WindML driver (Stephane Raimbault)

This commit is contained in:
Brian Paul 2001-08-20 16:07:10 +00:00
parent 60174c1aef
commit 976c26ca34
23 changed files with 6039 additions and 0 deletions

144
docs/README.WINDML Normal file
View file

@ -0,0 +1,144 @@
WindML Driver for Mesa 3.5
Requirements
------------
Tornado 2 + WindML, Cumulative Patchs are recommended.
I suppose you have a valid WindML installation. Double buffer hardware
gives better performance than double buffer software so if you can
compile your WindML driver with this option, just do it. I/O
redirection is adviced in target server.
Tested on
---------
During the development, my main target was a CoolMonster:
- Video card: CT69000
- CPU: PENTIUM 266MHz
and my host a Windows NT + Tornado 2.
Installation
------------
1. Mesa sources must be in root directory (C:\)
2. Add the following line to your torVars.bat:
set MESA_BASE=C:\Mesa
OR copy the new torVars.bat in your bin path:
c:/Mesa/src/ugl/tornado/torVars.sample ->
/mnt/nt/Tornado/host/x86-win32/bin/torVars (for example)
3. In a command prompt:
$ torVars
$ cd c:\Mesa
$ make -f Makefile.ugl CPU=PENTIUM
Take a long while...
5. Include all the files from ugldemos folder to build some downloadable
application modules
4. Download UGL/Mesa object files on target
For example via the WindShell:
ld < c:\Tornado\target\lib\objMesaGL.o
ld < c:\Tornado\target\lib\objMesaUGL.o
ld < c:\Tornado\target\lib\objMesaGLU.o
ld < c:\Tornado\target\lib\objGLUTshapes.o
ld < c:\Tornado\target\lib\objMesaOS.o
6. Download the application modules.
7. In WindShell, run:
-> uglalldemos
During the show some messages will appear, it provides some useful
information on key management.
Coding
------
Sample Usage:
In addition to the usual ugl calls to initialize UGL, (may be find an
input driver), you must do the following to use the UGL/Mesa interface:
1. Call uglMesaCreateContext() to create a UGL/Mesa rendering context,
given the display format.
2. Call uglMesaMakeCurrent() to bind the UGL/Mesa buffers to an
UGL/Mesa Context and to make the context the current one.
3. Make gl* calls to render your graphics.
4. Use uglMesaSwapBuffers() when double buffering to swap front/back buffers.
5. Before the UGL is destroyed, call MesaDestroyContext().
6. Before exiting, call if required uglEventQDestroy and then uglDeinitialize();
Limitations
-----------
I found the following limitations in my driver :
- Color Indexed management is only in 8 bits
- The front and the back buffer must have the structure (mode and
size). A structure umc->buffer is requisite if the front and back
buffers are different.
- It isn't possible to mix UGL/OpenGL application with a software
double buffer (to fix)
Modifications
------------
New files in Mesa:
- Makefile.ugl
- rules.windmlmesa
- docs/README.UGL
- include/GL/uglmesa.h
- si-glu/Makefile.ugl
- src/Makefile.ugl
- src/ugl/torGLUTShapesInit.c
- src/ugl/torMesaUGLInit.c
- src/ugl/ugl_api.c
- src/ugl/ugl_dd.c
- src/ugl/ugl_glutshapes.c
- src/ugl/ugl_line.c
- src/ugl/ugl_span.c
- src/ugl/ugl_tri.c
- src/ugl/uglmesaP.h
- ugldemos/*
Modified files in Tornado 2.0:
- c:\Tornado\host\x86-win32\bin\torVars.bat
rem Command line build environments
set WIND_HOST_TYPE=x86-win32
set WIND_BASE=C:\Tornado
set MESA_BASE=C:\Mesa
set PATH=%WIND_BASE%\host\%WIND_HOST_TYPE%\bin;%PATH%
- c:\Tornado\target\config\comps\VxWorks\01uglmesa.cdf
- c:\Tornado\target\h\GL\*
Todo
----
- GCC 2.96, ASM compilation
Thanks to:
----------
Precision Insight team for their great job around Mesa, XFree, and DRI.
Wind River Systems to take me as an intern.
Stephane Raimbault
<stephane.raimbault@windriver.com>
<stephane.raimbault@deesse.univ-lemans.fr>
July 24, 2001

