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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
*/
/*
* 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;
}
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