/* * 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 1.1.1.1 2006/11/25 18:57:36 matthieu * Import MesaDemos 6.5.1 * * 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 #include #include #include #include #include #include #include #include #include #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; }