View file

@ -0,0 +1,45 @@
/* uglglutshapes.h - Public header GLUT Shapes */
/* Copyright (c) Mark J. Kilgard, 1994, 1995, 1996, 1998. */
/* This program is freely distributable without licensing fees and is
provided without guarantee or warrantee expressed or implied. This
program is -not- in the public domain. */
#ifndef GLUTSHAPES_H
#define GLUTSHAPES_H
#ifdef __cplusplus
extern "C" {
#endif
#include <GL/gl.h>
void glutWireSphere (GLdouble radius, GLint slices, GLint stacks);
void glutSolidSphere (GLdouble radius, GLint slices, GLint stacks);
void glutWireCone (GLdouble base, GLdouble height,
GLint slices, GLint stacks);
void glutSolidCone (GLdouble base, GLdouble height,
GLint slices, GLint stacks);
void glutWireCube (GLdouble size);
void glutSolidCube (GLdouble size);
void glutWireTorus (GLdouble innerRadius, GLdouble outerRadius,
GLint sides, GLint rings);
void glutSolidTorus (GLdouble innerRadius, GLdouble outerRadius,
GLint sides, GLint rings);
void glutWireDodecahedron (void);
void glutSolidDodecahedron (void);
void glutWireOctahedron (void);
void glutSolidOctahedron (void);
void glutWireTetrahedron (void);
void glutSolidTetrahedron (void);
void glutWireIcosahedron (void);
void glutSolidIcosahedron (void);
void glutWireTeapot (GLdouble size);
void glutSolidTeapot (GLdouble size);
#ifdef __cplusplus
}
#endif
#endif

