aboutsummaryrefslogtreecommitdiffstats
path: root/progs/tests/texwrap.c
blob: 181f1583043132778d06be593241303b9c30d046 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
/* $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 <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>


#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;
}