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diff --git a/progs/windml/uglcube.c b/progs/windml/uglcube.c
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-/* uglcube.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.
- */
-
-/*
-DESCRIPTION
-Draw a smooth cube.
-*/
-
-#include <stdio.h>
-#include <math.h>
-
-#include <ugl/uglevent.h>
-#include <ugl/uglinput.h>
-
-#include <GL/uglmesa.h>
-#include <GL/glu.h>
-
-UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
-UGL_LOCAL UGL_EVENT_Q_ID qId;
-UGL_LOCAL UGL_MESA_CONTEXT umc;
-UGL_LOCAL GLfloat rotx;
-UGL_LOCAL GLfloat roty;
-UGL_LOCAL GLuint theCube;
-
-UGL_LOCAL void cube()
- {
-
- /* Front */
- glBegin(GL_QUADS);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, 1.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, 1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, 1.0f);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, 1.0f);
- glEnd();
-
-
- /* Back */
- glBegin(GL_QUADS);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, -1.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, -1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, -1.0f);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, -1.0f);
- glEnd();
-
-
- /* Right */
- glBegin(GL_QUADS);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, 1.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, -1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, -1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, 1.0f);
- glEnd();
-
- /* Left */
- glBegin(GL_QUADS);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, 1.0f);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, -1.0f);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, -1.0f);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, 1.0f);
- glEnd();
-
- /* Top */
- glBegin(GL_QUADS);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, -1.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, -1.0f);
- glColor3f(0.0f, 1.0f, 0.0f);
- glVertex3f(1.0f, 1.0f, 1.0f);
- glColor3f(0.0f, 0.0f, 1.0f);
- glVertex3f(-1.0f, 1.0f, 1.0f);
- glEnd();
-
-
- /* Bottom */
- glBegin(GL_QUADS);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, -1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, -1.0f);
- glColor3f(1.0f, 0.0f, 0.0f);
- glVertex3f(1.0f, -1.0f, 1.0f);
- glColor3f(1.0f, 1.0f, 0.0f);
- glVertex3f(-1.0f, -1.0f, 1.0f);
- glEnd();
- }
-
-UGL_LOCAL void initGL
- (
- int Width,
- int Height
- )
- {
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
-
- theCube = glGenLists(1);
- glNewList(theCube, GL_COMPILE);
- cube();
- glEndList();
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -6.0f);
- }
-
-
-/* The main drawing function. */
-
-UGL_LOCAL void drawGL()
- {
-
- /* Clear The Screen And The Depth Buffer */
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- /* Rotate the cube */
-
- glRotatef(rotx, 1.0f, 0.0f, 0.0f);
- glRotatef(roty, 0.0f, 1.0f, 0.0f);
-
- glCallList(theCube);
-
- glFlush();
-
- uglMesaSwapBuffers();
- }
-
-
-/* The function called whenever a key is pressed. */
-
-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 windMLCube (UGL_BOOL windMLMode);
-
-void uglcube (void)
- {
- taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube,
- UGL_FALSE,1,2,3,4,5,6,7,8,9);
- }
-
-void windMLCube (UGL_BOOL windMLMode)
- {
- GLsizei width, height;
- UGL_INPUT_DEVICE_ID keyboardDevId;
-
- rotx = 2.5f;
- roty = 1.0f;
-
- 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);
-
- /* Fullscreen */
-
- uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
- UGL_MESA_FULLSCREEN_HEIGHT);
-
- uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
- uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
-
- /* Initialize our window. */
-
- initGL(width, height);
-
- while (!getEvent())
- drawGL();
-
- if (eventServiceId != UGL_NULL)
- uglEventQDestroy (eventServiceId, qId);
-
- uglMesaDestroyContext();
- uglDeinitialize();
-
- return;
- }