322
include/GL/uglmesa.h Normal file
View file

@ -0,0 +1,322 @@
/* uglmesa.h - Public header UGL/Mesa */
/* 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.
*/
/*
* Author:
* Stephane Raimbault <stephane.raimbault@windriver.com>
*/
#ifndef UGLMESA_H
#define UGLMESA_H
#ifdef __cplusplus
extern "C" {
#endif
#define UGL_MESA_MAJOR_VERSION 1
#define UGL_MESA_MINOR_VERSION 0
#include <GL/gl.h>
#include <ugl/ugl.h>
/*
* Values for display mode of uglMesaCreateContext ()
*/
#define UGL_MESA_SINGLE 0x00
#define UGL_MESA_DOUBLE 0x01
#define UGL_MESA_DOUBLE_SW 0x02
#define UGL_MESA_DOUBLE_HW 0x03
#define UGL_MESA_FULLSCREEN_WIDTH 0x0
#define UGL_MESA_FULLSCREEN_HEIGHT 0x0
/*
* Pixel format
*/
#define UGL_MESA_ARGB8888 0x01
#define UGL_MESA_RGB565 0x02
#define UGL_MESA_RGB888 0x03
#define UGL_MESA_ARGB4444 0x04
#define UGL_MESA_CI 0x05
#define UGL_MESA_DITHER_RGB 0x10
/*
* uglMesaPixelStore() parameters:
*/
#define UGL_MESA_ROW_LENGTH 0x10
#define UGL_MESA_Y_UP 0x11
/*
* Accepted by uglMesaGetIntegerv:
*/
#define UGL_MESA_LEFT_X 0x18
#define UGL_MESA_TOP_Y 0x19
#define UGL_MESA_WIDTH 0x20
#define UGL_MESA_HEIGHT 0x21
#define UGL_MESA_DISPLAY_WIDTH 0x22
#define UGL_MESA_DISPLAY_HEIGHT 0x23
#define UGL_MESA_COLOR_FORMAT 0x24
#define UGL_MESA_COLOR_MODEL 0x25
#define UGL_MESA_PIXEL_FORMAT 0x26
#define UGL_MESA_TYPE 0x27
#define UGL_MESA_RGB 0x28
#define UGL_MESA_COLOR_INDEXED 0x29
/*
* typedefs
*/
typedef struct uglMesaContext * UGL_MESA_CONTEXT;
/*
* Create an Mesa/UGL rendering context. The attributes needed are
* double buffer flag and a context sharelist.
*
* It's necessary to first call this function before use uglMakeCurrentContext.
* This function provides neither stencil nor accumulation buffer only
* a depth buffer to reduce memory footprint.
*
* Input: db_mode - UGL_MESA_SINGLE = single buffer mode
* UGL_MESA_DOUBLE = double buffer mode (HW fallback -> SW)
* UGL_MESA_DOUBLE_SW = double buffer software
* UGL_MESA_DOUBLE_HW = double buffer hardware
* share_list - specifies another UGL_MESA_CONTEXT with which to share
* display lists. NULL indicates no sharing.
*
* Return: a UGL_MESA_CONTEXT, or zero if error
*/
UGL_MESA_CONTEXT uglMesaCreateNewContext (GLenum db_mode,
UGL_MESA_CONTEXT share_list);
/*
* Create an UGL/Mesa rendering context and specify desired
* size of depth buffer, stencil buffer and accumulation buffer.
* If you specify zero for depth_bits, stencil_bits,
* accum_[red|gren|blue]_bits, you can save some memory.
*
* INPUT: db_mode - double buffer mode
* depth_bits - depth buffer size
* stencil_bits - stencil buffer size
* accum_red_bits - accumulation red buffer size
* accum_green_bits - accumulation green buffer size
* accum_blue_bits -accumulation blue buffer size
* accum_alpha_bits -accumulation alpha buffer size
* share_list - specifies another UGL_MESA_CONTEXT with which to share
* display lists. NULL indicates no sharing.
*/
UGL_MESA_CONTEXT uglMesaCreateNewContextExt (GLenum db_flag,
GLint depth_bits,
GLint stencil_bits,
GLint accum_red_bits,
GLint accum_green_bits,
GLint accum_blue_bits,
GLint accum_alpha_bits,
UGL_MESA_CONTEXT share_list);
/*
* Bind an UGL_MESA_CONTEXT to an image buffer. The image buffer is
* just a block of memory which the client provides. Its size must be
* at least as large as width*height*sizeof(type). Its address should
* be a multiple of 4 if using RGBA mode.
*
* Image data is stored in the order of glDrawPixels: row-major order
* with the lower-left image pixel stored in the first array position
* (ie. bottom-to-top).
*
* Since the only type initially supported is GL_UNSIGNED_BYTE, if the
* context is in RGBA mode, each pixel will be stored as a 4-byte RGBA
* value. If the context is in color indexed mode, each pixel will be
* stored as a 1-byte value.
*
* If the context's viewport hasn't been initialized yet, it will now be
* initialized to (0, 0, width, height).
*
* Input: umc - a rendering context
* left, top - coordinates in pixels of (left,top) pixel
* (0,0) in fullscreen mode.
* width, height - size of image buffer in pixels, at least 1
