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b-key toggles between textures w/ and w/out border

tags/mesa_3_5
Brian Paul 25 years ago
parent
commit
77ff5e038a
1 changed files with 75 additions and 21 deletions
  1. 75
    21
      progs/tests/texwrap.c

+ 75
- 21
progs/tests/texwrap.c View File

@@ -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);
}



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