258 lines
6.3 KiB
C
258 lines
6.3 KiB
C
/* uglcube.c - WindML/Mesa example program */
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/* Copyright (C) 2001 by Wind River Systems, Inc */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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*
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* The MIT License
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/*
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DESCRIPTION
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Draw a smooth cube.
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*/
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#include <stdio.h>
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#include <math.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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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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UGL_LOCAL GLfloat rotx;
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UGL_LOCAL GLfloat roty;
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UGL_LOCAL GLuint theCube;
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UGL_LOCAL void cube()
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{
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/* Front */
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glBegin(GL_QUADS);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glEnd();
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/* Back */
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glBegin(GL_QUADS);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glEnd();
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/* Right */
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glBegin(GL_QUADS);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glEnd();
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/* Left */
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glBegin(GL_QUADS);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glEnd();
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/* Top */
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glBegin(GL_QUADS);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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glColor3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glEnd();
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/* Bottom */
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glBegin(GL_QUADS);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glColor3f(1.0f, 0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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glColor3f(1.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glEnd();
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}
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UGL_LOCAL void initGL
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(
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int Width,
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int Height
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)
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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theCube = glGenLists(1);
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glNewList(theCube, GL_COMPILE);
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cube();
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glEndList();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -6.0f);
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}
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/* The main drawing function. */
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UGL_LOCAL void drawGL()
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{
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/* Clear The Screen And The Depth Buffer */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* Rotate the cube */
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glRotatef(rotx, 1.0f, 0.0f, 0.0f);
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glRotatef(roty, 0.0f, 1.0f, 0.0f);
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glCallList(theCube);
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glFlush();
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uglMesaSwapBuffers();
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}
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/* The function called whenever a key is pressed. */
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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 windMLCube (UGL_BOOL windMLMode);
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void uglcube (void)
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{
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taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube,
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UGL_FALSE,1,2,3,4,5,6,7,8,9);
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}
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void windMLCube (UGL_BOOL windMLMode)
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{
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GLsizei width, height;
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UGL_INPUT_DEVICE_ID keyboardDevId;
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rotx = 2.5f;
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roty = 1.0f;
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uglInitialize();
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uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
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if (uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0,
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(UGL_UINT32 *)&eventServiceId) == UGL_STATUS_OK)
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{
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qId = uglEventQCreate (eventServiceId, 100);
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}
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else
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{
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eventServiceId = UGL_NULL;
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}
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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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/* Fullscreen */
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uglMesaMakeCurrentContext(umc, 0, 0, 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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/* Initialize our window. */
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initGL(width, height);
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while (!getEvent())
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drawGL();
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if (eventServiceId != UGL_NULL)
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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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