* else fullscreen dimensions are used (UGL_MESA_DISPLAY_WIDTH
* and UGL_MESA_DISPLAY_HEIGHT).
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid umc,
* width<1, height<1, width>internal limit or height>internal limit.
*/
GLboolean uglMesaMakeCurrentContext (UGL_MESA_CONTEXT umc,
GLsizei left, GLsizei top,
GLsizei width, GLsizei height);
/*
* Move an OpenGL window by a delta value
*
* Input: dx, dy - delta values in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaMoveWindow (GLsizei dx, GLsizei dy);
/*
* Move an OpenGL window to an absolute position
*
* Input: left, top - new coordinates in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaMoveToWindow (GLsizei left, GLsizei top);
/*
* Resize an OpenGL window by a delta value
*
* Input: dw, dh - delta values in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaResizeWindow (GLsizei dw, GLsizei dh);
/*
* Resize an OpenGL window to an absolute size
*
* Input: width, height - new dimensions in pixels
*
* Return: GL_TRUE if success, GL_FALSE if error because of invalid
* coordinates.
*/
GLboolean uglMesaResizeToWindow (GLsizei width, GLsizei height);
/*
* Destroy the current UGL/Mesa rendering context
*
*/
void uglMesaDestroyContext (void);
/*
* Return the current UGL/Mesa context
*
* Return: a UGL/Mesa context, or NULL if error
*
*/
UGL_MESA_CONTEXT uglMesaGetCurrentContext (void);
/*
* Swap front and back buffers in double buffering mode. This
* function is a no-op if there's no back buffer. In case of software
* double buffering a copy occurs from off-screen buffer to front
* buffer. Works faster with an hardware support.
*/
void uglMesaSwapBuffers (void);
/*
* Set pixel store/packing parameters for the current context. This
* is similar to glPixelStore. UGL uses Y coordinates increase
* downward.
*
* Input: pname - UGL_MESA_ROW_LENGTH
* zero, same as image width (default).
* value specify actual pixels per row in image buffer
* UGL_MESA_Y_UP:
* zero = Y coordinates increase downward (default)
* non-zero = Y coordinates increase upward
* value - value for the parameter pname
*/
void uglMesaPixelStore (GLint pname, GLint value);
/*
* Return an integer value like glGetIntegerv.
*
* Input: pname - UGL_MESA_LEFT_X return the x axis value
* of the most left pixel
* UGL_MESA_TOP_Y return the y axis value
* of the topper pixel
* UGL_MESA_WIDTH return current image width
* UGL_MESA_HEIGHT return current image height
* UGL_MESA_COLOR_FORMAT return image color format
* UGL_MESA_COLOR_MODEL return image color model
* UGL_MESA_PIXEL_FORMAT return pixel format
* UGL_MESA_ROW_LENGTH return row length in pixels
* UGL_MESA_RGB return true if RGB
* UGL_MESA_COLOR_INDEXED return true if color indexed
* value - pointer to integer in which to return result.
*/
void uglMesaGetIntegerv (GLint pname, GLint *value);
/*
* Return the depth buffer associated with an UGL/Mesa context.
*
* Output: width, height - size of buffer in pixels
* bytesPerValue - bytes per depth value (2 or 4)
* buffer - pointer to depth buffer values
* Return: GL_TRUE or GL_FALSE to indicate success or failure.
*
*/
GLboolean uglMesaGetDepthBuffer (GLint *width, GLint *height,
GLint *bytesPerValue, void **buffer);
/*
* Return the color buffer associated with an UGL/Mesa context.
* Input: c - the UGL/Mesa context
* Output: width, height - size of buffer in pixels
* format - buffer format (UGLMESA_FORMAT)
* buffer - pointer to color buffer values
* Return: GL_TRUE or GL_FALSE to indicate success or failure.
*
*/
GLboolean uglMesaGetColorBuffer (GLint *width, GLint *height,
GLint *format, void **buffer);
/*
* Color allocation in indexed mode.
* This function does nothing in RGB mode.
*
* Input: index - Value for the current color index
* red - Red component (between 0 and 1)
* green - Green component (between 0 and 1)
* blue - Blue component (between 0 and 1)
*
* Return: GL_TRUE if success, or GL_FALSE if index<0 or * clutSize<index,
* red, green and blue are not between 0.0 and 1.0.
*
*/
GLboolean uglMesaSetColor (GLubyte index, GLfloat red,
GLfloat green, GLfloat blue);
#ifdef __cplusplus
}
#endif
#endif

