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+/* uglcube.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.
+ */
+
+/*
+DESCRIPTION
+Draw a smooth cube.
+*/
+
+#include <stdio.h>
+#include <math.h>
+
+#include <ugl/uglevent.h>
+#include <ugl/uglinput.h>
+
+#include <GL/uglmesa.h>
+#include <GL/glu.h>
+
+UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
+UGL_LOCAL UGL_EVENT_Q_ID qId;
+UGL_LOCAL UGL_MESA_CONTEXT umc;
+UGL_LOCAL GLfloat rotx;
+UGL_LOCAL GLfloat roty;
+UGL_LOCAL GLuint theCube;
+
+UGL_LOCAL void cube()
+ {
+
+ /* Front */
+ glBegin(GL_QUADS);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, 1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, 1.0f);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glEnd();
+
+
+ /* Back */
+ glBegin(GL_QUADS);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, -1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, -1.0f);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glEnd();
+
+
+ /* Right */
+ glBegin(GL_QUADS);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, 1.0f);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, -1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, -1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, 1.0f);
+ glEnd();
+
+ /* Left */
+ glBegin(GL_QUADS);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glEnd();
+
+ /* Top */
+ glBegin(GL_QUADS);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, -1.0f);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, -1.0f);
+ glColor3f(0.0f, 1.0f, 0.0f);
+ glVertex3f(1.0f, 1.0f, 1.0f);
+ glColor3f(0.0f, 0.0f, 1.0f);
+ glVertex3f(-1.0f, 1.0f, 1.0f);
+ glEnd();
+
+
+ /* Bottom */
+ glBegin(GL_QUADS);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, -1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, -1.0f);
+ glColor3f(1.0f, 0.0f, 0.0f);
+ glVertex3f(1.0f, -1.0f, 1.0f);
+ glColor3f(1.0f, 1.0f, 0.0f);
+ glVertex3f(-1.0f, -1.0f, 1.0f);
+ glEnd();
+ }
+
+UGL_LOCAL void initGL
+ (
+ int Width,
+ int Height
+ )
+ {
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glDepthFunc(GL_LESS);
+ glEnable(GL_DEPTH_TEST);
+ glShadeModel(GL_SMOOTH);
+
+ theCube = glGenLists(1);
+ glNewList(theCube, GL_COMPILE);
+ cube();
+ glEndList();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -6.0f);
+ }
+
+
+/* The main drawing function. */
+
+UGL_LOCAL void drawGL()
+ {
+
+ /* Clear The Screen And The Depth Buffer */
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ /* Rotate the cube */
+
+ glRotatef(rotx, 1.0f, 0.0f, 0.0f);
+ glRotatef(roty, 0.0f, 1.0f, 0.0f);
+
+ glCallList(theCube);
+
+ glFlush();
+
+ uglMesaSwapBuffers();
+ }
+
+
+/* The function called whenever a key is pressed. */
+
+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);
+ }
+
+void windMLCube (UGL_BOOL windMLMode);
+
+void uglcube (void)
+ {
+ taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube,
+ UGL_FALSE,1,2,3,4,5,6,7,8,9);
+ }
+
+void windMLCube (UGL_BOOL windMLMode)
+ {
+ GLsizei width, height;
+ UGL_INPUT_DEVICE_ID keyboardDevId;
+
+ rotx = 2.5f;
+ roty = 1.0f;
+
+ 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);
+
+ /* Fullscreen */
+
+ uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
+ UGL_MESA_FULLSCREEN_HEIGHT);
+
+ uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
+ uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
+
+ /* Initialize our window. */
+
+ initGL(width, height);
+
+ while (!getEvent())
+ drawGL();
+
+ if (eventServiceId != UGL_NULL)
+ uglEventQDestroy (eventServiceId, qId);
+
+ uglMesaDestroyContext();
+ uglDeinitialize();
+
+ return;
+ }