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+/*
+ * Copyright (c) 1993-1997, Silicon Graphics, Inc.
+ * ALL RIGHTS RESERVED
+ * Permission to use, copy, modify, and distribute this software for
+ * any purpose and without fee is hereby granted, provided that the above
+ * copyright notice appear in all copies and that both the copyright notice
+ * and this permission notice appear in supporting documentation, and that
+ * the name of Silicon Graphics, Inc. not be used in advertising
+ * or publicity pertaining to distribution of the software without specific,
+ * written prior permission.
+ *
+ * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
+ * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
+ * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
+ * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
+ * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
+ * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
+ * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
+ * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
+ * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
+ * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
+ * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
+ *
+ * US Government Users Restricted Rights
+ * Use, duplication, or disclosure by the Government is subject to
+ * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+ * (c)(1)(ii) of the Rights in Technical Data and Computer Software
+ * clause at DFARS 252.227-7013 and/or in similar or successor
+ * clauses in the FAR or the DOD or NASA FAR Supplement.
+ * Unpublished-- rights reserved under the copyright laws of the
+ * United States. Contractor/manufacturer is Silicon Graphics,
+ * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
+ *
+ * OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
+ */
+
+/* wrap.c
+ * This program texture maps a checkerboard image onto
+ * two rectangles. This program demonstrates the wrapping
+ * modes, if the texture coordinates fall outside 0.0 and 1.0.
+ * Interaction: Pressing the 's' and 'S' keys switch the
+ * wrapping between clamping and repeating for the s parameter.
+ * The 't' and 'T' keys control the wrapping for the t parameter.
+ *
+ * If running this program on OpenGL 1.0, texture objects are
+ * not used.
+ */
+#include <GL/glut.h>
+#include <stdlib.h>
+#include <stdio.h>
+
+/* Create checkerboard texture */
+#define checkImageWidth 64
+#define checkImageHeight 64
+static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
+
+#ifdef GL_VERSION_1_1
+static GLuint texName;
+#endif
+
+void makeCheckImage(void)
+{
+ int i, j, c;
+
+ for (i = 0; i < checkImageHeight; i++) {
+ for (j = 0; j < checkImageWidth; j++) {
+ c = ((((i&0x8)==0)^((j&0x8))==0))*255;
+ checkImage[i][j][0] = (GLubyte) c;
+ checkImage[i][j][1] = (GLubyte) c;
+ checkImage[i][j][2] = (GLubyte) c;
+ checkImage[i][j][3] = (GLubyte) 255;
+ }
+ }
+}
+
+void init(void)
+{
+ glClearColor (0.0, 0.0, 0.0, 0.0);
+ glShadeModel(GL_FLAT);
+ glEnable(GL_DEPTH_TEST);
+
+ makeCheckImage();
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+#ifdef GL_VERSION_1_1
+ glGenTextures(1, &texName);
+ glBindTexture(GL_TEXTURE_2D, texName);
+#endif
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+#ifdef GL_VERSION_1_1
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, checkImageWidth, checkImageHeight,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage);
+#endif
+}
+
+void display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+#ifdef GL_VERSION_1_1
+ glBindTexture(GL_TEXTURE_2D, texName);
+#endif
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0);
+ glTexCoord2f(0.0, 3.0); glVertex3f(-2.0, 1.0, 0.0);
+ glTexCoord2f(3.0, 3.0); glVertex3f(0.0, 1.0, 0.0);
+ glTexCoord2f(3.0, 0.0); glVertex3f(0.0, -1.0, 0.0);
+
+ glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
+ glTexCoord2f(0.0, 3.0); glVertex3f(1.0, 1.0, 0.0);
+ glTexCoord2f(3.0, 3.0); glVertex3f(2.41421, 1.0, -1.41421);
+ glTexCoord2f(3.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421);
+ glEnd();
+ glFlush();
+ glDisable(GL_TEXTURE_2D);
+}
+
+void reshape(int w, int h)
+{
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 30.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -3.6);
+}
+
+/* ARGSUSED1 */
+void keyboard (unsigned char key, int x, int y)
+{
+ switch (key) {
+ case 's':
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glutPostRedisplay();
+ break;
+ case 'S':
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glutPostRedisplay();
+ break;
+ case 't':
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glutPostRedisplay();
+ break;
+ case 'T':
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glutPostRedisplay();
+ break;
+ case 27:
+ exit(0);
+ break;
+ default:
+ break;
+ }
+}
+
+int main(int argc, char** argv)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutInitWindowSize(250, 250);
+ glutInitWindowPosition(100, 100);
+ glutCreateWindow(argv[0]);
+ init();
+ glutDisplayFunc(display);
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(keyboard);
+ glutMainLoop();
+ return 0;
+}