68
progs/windml/Makefile.ugl Normal file
View file

@ -0,0 +1,68 @@
# Mesa 3-D graphics library
# Version: 3.5
#
# Copyright (C) 2001 Wind River Systems, Inc
# 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 HOLDERS 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.
# Makefile for UGL/Mesa demos
DEMO_SOURCES = readtex.c uglaccum.c uglalldemos.c uglbounce.c uglcube.c \
ugldrawpix.c uglflip.c uglgears.c uglicotorus.c uglline.c uglolympic.c \
uglpoint.c uglstencil.c uglteapot.c ugltexcube.c ugltexcyl.c
#win2d3d/winRoot.c win2d3d/winBall.c win2d3d/winPuzzle.c win2d3d/winHello.c \
#win2d3d/winImage.c win2d3d/winGears.c
DEMO_OBJECTS = $(DEMO_SOURCES:.c=.o)
SOURCES = $(DEMO_SOURCES)
include ../rules.windml
##### TARGETS #####
all: depend.$(CPU)$(TOOL) $(DEMO_OBJECTS)
depend.$(CPU)$(TOOL):
ifeq ($(WIND_HOST_TYPE),x86-win32)
@ $(RM) $@
@ $(ECHO) Creating depend.$(CPU)$(TOOL)
ifneq ($(SOURCES),)
@ for %f in ($(SOURCES)) do \
$(CC) -MM $(CFLAGS) %f >>$@
endif
else
Makefile
@ $(RM) $@
@ $(ECHO) "Creating depend.$(CPU)$(TOOL)"
ifneq ($(SOURCES),)
@ for FILE in $(filter-out $(NODEPENDOBJS), $(SOURCES)); \
do \
$(CC) -MM $(CFLAGS) $$FILE \
| $(TCL) $(BIN_DIR)/depend.tcl $(TGT_DIR) >>$@; \
done
endif
endif
.PHONY = clean
clean:
$(RM) $(DEMO_OBJECTS)
$(RM) depend.$(CPU)$(TOOL)

