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/*
* zl - pbuffer packet implementation
* Copyright (c) by Tom Schouten <tom@zwizwa.be>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
*/
/*
this code uses glx. i don't know if it is worth to take into
account portabiliy. since it will take a while until pdp runs
on anything else than linux. but in any case, providing a windows/osx
implementation here should not be too difficult..
*/
#include "zl/3Dcontext.h"
#include <GL/gl.h>
#include <GL/glu.h>
#define D if (0)
/* constructor */
/* pbuf operators */
uint32_t zl_3Dcontext_width(zl_3Dcontext *c) {
if (c) return c->width;
else return 0;
}
uint32_t zl_3Dcontext_height(zl_3Dcontext *c) {
if (c) return c->height;
else return 0;
}
uint32_t zl_3Dcontext_subwidth(zl_3Dcontext *c) {
if (c) return c->sub_width;
else return 0;
}
uint32_t zl_3Dcontext_subheight(zl_3Dcontext *c) {
if (c) return c->sub_height;
else return 0;
}
void zl_3Dcontext_set_subwidth(zl_3Dcontext *c, uint32_t w) {
if (c) c->sub_width = w;
}
void zl_3Dcontext_set_subheight(zl_3Dcontext *c, uint32_t h) {
if (c) c->sub_height = h;
}
float zl_3Dcontext_subaspect(zl_3Dcontext *c) {
if (c) return (float)c->sub_width/c->sub_height;
else return 0;
}
void zl_3Dcontext_snap_to_bitmap(zl_3Dcontext *c, int w, int h, void *_data) {
int x, y;
char *data = _data;
x = zl_3Dcontext_subwidth(c);
y = zl_3Dcontext_subheight(c);
// ???
x = (x - w) >> 1;
y = (y - h) >> 1;
x = (x < 0 ) ? 0 : x;
y = (y < 0 ) ? 0 : y;
zl_3Dcontext_set_rendering_context(c);
glReadPixels(x,y, w ,h,GL_RGB,GL_UNSIGNED_BYTE, data);
}
/* setup for 2d operation from pbuf dimensions */
void zl_3Dcontext_setup_2d_context(zl_3Dcontext *c) {
uint32_t w;
uint32_t h;
float asp;
w = zl_3Dcontext_subwidth(c);
h = zl_3Dcontext_subheight(c);
asp = zl_3Dcontext_subaspect(c);
/* set the viewport to the size of the sub frame */
glViewport(0, 0, w, h);
/* set orthogonal projection, with a relative frame size of (2asp x 2) */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 2*asp, 0, 2);
/* set the center of view */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(asp, 1, 0);
glScalef(1,-1,1);
}
/* setup for 3d operation from pbuf dimensions */
void zl_3Dcontext_setup_3d_context(zl_3Dcontext *c) {
uint32_t w;
uint32_t h;
int i;
float asp;
float m_perspect[] = {-1.f, /* left */
1.f, /* right */
-1.f, /* bottom */
1.f, /* top */
1.f, /* front */
20.f};/* back */
w = zl_3Dcontext_subwidth(c);
h = zl_3Dcontext_subheight(c);
asp = zl_3Dcontext_subaspect(c);
/* set the viewport to the size of the sub frame */
glViewport(0, 0, w, h);
/* set orthogonal projection, with a relative frame size of (2asp x 2) */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(m_perspect[0] * asp, m_perspect[1] * asp, // left, right
m_perspect[2], m_perspect[3], // bottom, top
m_perspect[4], m_perspect[5]); // front, back
/* reset texture matrix */
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
/* set the center of view */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 4, 0, 0, 0, 0, 1, 0);
//glTranslatef(asp, 1, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
//glShadeModel(GL_FLAT);
/* disable everything that is enabled in other modules
this resets the ogl state to its initial conditions */
glDisable(GL_LIGHTING);
for (i=0; i<8; i++) glDisable(GL_LIGHT0 + i);
glDisable(GL_COLOR_MATERIAL);
}
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