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b-key toggles between textures w/ and w/out border
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parent
608889d18f
commit
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1 changed files with 75 additions and 21 deletions
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@ -1,7 +1,9 @@
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/* $Id: texwrap.c,v 1.1 2001/03/26 19:45:57 brianp Exp $ */
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/* $Id: texwrap.c,v 1.2 2001/04/12 20:50:26 brianp Exp $ */
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/*
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* Test texture wrap modes.
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* Press 'b' to toggle texture image borders. You should see the same
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* rendering whether or not you're using borders.
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*
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* Brian Paul March 2001
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*/
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@ -19,8 +21,13 @@
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#endif
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#define SIZE 4
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static GLubyte TexImage[SIZE+2][SIZE+2][4];
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#define BORDER_TEXTURE 1
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#define NO_BORDER_TEXTURE 2
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#define SIZE 8
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static GLubyte BorderImage[SIZE+2][SIZE+2][4];
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static GLubyte NoBorderImage[SIZE][SIZE][4];
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static GLuint Border = 1;
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static void
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@ -63,7 +70,7 @@ static void Display( void )
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glDrawPixels(6, 6, GL_RGBA, GL_UNSIGNED_BYTE, (void *) TexImage);
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#endif
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, Border ? BORDER_TEXTURE : NO_BORDER_TEXTURE);
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/* loop over min/mag filters */
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for (i = 0; i < 2; i++) {
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@ -78,17 +85,32 @@ static void Display( void )
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/* loop over border modes */
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for (j = 0; j < numModes; j++) {
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const GLfloat x0 = 0, y0 = 0, x1 = 140, y1 = 140;
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const GLfloat b = 0.2;
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const GLfloat s0 = -b, t0 = -b, s1 = 1.0+b, t1 = 1.0+b;
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, modes[j]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, modes[j]);
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glPushMatrix();
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glTranslatef(j * 150 + 10, i * 150 + 25, 0);
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glEnable(GL_TEXTURE_2D);
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glColor3f(1, 1, 1);
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glBegin(GL_POLYGON);
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glTexCoord2f(-0.2, -0.2); glVertex2f( 0, 0);
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glTexCoord2f( 1.2, -0.2); glVertex2f(140, 0);
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glTexCoord2f( 1.2, 1.2); glVertex2f(140, 140);
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glTexCoord2f(-0.2, 1.2); glVertex2f( 0, 140);
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glTexCoord2f(s0, t0); glVertex2f(x0, y0);
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glTexCoord2f(s1, t0); glVertex2f(x1, y0);
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glTexCoord2f(s1, t1); glVertex2f(x1, y1);
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glTexCoord2f(s0, t1); glVertex2f(x0, y1);
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glEnd();
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/* draw red outline showing bounds of texture at s=0,1 and t=0,1 */
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glDisable(GL_TEXTURE_2D);
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glColor3f(1, 0, 0);
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glBegin(GL_LINE_LOOP);
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glVertex2f(x0 + b * (x1-x0) / (s1-s0), y0 + b * (y1-y0) / (t1-t0));
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glVertex2f(x1 - b * (x1-x0) / (s1-s0), y0 + b * (y1-y0) / (t1-t0));
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glVertex2f(x1 - b * (x1-x0) / (s1-s0), y1 - b * (y1-y0) / (t1-t0));
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glVertex2f(x0 + b * (x1-x0) / (s1-s0), y1 - b * (y1-y0) / (t1-t0));
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glEnd();
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glPopMatrix();
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@ -96,6 +118,7 @@ static void Display( void )
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}
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glDisable(GL_TEXTURE_2D);
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glColor3f(1, 1, 1);
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for (i = 0; i < numModes; i++) {
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glWindowPos2iMESA( i * 150 + 10, 5);
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PrintString(names[i]);
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@ -121,6 +144,10 @@ static void Key( unsigned char key, int x, int y )
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(void) x;
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(void) y;
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switch (key) {
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case 'b':
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Border = !Border;
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printf("Texture Border Size = %d\n", Border);
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break;
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case 27:
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exit(0);
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break;
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@ -132,36 +159,63 @@ static void Key( unsigned char key, int x, int y )
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static void Init( void )
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{
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static const GLubyte border[4] = { 0, 255, 0, 255 };
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static const GLfloat borderf[4] = { 0, 1.0, 0, 1.0 };
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GLint i, j;
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for (i = 0; i < SIZE+2; i++) {
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for (j = 0; j < SIZE+2; j++) {
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if (i == 0 || j == 0 || i == SIZE+1 || j == SIZE+1) {
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/* border color */
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TexImage[i][j][0] = border[0];
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TexImage[i][j][1] = border[1];
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TexImage[i][j][2] = border[2];
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TexImage[i][j][3] = border[3];
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BorderImage[i][j][0] = border[0];
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BorderImage[i][j][1] = border[1];
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BorderImage[i][j][2] = border[2];
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BorderImage[i][j][3] = border[3];
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}
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else if ((i + j) & 1) {
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/* white */
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TexImage[i][j][0] = 255;
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TexImage[i][j][1] = 255;
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TexImage[i][j][2] = 255;
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TexImage[i][j][3] = 255;
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BorderImage[i][j][0] = 255;
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BorderImage[i][j][1] = 255;
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BorderImage[i][j][2] = 255;
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BorderImage[i][j][3] = 255;
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}
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else {
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/* black */
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TexImage[i][j][0] = 0;
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TexImage[i][j][1] = 0;
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TexImage[i][j][2] = 0;
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TexImage[i][j][3] = 0;
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BorderImage[i][j][0] = 0;
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BorderImage[i][j][1] = 0;
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BorderImage[i][j][2] = 0;
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BorderImage[i][j][3] = 0;
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}
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}
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}
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glBindTexture(GL_TEXTURE_2D, BORDER_TEXTURE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE+2, SIZE+2, 1,
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GL_RGBA, GL_UNSIGNED_BYTE, (void *) TexImage);
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GL_RGBA, GL_UNSIGNED_BYTE, (void *) BorderImage);
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for (i = 0; i < SIZE; i++) {
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for (j = 0; j < SIZE; j++) {
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if ((i + j) & 1) {
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/* white */
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NoBorderImage[i][j][0] = 255;
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NoBorderImage[i][j][1] = 255;
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NoBorderImage[i][j][2] = 255;
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NoBorderImage[i][j][3] = 255;
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}
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else {
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/* black */
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NoBorderImage[i][j][0] = 0;
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NoBorderImage[i][j][1] = 0;
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NoBorderImage[i][j][2] = 0;
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NoBorderImage[i][j][3] = 0;
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}
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}
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}
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glBindTexture(GL_TEXTURE_2D, NO_BORDER_TEXTURE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SIZE, SIZE, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (void *) NoBorderImage);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderf);
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}
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