365
progs/windml/readtex.c Normal file
View file

@ -0,0 +1,365 @@
/* readtex.c */
/*
* Read an SGI .rgb image file and generate a mipmap texture set.
* Much of this code was borrowed from SGI's tk OpenGL toolkit.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../util/readtex.h"
#ifndef SEEK_SET
# define SEEK_SET 0
#endif
/*
** RGB Image Structure
*/
typedef struct _TK_RGBImageRec {
GLint sizeX, sizeY;
GLint components;
unsigned char *data;
} TK_RGBImageRec;
/******************************************************************************/
typedef struct _rawImageRec {
unsigned short imagic;
unsigned short type;
unsigned short dim;
unsigned short sizeX, sizeY, sizeZ;
unsigned long min, max;
unsigned long wasteBytes;
char name[80];
unsigned long colorMap;
FILE *file;
unsigned char *tmp, *tmpR, *tmpG, *tmpB, *tmpA;
unsigned long rleEnd;
GLuint *rowStart;
GLint *rowSize;
} rawImageRec;
/******************************************************************************/
static void ConvertShort(unsigned short *array, long length)
{
unsigned long b1, b2;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
*array++ = (unsigned short) ((b1 << 8) | (b2));
}
}
static void ConvertLong(GLuint *array, long length)
{
unsigned long b1, b2, b3, b4;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
b3 = *ptr++;
b4 = *ptr++;
*array++ = (b1 << 24) | (b2 << 16) | (b3 << 8) | (b4);
}
}
static rawImageRec *RawImageOpen(const char *fileName)
{
union {
int testWord;
char testByte[4];
} endianTest;
rawImageRec *raw;
GLenum swapFlag;
int x;
endianTest.testWord = 1;
if (endianTest.testByte[0] == 1) {
swapFlag = GL_TRUE;
} else {
swapFlag = GL_FALSE;
}
raw = (rawImageRec *)malloc(sizeof(rawImageRec));
if (raw == NULL) {
fprintf(stderr, "Out of memory!\n");
return NULL;
}
if ((raw->file = fopen(fileName, "rb")) == NULL) {
perror(fileName);
return NULL;
}
fread(raw, 1, 12, raw->file);
if (swapFlag) {
ConvertShort(&raw->imagic, 6);
}
raw->tmp = (unsigned char *)malloc(raw->sizeX*256);
raw->tmpR = (unsigned char *)malloc(raw->sizeX*256);
raw->tmpG = (unsigned char *)malloc(raw->sizeX*256);
raw->tmpB = (unsigned char *)malloc(raw->sizeX*256);
if (raw->sizeZ==4) {
raw->tmpA = (unsigned char *)malloc(raw->sizeX*256);
}
if (raw->tmp == NULL || raw->tmpR == NULL || raw->tmpG == NULL ||
raw->tmpB == NULL) {
fprintf(stderr, "Out of memory!\n");
return NULL;
}
if ((raw->type & 0xFF00) == 0x0100) {
x = raw->sizeY * raw->sizeZ * sizeof(GLuint);
raw->rowStart = (GLuint *)malloc(x);
raw->rowSize = (GLint *)malloc(x);
if (raw->rowStart == NULL || raw->rowSize == NULL) {
fprintf(stderr, "Out of memory!\n");
return NULL;
}
raw->rleEnd = 512 + (2 * x);
fseek(raw->file, 512, SEEK_SET);
fread(raw->rowStart, 1, x, raw->file);
fread(raw->rowSize, 1, x, raw->file);
if (swapFlag) {
ConvertLong(raw->rowStart, (long) (x/sizeof(GLuint)));
ConvertLong((GLuint *)raw->rowSize, (long) (x/sizeof(GLint)));
}
}
return raw;
}
static void RawImageClose(rawImageRec *raw)
{
fclose(raw->file);
free(raw->tmp);
free(raw->tmpR);
free(raw->tmpG);
free(raw->tmpB);
if (raw->sizeZ>3) {
free(raw->tmpA);
}
free(raw);
}
static void RawImageGetRow(rawImageRec *raw, unsigned char *buf, int y, int z)
{
unsigned char *iPtr, *oPtr, pixel;
int count, done = 0;
if ((raw->type & 0xFF00) == 0x0100) {
fseek(raw->file, (long) raw->rowStart[y+z*raw->sizeY], SEEK_SET);
fread(raw->tmp, 1, (unsigned int)raw->rowSize[y+z*raw->sizeY],
raw->file);
iPtr = raw->tmp;
oPtr = buf;
while (!done) {
pixel = *iPtr++;
count = (int)(pixel & 0x7F);
if (!count) {
done = 1;
return;
