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Put a white texel in each corner of each texture.

Draw polygons using the texture's aspect ratio.
The tdfx-3-0-0 texcoord bug is obvious with the -randomsize option.
tags/mesa_3_5
Brian Paul 25 年前
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6cdf09749c
共有 1 个文件被更改,包括 57 次插入2 次删除
  1. 57
    2
      progs/tests/manytex.c

+ 57
- 2
progs/tests/manytex.c 查看文件

@@ -1,4 +1,4 @@
/* $Id: manytex.c,v 1.1 2000/08/02 17:57:56 brianp Exp $ */
/* $Id: manytex.c,v 1.2 2000/10/23 23:32:22 brianp Exp $ */

/*
* test handling of many texture maps
@@ -18,6 +18,7 @@

static GLint NumTextures = 20;
static GLuint *TextureID = NULL;
static GLint *TextureWidth = NULL, *TextureHeight = NULL;
static GLboolean *TextureResidency = NULL;
static GLint TexWidth = 128, TexHeight = 128;
static GLfloat Zrot = 0;
@@ -30,7 +31,6 @@ static GLint Rows, Columns;
static GLuint LowPriorityCount = 0;



static void Idle( void )
{
Zrot += 1.0;
@@ -45,6 +45,7 @@ static void Display( void )
GLint i;

/* test residency */
if (0)
{
GLboolean b;
GLint i, resident;
@@ -71,6 +72,11 @@ static void Display( void )
GLfloat x = col * spacing + spacing * 0.5;
GLfloat y = row * spacing + spacing * 0.5;

GLfloat maxDim = (TextureWidth[i] > TextureHeight[i])
? TextureWidth[i] : TextureHeight[i];
GLfloat w = TextureWidth[i] / maxDim;
GLfloat h = TextureHeight[i] / maxDim;

glPushMatrix();
glTranslatef(x, y, 0.0);
glRotatef(Zrot, 0, 0, 1);
@@ -78,10 +84,17 @@ static void Display( void )

glBindTexture(GL_TEXTURE_2D, TextureID[i]);
glBegin(GL_POLYGON);
#if 0
glTexCoord2f(0, 0); glVertex2f(-1, -1);
glTexCoord2f(1, 0); glVertex2f( 1, -1);
glTexCoord2f(1, 1); glVertex2f( 1, 1);
glTexCoord2f(0, 1); glVertex2f(-1, 1);
#else
glTexCoord2f(0, 0); glVertex2f(-w, -h);
glTexCoord2f(1, 0); glVertex2f( w, -h);
glTexCoord2f(1, 1); glVertex2f( w, h);
glTexCoord2f(0, 1); glVertex2f(-w, h);
#endif
glEnd();
glPopMatrix();
}
@@ -103,6 +116,17 @@ static void Reshape( int width, int height )
}


/*
* Return a random int in [min, max].
*/
static int RandomInt(int min, int max)
{
int i = rand();
int j = i % (max - min + 1);
return min + j;
}



static void Init( void )
{
@@ -148,6 +172,15 @@ static void Init( void )
assert(TextureResidency);
}

if (!TextureWidth) {
TextureWidth = (GLint *) malloc(sizeof(GLint) * NumTextures);
assert(TextureWidth);
}
if (!TextureHeight) {
TextureHeight = (GLint *) malloc(sizeof(GLint) * NumTextures);
assert(TextureHeight);
}

for (i = 0; i < NumTextures; i++) {
GLubyte color[4];
GLubyte *texImage;
@@ -162,11 +195,20 @@ static void Init( void )
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 0.5F);

if (RandomSize) {
#if 0
int k = (glutGet(GLUT_ELAPSED_TIME) % 7) + 2;
TexWidth = 1 << k;
TexHeight = 1 << k;
#else
TexWidth = 1 << RandomInt(2, 7);
TexHeight = 1 << RandomInt(2, 7);
printf("Random size of %3d: %d x %d\n", i, TexWidth, TexHeight);
#endif
}

TextureWidth[i] = TexWidth;
TextureHeight[i] = TexHeight;

texImage = (GLubyte*) malloc(4 * TexWidth * TexHeight * sizeof(GLubyte));
assert(texImage);

@@ -211,6 +253,16 @@ static void Init( void )
}
}
else {
/* Set corners to white */
int k = 0;
texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
k = (TexWidth - 1) * 4;
texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
k = (TexWidth * TexHeight - TexWidth) * 4;
texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;
k = (TexWidth * TexHeight - 1) * 4;
texImage[k+0] = texImage[k+1] = texImage[k+2] = texImage[k+3] = 255;

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TexWidth, TexHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texImage);
if (LinearFilter) {
@@ -243,6 +295,9 @@ static void Key( unsigned char key, int x, int y )
else
glutIdleFunc(NULL);
break;
case 's':
Idle();
break;
case 'z':
Zrot -= step;
break;

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