411 lines
9.4 KiB
C
411 lines
9.4 KiB
C
/*
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* Textured cylinder demo: lighting, texturing, reflection mapping.
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*
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* Brian Paul May 1997 This program is in the public domain.
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*
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* Conversion to UGL/Mesa by Stephane Raimbault
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*/
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/*
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* $Log: ugltexcyl.c,v $
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* Revision 1.1.1.1 2006/11/25 18:57:36 matthieu
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* Import MesaDemos 6.5.1
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*
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* Revision 1.2 2001/09/10 19:21:13 brianp
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* WindML updates (Stephane Raimbault)
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*
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* Revision 1.1 2001/08/20 16:07:11 brianp
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* WindML driver (Stephane Raimbault)
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*
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* Revision 1.5 2001/03/27 17:35:26 brianp
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* set initial window pos
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*
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* Revision 1.4 2000/12/24 22:53:54 pesco
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* * demos/Makefile.am (INCLUDES): Added -I$(top_srcdir)/util.
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* * demos/Makefile.X11, demos/Makefile.BeOS-R4, demos/Makefile.cygnus:
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* Essentially the same.
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* Program files updated to include "readtex.c", not "../util/readtex.c".
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* * demos/reflect.c: Likewise for "showbuffer.c".
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*
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*
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* * Makefile.am (EXTRA_DIST): Added top-level regular files.
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*
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* * include/GL/Makefile.am (INC_X11): Added glxext.h.
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*
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*
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* * src/GGI/include/ggi/mesa/Makefile.am (EXTRA_HEADERS): Include
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* Mesa GGI headers in dist even if HAVE_GGI is not given.
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*
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* * configure.in: Look for GLUT and demo source dirs in $srcdir.
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*
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* * src/swrast/Makefile.am (libMesaSwrast_la_SOURCES): Set to *.[ch].
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* More source list updates in various Makefile.am's.
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*
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* * Makefile.am (dist-hook): Remove CVS directory from distribution.
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* (DIST_SUBDIRS): List all possible subdirs here.
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* (SUBDIRS): Only list subdirs selected for build again.
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* The above two applied to all subdir Makefile.am's also.
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*
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* Revision 1.3 2000/09/29 23:09:39 brianp
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* added fps output
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*
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* Revision 1.2 1999/10/21 16:39:06 brianp
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* added -info command line option
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*
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* Revision 1.1.1.1 1999/08/19 00:55:40 jtg
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* Imported sources
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*
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* Revision 3.3 1999/03/28 18:24:37 brianp
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* minor clean-up
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*
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* Revision 3.2 1998/11/05 04:34:04 brianp
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* moved image files to ../images/ directory
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*
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* Revision 3.1 1998/06/23 03:16:51 brianp
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* added Point/Linear sampling menu items
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*
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* Revision 3.0 1998/02/14 18:42:29 brianp
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* initial rev
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <tickLib.h>
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#include <ugl/ugl.h>
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#include <ugl/uglucode.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/glu.h>
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#include "../util/readtex.h"
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#define TEXTURE_FILE "Mesa/images/reflect.rgb"
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#define LIT 1
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#define TEXTURED 2
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#define REFLECT 3
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#define ANIMATE 10
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#define POINT_FILTER 20
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#define LINEAR_FILTER 21
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#define QUIT 100
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#define COUNT_FRAMES
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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 volatile UGL_BOOL stopWex;
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UGL_LOCAL UGL_MESA_CONTEXT umc;
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UGL_LOCAL GLuint CylinderObj;
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UGL_LOCAL GLboolean Animate;
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UGL_LOCAL GLboolean linearFilter;
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UGL_LOCAL GLfloat Xrot, Yrot, Zrot;
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UGL_LOCAL GLfloat DXrot, DYrot;
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UGL_LOCAL GLuint limit;
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UGL_LOCAL GLuint count;
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UGL_LOCAL GLuint tickStart, tickStop, tickBySec;
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UGL_LOCAL void cleanUp (void);
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UGL_LOCAL void drawGL(void)
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{
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#ifdef COUNT_FRAMES
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int time;
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#endif
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1.0, 0.0, 0.0);
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glRotatef(Yrot, 0.0, 1.0, 0.0);
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glRotatef(Zrot, 0.0, 0.0, 1.0);
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glScalef(5.0, 5.0, 5.0);
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glCallList(CylinderObj);
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glPopMatrix();
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uglMesaSwapBuffers();
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if (Animate)
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{
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Xrot += DXrot;
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Yrot += DYrot;
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}
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#ifdef COUNT_FRAMES
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if (count > limit)
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{
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tickStop = tickGet ();
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time = (tickStop-tickStart)/tickBySec;
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printf (" %i fps\n", count/time);
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tickStart = tickStop;
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count = 0;
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}
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else
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count++;
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#endif
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}
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UGL_LOCAL void echoUse(void)
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{
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printf("Keys:\n");
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printf(" Up/Down Rotate on Y\n");
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printf(" Left/Right Rotate on X\n");
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printf(" a Toggle animation\n");
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printf(" f Toggle point/linear filtered\n");
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printf(" l Lit\n");
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printf(" t Textured\n");
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printf(" r Reflect\n");
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printf(" ESC Exit\n");
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}
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UGL_LOCAL void readKey(UGL_WCHAR key)
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{
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float step = 3.0;
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switch (key)
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{
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case 'a':
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Animate = !Animate;
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break;
