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+
+/* 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+ * Unpublished-- rights reserved under the copyright laws of the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;
+ }