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-rw-r--r--progs/windml/ugltexcyl.c407
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diff --git a/progs/windml/ugltexcyl.c b/progs/windml/ugltexcyl.c
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+/*
+ * Textured cylinder demo: lighting, texturing, reflection mapping.
+ *
+ * Brian Paul May 1997 This program is in the public domain.
+ *
+ * Conversion to UGL/Mesa by Stephane Raimbault
+ */
+
+/*
+ * $Log: ugltexcyl.c,v $
+ * Revision 1.2 2001/09/10 19:21:13 brianp
+ * WindML updates (Stephane Raimbault)
+ *
+ * Revision 1.1 2001/08/20 16:07:11 brianp
+ * WindML driver (Stephane Raimbault)
+ *
+ * Revision 1.5 2001/03/27 17:35:26 brianp
+ * set initial window pos
+ *
+ * Revision 1.4 2000/12/24 22:53:54 pesco
+ * * demos/Makefile.am (INCLUDES): Added -I$(top_srcdir)/util.
+ * * demos/Makefile.X11, demos/Makefile.BeOS-R4, demos/Makefile.cygnus:
+ * Essentially the same.
+ * Program files updated to include "readtex.c", not "../util/readtex.c".
+ * * demos/reflect.c: Likewise for "showbuffer.c".
+ *
+ *
+ * * Makefile.am (EXTRA_DIST): Added top-level regular files.
+ *
+ * * include/GL/Makefile.am (INC_X11): Added glxext.h.
+ *
+ *
+ * * src/GGI/include/ggi/mesa/Makefile.am (EXTRA_HEADERS): Include
+ * Mesa GGI headers in dist even if HAVE_GGI is not given.
+ *
+ * * configure.in: Look for GLUT and demo source dirs in $srcdir.
+ *
+ * * src/swrast/Makefile.am (libMesaSwrast_la_SOURCES): Set to *.[ch].
+ * More source list updates in various Makefile.am's.
+ *
+ * * Makefile.am (dist-hook): Remove CVS directory from distribution.
+ * (DIST_SUBDIRS): List all possible subdirs here.
+ * (SUBDIRS): Only list subdirs selected for build again.
+ * The above two applied to all subdir Makefile.am's also.
+ *
+ * Revision 1.3 2000/09/29 23:09:39 brianp
+ * added fps output
+ *
+ * Revision 1.2 1999/10/21 16:39:06 brianp
+ * added -info command line option
+ *
+ * Revision 1.1.1.1 1999/08/19 00:55:40 jtg
+ * Imported sources
+ *
+ * Revision 3.3 1999/03/28 18:24:37 brianp
+ * minor clean-up
+ *
+ * Revision 3.2 1998/11/05 04:34:04 brianp
+ * moved image files to ../images/ directory
+ *
+ * Revision 3.1 1998/06/23 03:16:51 brianp
+ * added Point/Linear sampling menu items
+ *
+ * Revision 3.0 1998/02/14 18:42:29 brianp
+ * initial rev
+ *
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <tickLib.h>
+
+#include <ugl/ugl.h>
+#include <ugl/uglucode.h>
+#include <ugl/uglevent.h>
+#include <ugl/uglinput.h>
+
+#include <GL/uglmesa.h>
+#include <GL/glu.h>
+
+#include "../util/readtex.h"
+
+#define TEXTURE_FILE "Mesa/images/reflect.rgb"
+
+#define LIT 1
+#define TEXTURED 2
+#define REFLECT 3
+#define ANIMATE 10
+#define POINT_FILTER 20
+#define LINEAR_FILTER 21
+#define QUIT 100
+#define COUNT_FRAMES
+
+UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
+UGL_LOCAL UGL_EVENT_Q_ID qId;
+UGL_LOCAL volatile UGL_BOOL stopWex;
+UGL_LOCAL UGL_MESA_CONTEXT umc;
+
+UGL_LOCAL GLuint CylinderObj;
+UGL_LOCAL GLboolean Animate;
+UGL_LOCAL GLboolean linearFilter;
+
+UGL_LOCAL GLfloat Xrot, Yrot, Zrot;
+UGL_LOCAL GLfloat DXrot, DYrot;
+
+UGL_LOCAL GLuint limit;
+UGL_LOCAL GLuint count;
+UGL_LOCAL GLuint tickStart, tickStop, tickBySec;
+
+UGL_LOCAL void cleanUp (void);
+
+UGL_LOCAL void drawGL(void)
+ {
+#ifdef COUNT_FRAMES
+ int time;
+#endif
+
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glPushMatrix();
+ glRotatef(Xrot, 1.0, 0.0, 0.0);
+ glRotatef(Yrot, 0.0, 1.0, 0.0);
+ glRotatef(Zrot, 0.0, 0.0, 1.0);
+ glScalef(5.0, 5.0, 5.0);
+ glCallList(CylinderObj);
+
+ glPopMatrix();
+
+ uglMesaSwapBuffers();
+
+ if (Animate)
+ {
+ Xrot += DXrot;
+ Yrot += DYrot;
+ }
+
+#ifdef COUNT_FRAMES
+ if (count > limit)
+ {
+ tickStop = tickGet ();
+ time = (tickStop-tickStart)/tickBySec;
+ printf (" %i fps\n", count/time);
+ tickStart = tickStop;
+ count = 0;
+ }
+ else
+ count++;
+#endif
+
+ }
+
+UGL_LOCAL void echoUse(void)
+ {
+ printf("Keys:\n");
+ printf(" Up/Down Rotate on Y\n");
+ printf(" Left/Right Rotate on X\n");
+ printf(" a Toggle animation\n");
+ printf(" f Toggle point/linear filtered\n");
+ printf(" l Lit\n");
+ printf(" t Textured\n");
