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diff --git a/nx-X11/extras/Mesa_6.4.2/progs/windml/uglolympic.c b/nx-X11/extras/Mesa_6.4.2/progs/windml/uglolympic.c
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+/*
+ * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and
+ * its documentation for any purpose is hereby granted without fee, provided
+ * that (i) the above copyright notices and this permission notice appear in
+ * all copies of the software and related documentation, and (ii) the name of
+ * Silicon Graphics may not be used in any advertising or
+ * publicity relating to the software without the specific, prior written
+ * permission of Silicon Graphics.
+ *
+ * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
+ * ANY KIND,
+ * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
+ * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
+ * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
+ * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
+ * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
+ * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
+ * OF THIS SOFTWARE.
+ */
+
+/*
+ * Nov 20, 1995 use stdlib's rand()/srand() instead of random()/srand48(), etc.
+ */
+
+/*
+ * Modified by Stephane Raimbault to be able to run in VxWorks 07/18/01
+ *
+ * Modified by Li Wei(liwei@aiar.xjtu.edu.cn) to be able to run in Windows
+ * 6/13
+ *
+ * Modified by Brian Paul to compile with Windows OR Unix. 7/23/97
+ */
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include <ugl/ugl.h>
+#include <ugl/uglevent.h>
+#include <ugl/uglinput.h>
+#include <ugl/uglucode.h>
+
+#include <GL/uglmesa.h>
+#include <GL/glu.h>
+
+#ifndef RAND_MAX
+# define RAND_MAX 32767
+#endif
+
+#define XSIZE 100
+#define YSIZE 75
+
+#define RINGS 5
+#define BLUERING 0
+#define BLACKRING 1
+#define REDRING 2
+#define YELLOWRING 3
+#define GREENRING 4
+
+#define BACKGROUND 8
+
+UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
+UGL_LOCAL UGL_EVENT_Q_ID qId;
+UGL_LOCAL UGL_MESA_CONTEXT umc;
+UGL_LOCAL volatile UGL_BOOL stopWex;
+
+UGL_LOCAL int rgb;
+UGL_LOCAL unsigned char rgb_colors[RINGS][3];
+UGL_LOCAL int mapped_colors[RINGS];
+UGL_LOCAL float dests[RINGS][3];
+UGL_LOCAL float offsets[RINGS][3];
+UGL_LOCAL float angs[RINGS];
+UGL_LOCAL float rotAxis[RINGS][3];
+UGL_LOCAL int iters[RINGS];
+UGL_LOCAL GLuint theTorus;
+
+enum {
+ COLOR_BLACK = 0,
+ COLOR_RED,
+ COLOR_GREEN,
+ COLOR_YELLOW,
+ COLOR_BLUE,
+ COLOR_MAGENTA,
+ COLOR_CYAN,
+ COLOR_WHITE
+};
+
+/*
+UGL_LOCAL float RGBMap[9][3] = {
+ {0, 0, 0},
+ {1, 0, 0},
+ {0, 1, 0},
+ {1, 1, 0},
+ {0, 0, 1},
+ {1, 0, 1},
+ {0, 1, 1},
+ {1, 1, 1},
+ {0.5, 0.5, 0.5}
+};
+
+UGL_LOCAL void SetColor(int c)
+ {
+ (rgb) ? glColor3fv(RGBMap[c]): glIndexf(c);
+ }
+
+UGL_LOCAL void InitMap(void)
+ {
+ int i;
+
+ if (rgb)
+ return;
+
+ for (i = 0; i < 9; i++)
+ uglMesaSetColor(i, RGBMap[i][0], RGBMap[i][1], RGBMap[i][2]);
+ }
+
+UGL_LOCAL void SetFogRamp(int density, int startIndex)
+ {
+ int fogValues, colorValues;
+ int i, j, k;
+ float intensity;
+
+ fogValues = 1 << density;
+ colorValues = 1 << startIndex;
+ for (i = 0; i < colorValues; i++)
+ {
+ for (j = 0; j < fogValues; j++)
+ {
+ k = i * fogValues + j;
+ intensity = (i * fogValues + j * colorValues) / 255.0;
