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diff --git a/nx-X11/extras/Mesa_6.4.1/progs/windml/ugltexcube.c b/nx-X11/extras/Mesa_6.4.1/progs/windml/ugltexcube.c
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+
+/* 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;
+ }
+
+