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Diffstat (limited to 'progs/windml/uglaccum.c')
-rw-r--r-- | progs/windml/uglaccum.c | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/progs/windml/uglaccum.c b/progs/windml/uglaccum.c new file mode 100644 index 00000000000..4748618d624 --- /dev/null +++ b/progs/windml/uglaccum.c @@ -0,0 +1,240 @@ + +/* Copyright (c) Mark J. Kilgard, 1994. */ + +/* + * (c) Copyright 1993, 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 + * Unpublished-- rights reserved under the copyright laws of the + * United States.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(TM) is a trademark of Silicon Graphics, Inc. + */ + +/* Original name: accanti.c + * + * Conversion to UGL/Mesa by Stephane Raimbault + */ + +#include <stdio.h> +#include <math.h> + +#include <ugl/ugl.h> +#include <ugl/uglevent.h> +#include <ugl/uglinput.h> + +#include <GL/uglmesa.h> +#include <GL/uglglutshapes.h> + +#include "../book/jitter.h" + +UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId; +UGL_LOCAL UGL_EVENT_Q_ID qId; +UGL_LOCAL UGL_MESA_CONTEXT umc; + +/* Initialize lighting and other values. + */ +UGL_LOCAL void initGL(GLsizei w, GLsizei h) + { + GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; + GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; + GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 }; + GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 }; + + glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); + glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); + glMaterialf(GL_FRONT, GL_SHININESS, 50.0); + glLightfv(GL_LIGHT0, GL_POSITION, light_position); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glDepthFunc(GL_LESS); + glEnable(GL_DEPTH_TEST); + glShadeModel (GL_FLAT); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClearAccum(0.0, 0.0, 0.0, 0.0); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if (w <= h) + glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0); + else + glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0); + glMatrixMode(GL_MODELVIEW); + } + +UGL_LOCAL void displayObjects(void) + { + GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 }; + GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 }; + GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 }; + GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 }; + + glPushMatrix (); + glRotatef (30.0, 1.0, 0.0, 0.0); + + glPushMatrix (); + glTranslatef (-0.80, 0.35, 0.0); + glRotatef (100.0, 1.0, 0.0, 0.0); + glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse); + glutSolidTorus (0.275, 0.85, 16, 16); + glPopMatrix (); + + glPushMatrix (); + glTranslatef (-0.75, -0.50, 0.0); + glRotatef (45.0, 0.0, 0.0, 1.0); + glRotatef (45.0, 1.0, 0.0, 0.0); + glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse); + glutSolidCube (1.5); + glPopMatrix (); + + glPushMatrix (); + glTranslatef (0.75, 0.60, 0.0); + glRotatef (30.0, 1.0, 0.0, 0.0); + glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse); + glutSolidSphere (1.0, 16, 16); + glPopMatrix (); + + glPushMatrix (); + glTranslatef (0.70, -0.90, 0.25); + glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse); + glutSolidOctahedron (); + glPopMatrix (); + + glPopMatrix (); + } + +#define ACSIZE 8 + +UGL_LOCAL void drawGL(void) + { + GLint viewport[4]; + int jitter; + + glGetIntegerv (GL_VIEWPORT, viewport); + + glClear(GL_ACCUM_BUFFER_BIT); + for (jitter = 0; jitter < ACSIZE; jitter++) + { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glPushMatrix (); +/* Note that 4.5 is the distance in world space between + * left and right and bottom and top. + * This formula converts fractional pixel movement to + * world coordinates. + */ + glTranslatef (j8[jitter].x*4.5/viewport[2], + j8[jitter].y*4.5/viewport[3], 0.0); + displayObjects (); + glPopMatrix (); + glAccum(GL_ACCUM, 1.0/ACSIZE); + } + glAccum (GL_RETURN, 1.0); + glFlush(); + + uglMesaSwapBuffers(); + } + +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); + } + +void windMLAccum (void); + +void uglaccum (void) + { + taskSpawn("tAccum", 210, VX_FP_TASK, 100000, + (FUNCPTR)windMLAccum, 0,1,2,3,4,5,6,7,8,9); + } + +void windMLAccum(void) + { + UGL_INPUT_DEVICE_ID keyboardDevId; + GLsizei width, height; + + uglInitialize(); + + uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId); + + uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId); + + qId = uglEventQCreate (eventServiceId, 100); + + umc = uglMesaCreateNewContextExt(GL_TRUE, + 16, + 0, + 8,8,8,0, + NULL); + if (umc == NULL) + { + uglDeinitialize(); + return; + } + + /* Fullscreen */ + + 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(); + + uglEventQDestroy (eventServiceId, qId); + + uglMesaDestroyContext(); + uglDeinitialize(); + + return; + } |