diff options
author | David Nusinow <[email protected]> | 2006-09-24 21:11:46 +0000 |
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committer | David Nusinow <[email protected]> | 2006-09-24 21:11:46 +0000 |
commit | eadb76b3f8e0e9b82da762bd29e53895bf9e6351 (patch) | |
tree | b9f68fc763f9ea055287c366e61de84191b200ce /progs/windml/ugltexcube.c | |
parent | b3f7313ae4f4cd418522595e90e7d06ef6992f0a (diff) |
Bump to latest mesa in Debian
Diffstat (limited to 'progs/windml/ugltexcube.c')
-rw-r--r-- | progs/windml/ugltexcube.c | 379 |
1 files changed, 379 insertions, 0 deletions
diff --git a/progs/windml/ugltexcube.c b/progs/windml/ugltexcube.c new file mode 100644 index 00000000000..62b0306e647 --- /dev/null +++ b/progs/windml/ugltexcube.c @@ -0,0 +1,379 @@ + +/* ugltexcube.c - WindML/Mesa example program */ + +/* Copyright (C) 2001 by Wind River Systems, Inc */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * The MIT License + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + */ + +/* + * Authors: + * Stephane Raimbault <[email protected]> + */ + +/* +DESCRIPTION +Draw a textured cube +*/ + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> + +#include <ugl/ugl.h> +#include <ugl/uglevent.h> +#include <ugl/uglinput.h> +#include <GL/uglmesa.h> +#include <GL/glu.h> + +#include "../util/readtex.h" + +#define IMAGE_FILE "Mesa/images/wrs_logo.rgb" + +UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId; +UGL_LOCAL UGL_EVENT_Q_ID qId; +UGL_LOCAL UGL_MESA_CONTEXT umc; + +UGL_LOCAL GLfloat xrot, yrot, zrot; +UGL_LOCAL GLuint texture[1]; +UGL_LOCAL GLuint theTexCube; + +typedef struct { + GLubyte *data; + int width, height; + GLenum format; + } TEX_IMAGE; + +UGL_LOCAL void cleanUp (void); + +UGL_LOCAL void loadGLTexture() + { + TEX_IMAGE * texImage=NULL; + + texImage = (TEX_IMAGE *) malloc(sizeof(TEX_IMAGE)); + + if (texImage == NULL) + { + printf("Error allocating space for image"); + cleanUp(); + exit(1); + } + + texImage->data = LoadRGBImage(IMAGE_FILE, &texImage->width, + &texImage->height, &texImage->format); + if (!texImage->data) + { + printf("Couldn't read %s\n", IMAGE_FILE); + free(texImage); + cleanUp(); + exit(1); + } + + /* Create Texture */ + glGenTextures(1, &texture[0]); + glBindTexture(GL_TEXTURE_2D, texture[0]); + glTexImage2D(GL_TEXTURE_2D, 0, 3, + texImage->width, texImage->height, + 0, GL_RGB, GL_UNSIGNED_BYTE, texImage->data); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + free(texImage->data); + free(texImage); + } + +UGL_LOCAL void initGL(int width, int height) + { + + /* Load the texture(s) */ + loadGLTexture(); + + /* Enable texture mapping */ + glEnable(GL_TEXTURE_2D); + + /* Clear the background color to black */ + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + glEnable(GL_CULL_FACE); + + /* Enables smooth color shading */ + glShadeModel(GL_SMOOTH); + +/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); */ +/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); */ + + theTexCube = glGenLists(1); + glNewList(theTexCube, GL_COMPILE); + + /* Choose the texture to use */ + glBindTexture(GL_TEXTURE_2D, texture[0]); + + /* Begin drawing a cube */ + glBegin(GL_QUADS); + + /* Front face (note that the texture's corners have to match the + quad's corners) */ + + /* Bottom left of the texture and quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(-1.0f, -1.0f, 1.0f); + + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(1.0f, -1.0f, 1.0f); + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(1.0f, 1.0f, 1.0f); + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(-1.0f, 1.0f, 1.0f); + + /* Back Face */ + + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(-1.0f, -1.0f, -1.0f); + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(-1.0f, 1.0f, -1.0f); + + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(1.0f, 1.0f, -1.0f); + + /* Bottom Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(1.0f, -1.0f, -1.0f); + + + /* Top Face */ + + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(-1.0f, 