#/* # * 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ require "opengl" require "glut" require "mathn" #/* Create checkerboard texture */ CheckImageWidth=64 CheckImageHeight=64 $checkImage = [] $texName = 0; def makeCheckImage for i in 0..CheckImageHeight-1 for j in 0..CheckImageWidth-1 c = if (((i&0x8)==0)!=((j&0x8)==0)) then 255; else 0; end; $checkImage[(i*CheckImageWidth+j)*4+0] = c; $checkImage[(i*CheckImageWidth+j)*4+1] = c; $checkImage[(i*CheckImageWidth+j)*4+2] = c; $checkImage[(i*CheckImageWidth+j)*4+3] = 255; end end end def init GL.ClearColor(0.0, 0.0, 0.0, 0.0); GL.ShadeModel(GL::FLAT); GL.Enable(GL::DEPTH_TEST); makeCheckImage(); GL.PixelStore(GL::UNPACK_ALIGNMENT, 1); $texName = GL.GenTextures(1); GL.BindTexture(GL::TEXTURE_2D, $texName[0]); GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::REPEAT); GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::REPEAT); GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::NEAREST); GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::NEAREST); GL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA, CheckImageWidth, CheckImageHeight, 0, GL::RGBA, GL::UNSIGNED_BYTE, $checkImage.pack("C*")); end display = Proc.new { GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL.Enable(GL::TEXTURE_2D); GL.TexEnvf(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::DECAL); GL.BindTexture(GL::TEXTURE_2D, $texName[0]); GL.Begin(GL::QUADS); GL.TexCoord(0.0, 0.0); GL.Vertex(-2.0, -1.0, 0.0); GL.TexCoord(0.0, 3.0); GL.Vertex(-2.0, 1.0, 0.0); GL.TexCoord(3.0, 3.0); GL.Vertex(0.0, 1.0, 0.0); GL.TexCoord(3.0, 0.0); GL.Vertex(0.0, -1.0, 0.0); GL.TexCoord(0.0, 0.0); GL.Vertex(1.0, -1.0, 0.0); GL.TexCoord(0.0, 3.0); GL.Vertex(1.0, 1.0, 0.0); GL.TexCoord(3.0, 3.0); GL.Vertex(2.41421, 1.0, -1.41421); GL.TexCoord(3.0, 0.0); GL.Vertex(2.41421, -1.0, -1.41421); GL.End(); GL.Flush(); GL.Disable(GL::TEXTURE_2D); } reshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); GLU.Perspective(60.0, w/h, 1.0, 30.0); GL.MatrixMode(GL::MODELVIEW); GL.LoadIdentity(); GL.Translate(0.0, 0.0, -3.6); } #/* ARGSUSED1 */ keyboard = Proc.new {|key, x, y| case (key) when 's'[0] GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::CLAMP); GLUT.PostRedisplay(); when 'S'[0] GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::REPEAT); GLUT.PostRedisplay(); when 't'[0] GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::CLAMP); GLUT.PostRedisplay(); when 'T'[0] GL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::REPEAT); GLUT.PostRedisplay(); when 27 exit(0); end } #int main(int argc, char** argv) #{ GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT.InitWindowSize(250, 250); GLUT.InitWindowPosition(100, 100); GLUT.CreateWindow($0); init(); GLUT.DisplayFunc(display); GLUT.ReshapeFunc(reshape); GLUT.KeyboardFunc(keyboard); GLUT.MainLoop(); # return 0; #}