251 lines
6.9 KiB
C
251 lines
6.9 KiB
C
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/* Copyright (c) Mark J. Kilgard, 1994. */
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/* Original name: accanti.c
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*
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* Conversion to UGL/Mesa by Stephane Raimbault
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*/
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#include <stdio.h>
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#include <math.h>
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#include <ugl/ugl.h>
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#include <ugl/uglevent.h>
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#include <ugl/uglinput.h>
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#include <GL/uglmesa.h>
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#include <GL/uglglutshapes.h>
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#include "../book/jitter.h"
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UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
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UGL_LOCAL UGL_EVENT_Q_ID qId;
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UGL_LOCAL UGL_MESA_CONTEXT umc;
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/* Initialize lighting and other values.
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*/
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UGL_LOCAL void initGL(GLsizei w, GLsizei h)
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{
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
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GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel (GL_FLAT);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClearAccum(0.0, 0.0, 0.0, 0.0);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
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else
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glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
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glMatrixMode(GL_MODELVIEW);
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}
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UGL_LOCAL void displayObjects(void)
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{
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GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
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GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
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GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
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GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
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glPushMatrix ();
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glRotatef (30.0, 1.0, 0.0, 0.0);
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glPushMatrix ();
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glTranslatef (-0.80, 0.35, 0.0);
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glRotatef (100.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
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glutSolidTorus (0.275, 0.85, 16, 16);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (-0.75, -0.50, 0.0);
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glRotatef (45.0, 0.0, 0.0, 1.0);
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glRotatef (45.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
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glutSolidCube (1.5);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (0.75, 0.60, 0.0);
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glRotatef (30.0, 1.0, 0.0, 0.0);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
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glutSolidSphere (1.0, 16, 16);
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glPopMatrix ();
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glPushMatrix ();
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glTranslatef (0.70, -0.90, 0.25);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
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glutSolidOctahedron ();
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glPopMatrix ();
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glPopMatrix ();
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}
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#define ACSIZE 8
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UGL_LOCAL void drawGL(void)
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{
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GLint viewport[4];
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int jitter;
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glGetIntegerv (GL_VIEWPORT, viewport);
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glClear(GL_ACCUM_BUFFER_BIT);
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for (jitter = 0; jitter < ACSIZE; jitter++)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix ();
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/* Note that 4.5 is the distance in world space between
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* left and right and bottom and top.
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* This formula converts fractional pixel movement to
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* world coordinates.
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*/
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glTranslatef (j8[jitter].x*4.5/viewport[2],
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j8[jitter].y*4.5/viewport[3], 0.0);
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displayObjects ();
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glPopMatrix ();
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glAccum(GL_ACCUM, 1.0/ACSIZE);
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}
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glAccum (GL_RETURN, 1.0);
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glFlush();
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uglMesaSwapBuffers();
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}
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UGL_LOCAL int getEvent(void)
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{
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UGL_EVENT event;
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UGL_STATUS status;
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int retVal = 0;
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status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
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while (status != UGL_STATUS_Q_EMPTY)
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{
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UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event;
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if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
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retVal = 1;
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status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
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}
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return(retVal);
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}
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void windMLAccum (UGL_BOOL windMLMode);
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void uglaccum (void)
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{
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taskSpawn("tAccum", 210, VX_FP_TASK, 100000,
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(FUNCPTR)windMLAccum,UGL_FALSE,1,2,3,4,5,6,7,8,9);
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}
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void windMLAccum (UGL_BOOL windMLMode)
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{
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UGL_INPUT_DEVICE_ID keyboardDevId;
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GLsizei width, height;
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uglInitialize();
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uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
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uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
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qId = uglEventQCreate (eventServiceId, 100);
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if (windMLMode)
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umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE
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| UGL_MESA_WINDML_EXCLUSIVE,
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16,
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0,
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8,8,8,0,
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NULL);
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else
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umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE,
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16,
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0,
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8,8,8,0,
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NULL);
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if (umc == NULL)
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{
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uglDeinitialize();
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return;
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}
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/* Fullscreen */
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uglMesaMakeCurrentContext(umc, 0, 0,
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UGL_MESA_FULLSCREEN_WIDTH,
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UGL_MESA_FULLSCREEN_HEIGHT);
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uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
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uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
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initGL(width, height);
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drawGL();
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while (!getEvent());
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uglEventQDestroy (eventServiceId, qId);
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uglMesaDestroyContext();
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uglDeinitialize();
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return;
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}
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