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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+ * Unpublished-- rights reserved under the copyright laws of the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.
+ */
+/* stencil.c
+ * This program draws two rotated tori in a window.
+ * A diamond in the center of the window masks out part
+ * of the scene. Within this mask, a different model
+ * (a sphere) is drawn in a different color.
+ */
+
+/*
+ * Conversion to UGL/Mesa by Stephane Raimbault, 2001
+ */
+
+#include <stdio.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 <GL/uglglutshapes.h>
+
+#define YELLOWMAT 1
+#define BLUEMAT 2
+
+UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
+UGL_LOCAL UGL_EVENT_Q_ID qId;
+UGL_LOCAL UGL_MESA_CONTEXT umc;
+
+UGL_LOCAL void initGL (GLsizei w, GLsizei h)
+ {
+ GLfloat yellow_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
+ GLfloat yellow_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+
+ GLfloat blue_diffuse[] = { 0.1, 0.1, 0.7, 1.0 };
+ GLfloat blue_specular[] = { 0.1, 1.0, 1.0, 1.0 };
+
+ GLfloat position_one[] = { 1.0, 1.0, 1.0, 0.0 };
+
+ glNewList(YELLOWMAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow_diffuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, yellow_specular);
+ glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
+ glEndList();
+
+ glNewList(BLUEMAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, blue_diffuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, blue_specular);
+ glMaterialf(GL_FRONT, GL_SHININESS, 45.0);
+ glEndList();
+
+ glLightfv(GL_LIGHT0, GL_POSITION, position_one);
+
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHTING);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_DEPTH_TEST);
+
+ glClearStencil(0x0);
+ glEnable(GL_STENCIL_TEST);
+
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+/* create a diamond shaped stencil area */
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(-3.0, 3.0, -3.0, 3.0, -1.0, 1.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glStencilFunc (GL_ALWAYS, 0x1, 0x1);
+ glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ glBegin(GL_QUADS);
+ glVertex3f (-1.0, 0.0, 0.0);
+ glVertex3f (0.0, 1.0, 0.0);
+ glVertex3f (1.0, 0.0, 0.0);
+ glVertex3f (0.0, -1.0, 0.0);
+ glEnd();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0, (GLfloat) w/(GLfloat) h, 3.0, 7.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -5.0);
+ }
+
+/* Draw a sphere in a diamond-shaped section in the
+ * middle of a window with 2 tori.
+ */
+UGL_LOCAL void drawGL(void)
+ {
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
+
+/* draw blue sphere where the stencil is 1 */
+ glStencilFunc (GL_EQUAL, 0x1, 0x1);
+ glCallList (BLUEMAT);
+ glutSolidSphere (0.5, 15, 15);
+
+/* draw the tori where the stencil is not 1 */
+ glStencilFunc (GL_NOTEQUAL, 0x1, 0x1);
+ glPushMatrix();
+ glRotatef (45.0, 0.0, 0.0, 1.0);
+ glRotatef (45.0, 0.0, 1.0, 0.0);
+ glCallList (YELLOWMAT);
+ glutSolidTorus (0.275, 0.85, 15, 15);
+ glPushMatrix();
+ glRotatef (90.0, 1.0, 0.0, 0.0);
+ glutSolidTorus (0.275, 0.85, 15, 15);
+ glPopMatrix();
+ glPopMatrix();
+
+ 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 windMLStencil (void);
+
+void uglstencil (void)
+ {
+ taskSpawn("tStencil", 210, VX_FP_TASK, 100000,
+ (FUNCPTR)windMLStencil, 0,1,2,3,4,5,6,7,8,9);
+ }
+
+void windMLStencil(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_FALSE,
+ 16,
+ 8,
+ 0,0,0,0,
+ 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);
+
+ drawGL();
+
+ while (!getEvent());
+
+ uglEventQDestroy (eventServiceId, qId);
+
+ uglMesaDestroyContext();
+ uglDeinitialize();
+
+ return;
+ }
+