}
if (pixel & 0x80) {
while (count--) {
*oPtr++ = *iPtr++;
}
} else {
pixel = *iPtr++;
while (count--) {
*oPtr++ = pixel;
}
}
}
} else {
fseek(raw->file, 512+(y*raw->sizeX)+(z*raw->sizeX*raw->sizeY),
SEEK_SET);
fread(buf, 1, raw->sizeX, raw->file);
}
}
static void RawImageGetData(rawImageRec *raw, TK_RGBImageRec *final)
{
unsigned char *ptr;
int i, j;
final->data = (unsigned char *)malloc((raw->sizeX+1)*(raw->sizeY+1)*4);
if (final->data == NULL) {
fprintf(stderr, "Out of memory!\n");
}
ptr = final->data;
for (i = 0; i < (int)(raw->sizeY); i++) {
RawImageGetRow(raw, raw->tmpR, i, 0);
RawImageGetRow(raw, raw->tmpG, i, 1);
RawImageGetRow(raw, raw->tmpB, i, 2);
if (raw->sizeZ>3) {
RawImageGetRow(raw, raw->tmpA, i, 3);
}
for (j = 0; j < (int)(raw->sizeX); j++) {
*ptr++ = *(raw->tmpR + j);
*ptr++ = *(raw->tmpG + j);
*ptr++ = *(raw->tmpB + j);
if (raw->sizeZ>3) {
*ptr++ = *(raw->tmpA + j);
}
}
}
}
static TK_RGBImageRec *tkRGBImageLoad(const char *fileName)
{
rawImageRec *raw;
TK_RGBImageRec *final;
raw = RawImageOpen(fileName);
if (!raw) {
fprintf(stderr, "File not found\n");
return NULL;
}
final = (TK_RGBImageRec *)malloc(sizeof(TK_RGBImageRec));
if (final == NULL) {
fprintf(stderr, "Out of memory!\n");
return NULL;
}
final->sizeX = raw->sizeX;
final->sizeY = raw->sizeY;
final->components = raw->sizeZ;
RawImageGetData(raw, final);
RawImageClose(raw);
return final;
}
static void FreeImage( TK_RGBImageRec *image )
{
free(image->data);
free(image);
}
/*
* Load an SGI .rgb file and generate a set of 2-D mipmaps from it.
* Input: imageFile - name of .rgb to read
* intFormat - internal texture format to use, or number of components
* Return: GL_TRUE if success, GL_FALSE if error.
*/
GLboolean LoadRGBMipmaps( const char *imageFile, GLint intFormat )
{
GLint w, h;
return LoadRGBMipmaps2( imageFile, GL_TEXTURE_2D, intFormat, &w, &h );
}
GLboolean LoadRGBMipmaps2( const char *imageFile, GLenum target,
GLint intFormat, GLint *width, GLint *height )
{
GLint error;
GLenum format;
TK_RGBImageRec *image;
image = tkRGBImageLoad( imageFile );
if (!image) {
return GL_FALSE;
}
if (image->components==3) {
format = GL_RGB;
}
else if (image->components==4) {
format = GL_RGBA;
}
else {
/* not implemented */
fprintf(stderr,
"Error in LoadRGBMipmaps %d-component images not implemented\n",
image->components );
return GL_FALSE;
}
error = gluBuild2DMipmaps( target,
intFormat,
image->sizeX, image->sizeY,
format,
GL_UNSIGNED_BYTE,
image->data );
*width = image->sizeX;
*height = image->sizeY;
FreeImage(image);
return error ? GL_FALSE : GL_TRUE;
}
/*
* Load an SGI .rgb file and return a pointer to the image data.
* Input: imageFile - name of .rgb to read
* Output: width - width of image
* height - height of image
* format - format of image (GL_RGB or GL_RGBA)
* Return: pointer to image data or NULL if error
*/
GLubyte *LoadRGBImage( const char *imageFile, GLint *width, GLint *height,
GLenum *format )
{
TK_RGBImageRec *image;
GLint bytes;
GLubyte *buffer;
image = tkRGBImageLoad( imageFile );
if (!image) {
return NULL;
}
if (image->components==3) {
*format = GL_RGB;
}
else if (image->components==4) {
*format = GL_RGBA;
}
else {
/* not implemented */
fprintf(stderr,
"Error in LoadRGBImage %d-component images not implemented\n",
image->components );
return NULL;
}
*width = image->sizeX;
*height = image->sizeY;
bytes = image->sizeX * image->sizeY * image->components;
buffer = (GLubyte *) malloc(bytes);
if (!buffer)
return NULL;
memcpy( (void *) buffer, (void *) image->data, bytes );
FreeImage(image);
return buffer;
}