1.0f, -1.0f); + + /* Bottom Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(-1.0f, 1.0f, 1.0f); + + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(1.0f, 1.0f, 1.0f); + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(1.0f, 1.0f, -1.0f); + + /* Bottom Face */ + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(-1.0f, -1.0f, -1.0f); + + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(1.0f, -1.0f, -1.0f); + + /* Bottom Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(1.0f, -1.0f, 1.0f); + + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(-1.0f, -1.0f, 1.0f); + + + /* Right face */ + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(1.0f, -1.0f, -1.0f); + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(1.0f, 1.0f, -1.0f); + + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(1.0f, 1.0f, 1.0f); + + /* Bottom Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(1.0f, -1.0f, 1.0f); + + + /* Left Face */ + /* Bottom Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 0.0f); + glVertex3f(-1.0f, -1.0f, -1.0f); + + /* Bottom Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 0.0f); + glVertex3f(-1.0f, -1.0f, 1.0f); + + /* Top Right Of The Texture and Quad */ + glTexCoord2f(1.0f, 1.0f); + glVertex3f(-1.0f, 1.0f, 1.0f); + + /* Top Left Of The Texture and Quad */ + glTexCoord2f(0.0f, 1.0f); + glVertex3f(-1.0f, 1.0f, -1.0f); + + glEnd(); /* done with the polygon */ + glEndList(); + + glDisable(GL_DITHER); + glMatrixMode(GL_PROJECTION); + /* Reset the projection matrix */ + glLoadIdentity(); + /* Calculate the aspect ratio of the window */ + gluPerspective(45.0f, (GLfloat) width / (GLfloat) height, 0.1f, 100.0f); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + } + +UGL_LOCAL void drawGL() + { + glClear(GL_COLOR_BUFFER_BIT); + + /* Reset The View */ + glPushMatrix(); + + /* Move 8 units into the screen */ + glTranslatef(0.0f, 0.0f, -8.0f); + + /* Rotate on the X axis */ + glRotatef(xrot, 1.0f, 0.0f, 0.0f); + + /* Rotate on the Y axis */ + glRotatef(yrot, 0.0f, 1.0f, 0.0f); + + /* Rotate On The Z Axis */ + glRotatef(zrot, 0.0f, 0.0f, 1.0f); + + glCallList(theTexCube); + + glFlush(); + + uglMesaSwapBuffers(); + + glPopMatrix(); + + xrot += 1.6f; + yrot += 1.6f; + zrot += 1.6f; +} + +UGL_LOCAL int getEvent(void) + { + UGL_EVENT event; + UGL_STATUS status; + int retVal = 0; + + status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT); + + while (status != UGL_STATUS_Q_EMPTY) + { + UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event; + + if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN) + retVal = 1; + + status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT); + } + + return(retVal); + } + +UGL_LOCAL void cleanUp (void) + { + if (eventServiceId != UGL_NULL) + uglEventQDestroy (eventServiceId, qId); + + uglMesaDestroyContext(); + uglDeinitialize(); + } + +void windMLTexCube (UGL_BOOL windMLMode); + +void ugltexcube (void) + { + taskSpawn("tTexCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCube, + UGL_FALSE,1,2,3,4,5,6,7,8,9); + } + + +void windMLTexCube(UGL_BOOL windMLMode) + { + GLuint width, height; + UGL_INPUT_DEVICE_ID keyboardDevId; + + uglInitialize(); + + uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId); + + if (uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, + (UGL_UINT32 *)&eventServiceId) == UGL_STATUS_OK) + { + qId = uglEventQCreate (eventServiceId, 100); + } + else + { + eventServiceId = UGL_NULL; + } + + if (windMLMode) + umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE + | UGL_MESA_WINDML_EXCLUSIVE, NULL); + else + umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL); + + if (umc == NULL) + { + uglDeinitialize(); + return; + } + + uglMesaMakeCurrentContext(umc, 0, 0, + UGL_MESA_FULLSCREEN_WIDTH, + UGL_MESA_FULLSCREEN_HEIGHT); + + + uglMesaGetIntegerv(UGL_MESA_WIDTH, &width); + uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height); + + initGL(width, height); + + while(!getEvent()) + drawGL(); + + cleanUp(); + + return; + } + + |