/* $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 */ #define GL_GLEXT_PROTOTYPES #include #include #include #include #ifndef GL_CLAMP_TO_BORDER_ARB #define GL_CLAMP_TO_BORDER_ARB 0x812D #endif #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 PrintString(const char *s) { while (*s) { glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); s++; } } static void Display( void ) { static const GLenum modes[] = { GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER_ARB }; static const char *names[] = { "GL_REPEAT", "GL_CLAMP", "GL_CLAMP_TO_EDGE", "GL_CLAMP_TO_BORDER_ARB" }; GLint i, j; GLint numModes; numModes = glutExtensionSupported("GL_ARB_texture_border_clamp") ? 4 : 3; glClearColor(0.5, 0.5, 0.5, 1.0); glClear( GL_COLOR_BUFFER_BIT ); #if 0 /* draw texture as image */ glDisable(GL_TEXTURE_2D); glWindowPos2iMESA(1, 1); glDrawPixels(6, 6, GL_RGBA, GL_UNSIGNED_BYTE, (void *) TexImage); #endif glBindTexture(GL_TEXTURE_2D, Border ? BORDER_TEXTURE : NO_BORDER_TEXTURE); /* loop over min/mag filters */ for (i = 0; i < 2; i++) { if (i) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } /* 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(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(); } } glDisable(GL_TEXTURE_2D); glColor3f(1, 1, 1); for (i = 0; i < numModes; i++) { glWindowPos2iMESA( i * 150 + 10, 5); PrintString(names[i]); } glutSwapBuffers(); } static void Reshape( int width, int height ) { glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho(0, width, 0, height, -1, 1); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); } 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; } glutPostRedisplay(); } 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 */ 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 */ BorderImage[i][j][0] = 255; BorderImage[i][j][1] = 255; BorderImage[i][j][2] = 255; BorderImage[i][j][3] = 255; } else { /* black */ 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 *) 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); } int main( int argc, char *argv[] ) { glutInit( &argc, argv ); glutInitWindowPosition( 0, 0 ); glutInitWindowSize( 650, 340 ); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE ); glutCreateWindow(argv[0]); glutReshapeFunc( Reshape ); glutKeyboardFunc( Key ); glutDisplayFunc( Display ); Init(); glutMainLoop(); return 0; }