380 lines
9.0 KiB
C
380 lines
9.0 KiB
C
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/* ugltexcube.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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* Authors:
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* Stephane Raimbault <stephane.raimbault@windriver.com>
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*/
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/*
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DESCRIPTION
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Draw a textured cube
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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 <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/glu.h>
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#include "../util/readtex.h"
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#define IMAGE_FILE "Mesa/images/wrs_logo.rgb"
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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 xrot, yrot, zrot;
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UGL_LOCAL GLuint texture[1];
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UGL_LOCAL GLuint theTexCube;
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typedef struct {
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GLubyte *data;
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int width, height;
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GLenum format;
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} TEX_IMAGE;
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UGL_LOCAL void cleanUp (void);
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UGL_LOCAL void loadGLTexture()
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{
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TEX_IMAGE * texImage=NULL;
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texImage = (TEX_IMAGE *) malloc(sizeof(TEX_IMAGE));
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if (texImage == NULL)
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{
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printf("Error allocating space for image");
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cleanUp();
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exit(1);
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}
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texImage->data = LoadRGBImage(IMAGE_FILE, &texImage->width,
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&texImage->height, &texImage->format);
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if (!texImage->data)
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{
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printf("Couldn't read %s\n", IMAGE_FILE);
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free(texImage);
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cleanUp();
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exit(1);
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}
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/* Create Texture */
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, 3,
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texImage->width, texImage->height,
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0, GL_RGB, GL_UNSIGNED_BYTE, texImage->data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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free(texImage->data);
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free(texImage);
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}
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UGL_LOCAL void initGL(int width, int height)
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{
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/* Load the texture(s) */
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loadGLTexture();
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/* Enable texture mapping */
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glEnable(GL_TEXTURE_2D);
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/* Clear the background color to black */
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glEnable(GL_CULL_FACE);
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/* Enables smooth color shading */
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glShadeModel(GL_SMOOTH);
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/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); */
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/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); */
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theTexCube = glGenLists(1);
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glNewList(theTexCube, GL_COMPILE);
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/* Choose the texture to use */
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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/* Begin drawing a cube */
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glBegin(GL_QUADS);
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/* Front face (note that the texture's corners have to match the
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quad's corners) */
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/* Bottom left of the texture and quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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/* Back Face */
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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/* Bottom Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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/* Top Face */
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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/* Bottom Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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/* Bottom Face */
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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/* Bottom Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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/* Right face */
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(1.0f, 1.0f, 1.0f);
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/* Bottom Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(1.0f, -1.0f, 1.0f);
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/* Left Face */
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/* Bottom Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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/* Bottom Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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/* Top Right Of The Texture and Quad */
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glTexCoord2f(1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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/* Top Left Of The Texture and Quad */
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glTexCoord2f(0.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd(); /* done with the polygon */
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glEndList();
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glDisable(GL_DITHER);
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glMatrixMode(GL_PROJECTION);
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/* Reset the projection matrix */
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glLoadIdentity();
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/* Calculate the aspect ratio of the window */
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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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}
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UGL_LOCAL void drawGL()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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/* Reset The View */
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glPushMatrix();
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/* Move 8 units into the screen */
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glTranslatef(0.0f, 0.0f, -8.0f);
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/* Rotate on the X axis */
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glRotatef(xrot, 1.0f, 0.0f, 0.0f);
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/* Rotate on the Y axis */
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glRotatef(yrot, 0.0f, 1.0f, 0.0f);
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/* Rotate On The Z Axis */
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glRotatef(zrot, 0.0f, 0.0f, 1.0f);
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glCallList(theTexCube);
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glFlush();
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uglMesaSwapBuffers();
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glPopMatrix();
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xrot += 1.6f;
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yrot += 1.6f;
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zrot += 1.6f;
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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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UGL_LOCAL void cleanUp (void)
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{
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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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}
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void windMLTexCube (UGL_BOOL windMLMode);
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void ugltexcube (void)
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{
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taskSpawn("tTexCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCube,
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UGL_FALSE,1,2,3,4,5,6,7,8,9);
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}
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void windMLTexCube(UGL_BOOL windMLMode)
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{
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GLuint width, height;
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UGL_INPUT_DEVICE_ID keyboardDevId;
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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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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,
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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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while(!getEvent())
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drawGL();
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cleanUp();
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return;
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}
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