+ printf(" r Reflect\n");
+ printf(" ESC Exit\n");
+ }
+
+UGL_LOCAL void readKey(UGL_WCHAR key)
+ {
+ float step = 3.0;
+ switch (key)
+ {
+ case 'a':
+ Animate = !Animate;
+ break;
+ case 'f':
+ if(linearFilter)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ GL_NEAREST);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ }
+ linearFilter = !linearFilter;
+ break;
+ case 'l':
+ glEnable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ break;
+ case 't':
+ glDisable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ break;
+ case 'r':
+ glDisable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ break;
+ case UGL_UNI_UP_ARROW:
+ Xrot += step;
+ break;
+ case UGL_UNI_DOWN_ARROW:
+ Xrot -= step;
+ break;
+ case UGL_UNI_LEFT_ARROW:
+ Yrot += step;
+ break;
+ case UGL_UNI_RIGHT_ARROW:
+ Yrot -= step;
+ break;
+ case UGL_UNI_ESCAPE:
+ stopWex = UGL_TRUE;
+ break;
+ }
+ }
+
+UGL_LOCAL void loopEvent(void)
+ {
+ UGL_EVENT event;
+ UGL_INPUT_EVENT * pInputEvent;
+
+ UGL_FOREVER
+ {
+ if (uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT)
+ != UGL_STATUS_Q_EMPTY)
+ {
+ pInputEvent = (UGL_INPUT_EVENT *)&event;
+
+ if (pInputEvent->header.type == UGL_EVENT_TYPE_KEYBOARD &&
+ pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
+ readKey(pInputEvent->type.keyboard.key);
+ }
+
+ drawGL();
+ if (stopWex)
+ break;
+ }
+ }
+
+UGL_LOCAL void initGL(void)
+ {
+ GLUquadricObj *q = gluNewQuadric();
+ CylinderObj = glGenLists(1);
+ glNewList(CylinderObj, GL_COMPILE);
+
+ glTranslatef(0.0, 0.0, -1.0);
+
+ /* cylinder */
+ gluQuadricNormals(q, GL_SMOOTH);
+ gluQuadricTexture(q, GL_TRUE);
+ gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);
+
+ /* end cap */
+ glTranslatef(0.0, 0.0, 2.0);
+ gluDisk(q, 0.0, 0.6, 24, 1);
+
+ /* other end cap */
+ glTranslatef(0.0, 0.0, -2.0);
+ gluQuadricOrientation(q, GLU_INSIDE);
+ gluDisk(q, 0.0, 0.6, 24, 1);
+
+ glEndList();
+ gluDeleteQuadric(q);
+
+ /* lighting */
+ glEnable(GL_LIGHTING);
+ {
+ GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
+ GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
+ GLfloat teal[4] = { 0.0, 1.0, 0.8, 1.0 };
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, teal);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
+ glEnable(GL_LIGHT0);
+ }
+
+ /* fitering = nearest, initially */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
+
+ if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB))
+ {
+ printf("Error: couldn't load texture image\n");
+ cleanUp();
+ exit(1);
+ }
+
+ glEnable(GL_CULL_FACE); /* don't need Z testing for convex objects */
+
+ glEnable(GL_LIGHTING);
+
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -70.0 );
+
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+
+#ifdef COUNT_FRAMES
+ tickStart = tickGet ();
+ tickBySec = sysClkRateGet ();
+#endif
+
+ }
+
+UGL_LOCAL void cleanUp (void)
+ {
+ uglEventQDestroy (eventServiceId, qId);
+
+ uglMesaDestroyContext();
+ uglDeinitialize ();
+ }
+
+void windMLTexCyl (UGL_BOOL windMLMode);
+
+void ugltexcyl (void)
+ {
+ taskSpawn ("tTexCyl", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCyl,
+ UGL_FALSE,1,2,3,4,5,6,7,8,9);
+ }
+
+void windMLTexCyl (UGL_BOOL windMLMode)
+ {
+ UGL_INPUT_DEVICE_ID keyboardDevId;
+ GLsizei displayWidth, displayHeight;
+ GLsizei x, y, w, h;
+
+ CylinderObj = 0;
+ Animate = GL_TRUE;
+ linearFilter = GL_FALSE;
+ Xrot = 0.0;
+ Yrot = 0.0;
+ Zrot = 0.0;
+ DXrot = 1.0;
+ DYrot = 2.5;
+ limit = 100;
+ count = 1;
+
+ uglInitialize ();
+
+ uglDriverFind (UGL_KEYBOARD_TYPE, 0,
+ (UGL_UINT32 *)&keyboardDevId);
+
+ uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
+
+ qId = uglEventQCreate (eventServiceId, 100);
+
+ /* Double buffering */
+ 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, 1, 1);
+
+ uglMesaGetIntegerv(UGL_MESA_DISPLAY_WIDTH, &displayWidth);
+ uglMesaGetIntegerv(UGL_MESA_DISPLAY_HEIGHT, &displayHeight);
+
+ h = (displayHeight*3)/4;
+ w = h;
+ x = (displayWidth-w)/2;
+ y = (displayHeight-h)/2;
+
+ uglMesaMoveToWindow(x, y);
+ uglMesaResizeToWindow(w, h);
+
+ initGL ();
+
+ echoUse();
+
+ stopWex = UGL_FALSE;
+ loopEvent();
+
+ cleanUp();
+
+ return;
+ }
+