+ uglMesaSetColor(k, intensity, intensity, intensity);
+ }
+ }
+ }
+
+UGL_LOCAL void SetGreyRamp(void)
+ {
+ int i;
+ float intensity;
+
+ for (i = 0; i < 255; i++)
+ {
+ intensity = i / 255.0;
+ uglMesaSetColor(i, intensity, intensity, intensity);
+ }
+ }
+*/
+
+UGL_LOCAL void FillTorus(float rc, int numc, float rt, int numt)
+ {
+ int i, j, k;
+ double s, t;
+ double x, y, z;
+ double pi, twopi;
+
+ pi = 3.14159265358979323846;
+ twopi = 2 * pi;
+
+ for (i = 0; i < numc; i++)
+ {
+ glBegin(GL_QUAD_STRIP);
+ for (j = 0; j <= numt; j++)
+ {
+ for (k = 1; k >= 0; k--)
+ {
+ s = (i + k) % numc + 0.5;
+ t = j % numt;
+
+ x = cos(t*twopi/numt) * cos(s*twopi/numc);
+ y = sin(t*twopi/numt) * cos(s*twopi/numc);
+ z = sin(s*twopi/numc);
+ glNormal3f(x, y, z);
+
+ x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
+ y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
+ z = rc * sin(s*twopi/numc);
+ glVertex3f(x, y, z);
+ }
+ }
+ glEnd();
+ }
+ }
+
+UGL_LOCAL float Clamp(int iters_left, float t)
+ {
+ if (iters_left < 3)
+ {
+ return 0.0;
+ }
+ return (iters_left-2)*t/iters_left;
+ }
+
+UGL_LOCAL void drawGL(void)
+ {
+ int i, j;
+
+ for (i = 0; i < RINGS; i++)
+ {
+ if (iters[i]) {
+ for (j = 0; j < 3; j++)
+ {
+ offsets[i][j] = Clamp(iters[i], offsets[i][j]);
+ }
+ angs[i] = Clamp(iters[i], angs[i]);
+ iters[i]--;
+ }
+ }
+
+ glPushMatrix();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ gluLookAt(0,0,10, 0,0,0, 0,1,0);
+
+ for (i = 0; i < RINGS; i++)
+ {
+ if (rgb)
+ {
+ glColor3ubv(rgb_colors[i]);
+ }
+ else
+ {
+ glIndexi(mapped_colors[i]);
+ }
+ glPushMatrix();
+ glTranslatef(dests[i][0]+offsets[i][0], dests[i][1]+offsets[i][1],
+ dests[i][2]+offsets[i][2]);
+ glRotatef(angs[i], rotAxis[i][0], rotAxis[i][1], rotAxis[i][2]);
+ glCallList(theTorus);
+ glPopMatrix();
+ }
+
+ glPopMatrix();
+
+ glFlush();
+
+ uglMesaSwapBuffers();
+ }
+
+UGL_LOCAL float MyRand(void)
+ {
+ return 10.0 * ( (float) rand() / (float) RAND_MAX - 0.5 );
+ }
+
+UGL_LOCAL void ReInit(void)
+ {
+ int i;
+ float deviation;
+
+ deviation = MyRand() / 2;
+ deviation = deviation * deviation;
+ for (i = 0; i < RINGS; i++)
+ {
+ offsets[i][0] = MyRand();
+ offsets[i][1] = MyRand();
+ offsets[i][2] = MyRand();
+ angs[i] = 260.0 * MyRand();
+ rotAxis[i][0] = MyRand();
+ rotAxis[i][1] = MyRand();
+ rotAxis[i][2] = MyRand();
+ iters[i] = (deviation * MyRand() + 60.0);
+ }
+ }
+
+UGL_LOCAL void initGL(void)
+ {
+ float base, height;
+ float aspect, x, y;
+ int i;
+
+ float top_y = 1.0;
+ float bottom_y = 0.0;
+ float top_z = 0.15;
+ float bottom_z = 0.69;
+ float spacing = 2.5;
+ static float lmodel_ambient[] = {0.0, 0.0, 0.0, 0.0};
+ static float lmodel_twoside[] = {GL_FALSE};
+ static float lmodel_local[] = {GL_FALSE};
+ static float light0_ambient[] = {0.1, 0.1, 0.1, 1.0};
+ static float light0_diffuse[] = {1.0, 1.0, 1.0, 0.0};
+ static float light0_position[] = {0.8660254, 0.5, 1, 0};
+ static float light0_specular[] = {1.0, 1.0, 1.0, 0.0};
+ static float bevel_mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
+ static float bevel_mat_shininess[] = {40.0};
+ static float bevel_mat_specular[] = {1.0, 1.0, 1.0, 0.0};
+ static float bevel_mat_diffuse[] = {1.0, 0.0, 0.0, 0.0};
+
+ ReInit();
+
+ for (i = 0; i < RINGS; i++)
+ {
+ rgb_colors[i][0] = rgb_colors[i][1] = rgb_colors[i][2] = 0;
+ }
