mesa/progs/windml/ugltexcube.c

380 lines
9.0 KiB
C

/* ugltexcube.c - WindML/Mesa example program */
/* Copyright (C) 2001 by Wind River Systems, Inc */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* The MIT License
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/*
* Authors:
* Stephane Raimbault <stephane.raimbault@windriver.com>
*/
/*
DESCRIPTION
Draw a textured cube
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
#include "../util/readtex.h"
#define IMAGE_FILE "Mesa/images/wrs_logo.rgb"
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLfloat xrot, yrot, zrot;
UGL_LOCAL GLuint texture[1];
UGL_LOCAL GLuint theTexCube;
typedef struct {
GLubyte *data;
int width, height;
GLenum format;
} TEX_IMAGE;
UGL_LOCAL void cleanUp (void);
UGL_LOCAL void loadGLTexture()
{
TEX_IMAGE * texImage=NULL;
texImage = (TEX_IMAGE *) malloc(sizeof(TEX_IMAGE));
if (texImage == NULL)
{
printf("Error allocating space for image");
cleanUp();
exit(1);
}
texImage->data = LoadRGBImage(IMAGE_FILE, &texImage->width,
&texImage->height, &texImage->format);
if (!texImage->data)
{
printf("Couldn't read %s\n", IMAGE_FILE);
free(texImage);
cleanUp();
exit(1);
}
/* Create Texture */
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3,
texImage->width, texImage->height,
0, GL_RGB, GL_UNSIGNED_BYTE, texImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
free(texImage->data);
free(texImage);
}
UGL_LOCAL void initGL(int width, int height)
{
/* Load the texture(s) */
loadGLTexture();
/* Enable texture mapping */
glEnable(GL_TEXTURE_2D);
/* Clear the background color to black */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_CULL_FACE);
/* Enables smooth color shading */
glShadeModel(GL_SMOOTH);
/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); */
/* glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); */
theTexCube = glGenLists(1);
glNewList(theTexCube, GL_COMPILE);
/* Choose the texture to use */
glBindTexture(GL_TEXTURE_2D, texture[0]);
/* Begin drawing a cube */
glBegin(GL_QUADS);
/* Front face (note that the texture's corners have to match the
quad's corners) */
/* Bottom left of the texture and quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* Back Face */
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
/* Bottom Left Of The Texture and Quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
/* Top Face */
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
/* Bottom Left Of The Texture and Quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
/* Bottom Face */
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
/* Bottom Left Of The Texture and Quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
/* Right face */
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
/* Bottom Left Of The Texture and Quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
/* Left Face */
/* Bottom Left Of The Texture and Quad */
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
/* Bottom Right Of The Texture and Quad */
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
/* Top Right Of The Texture and Quad */
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
/* Top Left Of The Texture and Quad */
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd(); /* done with the polygon */
glEndList();
glDisable(GL_DITHER);
glMatrixMode(GL_PROJECTION);
/* Reset the projection matrix */
glLoadIdentity();
/* Calculate the aspect ratio of the window */
gluPerspective(45.0f, (GLfloat) width / (GLfloat) height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
UGL_LOCAL void drawGL()
{
glClear(GL_COLOR_BUFFER_BIT);
/* Reset The View */
glPushMatrix();
/* Move 8 units into the screen */
glTranslatef(0.0f, 0.0f, -8.0f);
/* Rotate on the X axis */
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
/* Rotate on the Y axis */
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
/* Rotate On The Z Axis */
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glCallList(theTexCube);
glFlush();
uglMesaSwapBuffers();
glPopMatrix();
xrot += 1.6f;
yrot += 1.6f;
zrot += 1.6f;
}
UGL_LOCAL int getEvent(void)
{
UGL_EVENT event;
UGL_STATUS status;
int retVal = 0;
status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
while (status != UGL_STATUS_Q_EMPTY)
{
UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event;
if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
retVal = 1;
status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
}
return(retVal);
}
UGL_LOCAL void cleanUp (void)
{
if (eventServiceId != UGL_NULL)
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
}
void windMLTexCube (UGL_BOOL windMLMode);
void ugltexcube (void)
{
taskSpawn("tTexCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCube,
UGL_FALSE,1,2,3,4,5,6,7,8,9);
}
void windMLTexCube(UGL_BOOL windMLMode)
{
GLuint width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
if (uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0,
(UGL_UINT32 *)&eventServiceId) == UGL_STATUS_OK)
{
qId = uglEventQCreate (eventServiceId, 100);
}
else
{
eventServiceId = UGL_NULL;
}
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,
UGL_MESA_FULLSCREEN_WIDTH,
UGL_MESA_FULLSCREEN_HEIGHT);
uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
initGL(width, height);
while(!getEvent())
drawGL();
cleanUp();
return;
}