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case 'f':
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if(linearFilter)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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}
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linearFilter = !linearFilter;
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break;
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case 'l':
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glEnable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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break;
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case 't':
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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break;
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case 'r':
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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break;
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case UGL_UNI_UP_ARROW:
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Xrot += step;
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break;
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case UGL_UNI_DOWN_ARROW:
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Xrot -= step;
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break;
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case UGL_UNI_LEFT_ARROW:
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Yrot += step;
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break;
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case UGL_UNI_RIGHT_ARROW:
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Yrot -= step;
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break;
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case UGL_UNI_ESCAPE:
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stopWex = UGL_TRUE;
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break;
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}
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}
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UGL_LOCAL void loopEvent(void)
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{
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UGL_EVENT event;
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UGL_INPUT_EVENT * pInputEvent;
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UGL_FOREVER
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{
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if (uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT)
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!= UGL_STATUS_Q_EMPTY)
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{
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pInputEvent = (UGL_INPUT_EVENT *)&event;
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if (pInputEvent->header.type == UGL_EVENT_TYPE_KEYBOARD &&
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pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
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readKey(pInputEvent->type.keyboard.key);
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}
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drawGL();
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if (stopWex)
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break;
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}
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}
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UGL_LOCAL void initGL(void)
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{
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GLUquadricObj *q = gluNewQuadric();
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CylinderObj = glGenLists(1);
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glNewList(CylinderObj, GL_COMPILE);
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glTranslatef(0.0, 0.0, -1.0);
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/* cylinder */
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gluQuadricNormals(q, GL_SMOOTH);
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gluQuadricTexture(q, GL_TRUE);
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gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);
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/* end cap */
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glTranslatef(0.0, 0.0, 2.0);
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gluDisk(q, 0.0, 0.6, 24, 1);
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/* other end cap */
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glTranslatef(0.0, 0.0, -2.0);
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gluQuadricOrientation(q, GLU_INSIDE);
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gluDisk(q, 0.0, 0.6, 24, 1);
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glEndList();
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gluDeleteQuadric(q);
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/* lighting */
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glEnable(GL_LIGHTING);
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{
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GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
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GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
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GLfloat teal[4] = { 0.0, 1.0, 0.8, 1.0 };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, teal);
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glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
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glEnable(GL_LIGHT0);
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}
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/* fitering = nearest, initially */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB))
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{
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printf("Error: couldn't load texture image\n");
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cleanUp();
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exit(1);
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}
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glEnable(GL_CULL_FACE); /* don't need Z testing for convex objects */
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glEnable(GL_LIGHTING);
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -70.0 );
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
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#ifdef COUNT_FRAMES
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tickStart = tickGet ();
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tickBySec = sysClkRateGet ();
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#endif
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}
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UGL_LOCAL void cleanUp (void)
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{
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uglEventQDestroy (eventServiceId, qId);
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uglMesaDestroyContext();
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uglDeinitialize ();
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}
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void windMLTexCyl (UGL_BOOL windMLMode);
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void ugltexcyl (void)
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{
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taskSpawn ("tTexCyl", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCyl,
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UGL_FALSE,1,2,3,4,5,6,7,8,9);
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}
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void windMLTexCyl (UGL_BOOL windMLMode)
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{
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UGL_INPUT_DEVICE_ID keyboardDevId;
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GLsizei displayWidth, displayHeight;
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GLsizei x, y, w, h;
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CylinderObj = 0;
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Animate = GL_TRUE;
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linearFilter = GL_FALSE;
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Xrot = 0.0;
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Yrot = 0.0;
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Zrot = 0.0;
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DXrot = 1.0;
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DYrot = 2.5;
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limit = 100;
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count = 1;
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uglInitialize ();
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uglDriverFind (UGL_KEYBOARD_TYPE, 0,
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(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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/* Double buffering */
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if (windMLMode)
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umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE
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| UGL_MESA_WINDML_EXCLUSIVE, NULL);
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else
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umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, 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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uglMesaMakeCurrentContext (umc, 0, 0, 1, 1);
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uglMesaGetIntegerv(UGL_MESA_DISPLAY_WIDTH, &displayWidth);
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uglMesaGetIntegerv(UGL_MESA_DISPLAY_HEIGHT, &displayHeight);
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h = (displayHeight*3)/4;
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w = h;
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x = (displayWidth-w)/2;
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y = (displayHeight-h)/2;
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uglMesaMoveToWindow(x, y);
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uglMesaResizeToWindow(w, h);
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initGL ();
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echoUse();
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stopWex = UGL_FALSE;
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loopEvent();
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cleanUp();
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return;
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}
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