2f(140, 140); - glTexCoord2f(-0.2, 1.2); glVertex2f( 0, 140); + glTexCoord2f(s0, t0); glVertex2f(x0, y0); + glTexCoord2f(s1, t0); glVertex2f(x1, y0); + glTexCoord2f(s1, t1); glVertex2f(x1, y1); + glTexCoord2f(s0, t1); glVertex2f(x0, y1); + glEnd(); + + /* draw red outline showing bounds of texture at s=0,1 and t=0,1 */ + glDisable(GL_TEXTURE_2D); + glColor3f(1, 0, 0); + glBegin(GL_LINE_LOOP); + glVertex2f(x0 + b * (x1-x0) / (s1-s0), y0 + b * (y1-y0) / (t1-t0)); + glVertex2f(x1 - b * (x1-x0) / (s1-s0), y0 + b * (y1-y0) / (t1-t0)); + glVertex2f(x1 - b * (x1-x0) / (s1-s0), y1 - b * (y1-y0) / (t1-t0)); + glVertex2f(x0 + b * (x1-x0) / (s1-s0), y1 - b * (y1-y0) / (t1-t0)); glEnd(); glPopMatrix(); @@ -96,6 +118,7 @@ static void Display( void ) } glDisable(GL_TEXTURE_2D); + glColor3f(1, 1, 1); for (i = 0; i < numModes; i++) { glWindowPos2iMESA( i * 150 + 10, 5); PrintString(names[i]); @@ -121,6 +144,10 @@ static void Key( unsigned char key, int x, int y ) (void) x; (void) y; switch (key) { + case 'b': + Border = !Border; + printf("Texture Border Size = %d\n", Border); + break; case 27: exit(0); break; @@ -132,36 +159,63 @@ static void Key( unsigned char key, int x, int y ) static void Init( void ) { static const GLubyte border[4] = { 0, 255, 0, 255 }; + static const GLfloat borderf[4] = { 0, 1.0, 0, 1.0 }; GLint i, j; for (i = 0; i < SIZE+2; i++) { for (j = 0; j < SIZE+2; j++) { if (i == 0 || j == 0 || i == SIZE+1 || j == SIZE+1) { /* border color */ - TexImage[i][j][0] = border[0]; - TexImage[i][j][1] = border[1]; - TexImage[i][j][2] = border[2]; - TexImage[i][j][3] = border[3]; + BorderImage[i][j][0] = border[0]; + BorderImage[i][j][1] = border[1]; + BorderImage[i][j][2] = border[2]; + BorderImage[i][j][3] = border[3]; } else if ((i + j) & 1) { /* white */ - TexImage[i][j][0] = 255; - TexImage[i][j][1] = 255; - TexImage[i][j][2] = 255; - TexImage[i][j][3] = 255; + BorderImage[i][j][0] = 255; + BorderImage[i][j][1] = 255; + BorderImage[i][j][2] = 255; + BorderImage[i][j][3] = 255; } else { /* black */ - TexImage[i][j][0] = 0; - TexImage[i][j][1] = 0; - TexImage[i][j][2] = 0; - TexImage[i][j][3] = 0; + BorderImage[i][j][0] = 0; + BorderImage[i][j][1] = 0; + BorderImage[i][j][2] = 0; + BorderImage[i][j][3] = 0; } } } + glBindTexture(GL_TEXTURE_2D, BORDER_TEXTURE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1, - GL_RGBA, GL_UNSIGNED_BYTE, (void *) TexImage); + GL_RGBA, GL_UNSIGNED_BYTE, (void *) BorderImage); + + + for (i = 0; i < SIZE; i++) { + for (j = 0; j < SIZE; j++) { + if ((i + j) & 1) { + /* white */ + NoBorderImage[i][j][0] = 255; + NoBorderImage[i][j][1] = 255; + NoBorderImage[i][j][2] = 255; + NoBorderImage[i][j][3] = 255; + } + else { + /* black */ + NoBorderImage[i][j][0] = 0; + NoBorderImage[i][j][1] = 0; + NoBorderImage[i][j][2] = 0; + NoBorderImage[i][j][3] = 0; + } + } + } + + glBindTexture(GL_TEXTURE_2D, NO_BORDER_TEXTURE); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE, SIZE, 0, + GL_RGBA, GL_UNSIGNED_BYTE, (void *) NoBorderImage); + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderf); } |