+ rgb_colors[BLUERING][2] = 255;
+ rgb_colors[REDRING][0] = 255;
+ rgb_colors[GREENRING][1] = 255;
+ rgb_colors[YELLOWRING][0] = 255;
+ rgb_colors[YELLOWRING][1] = 255;
+ mapped_colors[BLUERING] = COLOR_BLUE;
+ mapped_colors[REDRING] = COLOR_RED;
+ mapped_colors[GREENRING] = COLOR_GREEN;
+ mapped_colors[YELLOWRING] = COLOR_YELLOW;
+ mapped_colors[BLACKRING] = COLOR_BLACK;
+
+ dests[BLUERING][0] = -spacing;
+ dests[BLUERING][1] = top_y;
+ dests[BLUERING][2] = top_z;
+
+ dests[BLACKRING][0] = 0.0;
+ dests[BLACKRING][1] = top_y;
+ dests[BLACKRING][2] = top_z;
+
+ dests[REDRING][0] = spacing;
+ dests[REDRING][1] = top_y;
+ dests[REDRING][2] = top_z;
+
+ dests[YELLOWRING][0] = -spacing / 2.0;
+ dests[YELLOWRING][1] = bottom_y;
+ dests[YELLOWRING][2] = bottom_z;
+
+ dests[GREENRING][0] = spacing / 2.0;
+ dests[GREENRING][1] = bottom_y;
+ dests[GREENRING][2] = bottom_z;
+
+ base = 2.0;
+ height = 2.0;
+ theTorus = glGenLists(1);
+ glNewList(theTorus, GL_COMPILE);
+ FillTorus(0.1, 8, 1.0, 25);
+ glEndList();
+
+ x = (float)XSIZE;
+ y = (float)YSIZE;
+ aspect = x / y;
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glEnable(GL_DEPTH_TEST);
+ glClearDepth(1.0);
+
+ if (rgb)
+ {
+ glClearColor(0.5, 0.5, 0.5, 0.0);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
+ glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
+ glEnable(GL_LIGHT0);
+
+ glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_local);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glEnable(GL_LIGHTING);
+
+ glMaterialfv(GL_FRONT, GL_AMBIENT, bevel_mat_ambient);
+ glMaterialfv(GL_FRONT, GL_SHININESS, bevel_mat_shininess);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, bevel_mat_specular);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, bevel_mat_diffuse);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ glShadeModel(GL_SMOOTH);
+ }
+ else
+ {
+ glClearIndex(BACKGROUND);
+ glShadeModel(GL_FLAT);
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ gluPerspective(45, 1.33, 0.1, 100.0);
+ glMatrixMode(GL_MODELVIEW);
+ }
+
+UGL_LOCAL void echoUse(void)
+ {
+ printf("tOlympic keys:\n");
+ printf(" SPACE Reinitialize\n");
+ printf(" ESC Exit\n");
+ }
+
+UGL_LOCAL void readKey (UGL_WCHAR key)
+ {
+ switch(key)
+ {
+ case UGL_UNI_SPACE:
+ ReInit();
+ break;
+ case UGL_UNI_ESCAPE:
+ stopWex = 1;
+ break;
+ }
+ }
+
+UGL_LOCAL void loopEvent(void)
+ {
+ UGL_EVENT event;
+ UGL_INPUT_EVENT * pInputEvent;
+
+ UGL_FOREVER
+ {
+ if (uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT)
+ != UGL_STATUS_Q_EMPTY)
+ {
+ pInputEvent = (UGL_INPUT_EVENT *)&event;
+
+ if (pInputEvent->header.type == UGL_EVENT_TYPE_KEYBOARD &&
+ pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
+ readKey(pInputEvent->type.keyboard.key);
+ }
+
+ drawGL();
+ if (stopWex)
+ break;
+ }
+ }
+
+void windMLOlympic (UGL_BOOL windMLMode);
+
+void uglolympic (void)
+ {
+ taskSpawn("tOlympic", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLOlympic,
+ 0,1,2,3,4,5,6,7,8,9);
+ }
+
+void windMLOlympic(UGL_BOOL windMLMode)
+ {
+ 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_RGB, &rgb);
+
+ initGL();
+
+ echoUse();
+
+ stopWex = 0;
+ loopEvent();
+
+ if (eventServiceId != UGL_NULL)
+ uglEventQDestroy (eventServiceId, qId);
+
+ uglMesaDestroyContext();
+ uglDeinitialize();
+
+ return;
+ }