240
progs/windml/uglaccum.c Normal file
View file

@ -0,0 +1,240 @@
/* Copyright (c) Mark J. Kilgard, 1994. */
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "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, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/* Original name: accanti.c
*
* Conversion to UGL/Mesa by Stephane Raimbault
*/
#include <stdio.h>
#include <math.h>
#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/uglglutshapes.h>
#include "../book/jitter.h"
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
/* Initialize lighting and other values.
*/
UGL_LOCAL void initGL(GLsizei w, GLsizei h)
{
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel (GL_FLAT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearAccum(0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
else
glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
UGL_LOCAL void displayObjects(void)
{
GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };
glPushMatrix ();
glRotatef (30.0, 1.0, 0.0, 0.0);
glPushMatrix ();
glTranslatef (-0.80, 0.35, 0.0);
glRotatef (100.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
glutSolidTorus (0.275, 0.85, 16, 16);
glPopMatrix ();
glPushMatrix ();
glTranslatef (-0.75, -0.50, 0.0);
glRotatef (45.0, 0.0, 0.0, 1.0);
glRotatef (45.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
glutSolidCube (1.5);
glPopMatrix ();
glPushMatrix ();
glTranslatef (0.75, 0.60, 0.0);
glRotatef (30.0, 1.0, 0.0, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
glutSolidSphere (1.0, 16, 16);
glPopMatrix ();
glPushMatrix ();
glTranslatef (0.70, -0.90, 0.25);
glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
glutSolidOctahedron ();
glPopMatrix ();
glPopMatrix ();
}
#define ACSIZE 8
UGL_LOCAL void drawGL(void)
{
GLint viewport[4];
int jitter;
glGetIntegerv (GL_VIEWPORT, viewport);
glClear(GL_ACCUM_BUFFER_BIT);
for (jitter = 0; jitter < ACSIZE; jitter++)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
/* Note that 4.5 is the distance in world space between
* left and right and bottom and top.
* This formula converts fractional pixel movement to
* world coordinates.
*/
glTranslatef (j8[jitter].x*4.5/viewport[2],
j8[jitter].y*4.5/viewport[3], 0.0);
displayObjects ();
glPopMatrix ();
glAccum(GL_ACCUM, 1.0/ACSIZE);
}
glAccum (GL_RETURN, 1.0);
glFlush();
uglMesaSwapBuffers();
}
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 windMLAccum (void);
void uglaccum (void)
{
taskSpawn("tAccum", 210, VX_FP_TASK, 100000,
(FUNCPTR)windMLAccum, 0,1,2,3,4,5,6,7,8,9);
}
void windMLAccum(void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
GLsizei width, height;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
umc = uglMesaCreateNewContextExt(GL_TRUE,
16,
0,
8,8,8,0,
NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
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();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
return;
}

View file

@ -0,0 +1,98 @@
/* uglalldemos.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.
*/
/*
modification history
--------------------
01a,17jul01,sra written
*/
/*
DESCRIPTION
Show all the UGL/Mesa demos
*/
#include <vxWorks.h>
#include <taskLib.h>
void windMLPoint (void);
void windMLLine (void);
void windMLFlip (void);
void windMLCube (void);
void windMLBounce (void);
void windMLGears (void);
void windMLIcoTorus (void);
void windMLOlympic (void);
void windMLTexCube (void);
void windMLTexCyl (void);
void windMLTeapot (void);
void windMLStencil (void);
void windMLDrawPix (void);
void windMLAccum (void);
void windMLAllDemos (void);
void uglalldemos (void)
{
taskSpawn("tAllDemos", 210, VX_FP_TASK, 200000,
(FUNCPTR)windMLAllDemos, 0,1,2,3,4,5,6,7,8,9);
}
void windMLAllDemos(void)
{
windMLPoint();
windMLLine();
windMLFlip();
windMLCube();
windMLBounce();
windMLGears();
windMLIcoTorus();
windMLOlympic();
windMLTexCube();
windMLTexCyl();
windMLTeapot();
windMLStencil();
windMLDrawPix();
windMLAccum();
return;
}

268
progs/windml/uglbounce.c Normal file
View file

@ -0,0 +1,268 @@
/*
* Bouncing ball demo.
*
* This program is in the public domain
*
* Brian Paul
*
* Conversion to GLUT by Mark J. Kilgard
*
* Conversion to UGL/Mesa by Stephane Raimbault
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#define COS(X) cos( (X) * 3.14159/180.0 )
#define SIN(X) sin( (X) * 3.14159/180.0 )
#define RED 1
#define WHITE 2
#define CYAN 3
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLuint Ball;
UGL_LOCAL GLfloat Zrot, Zstep;
UGL_LOCAL GLfloat Xpos, Ypos;
UGL_LOCAL GLfloat Xvel, Yvel;
UGL_LOCAL GLfloat Xmin, Xmax;
UGL_LOCAL GLfloat Ymin;
/* UGL_LOCAL GLfloat Ymax = 4.0; */
UGL_LOCAL GLfloat G;
UGL_LOCAL GLuint make_ball(void)
{
GLuint list;
GLfloat a, b;
GLfloat da = 18.0, db = 18.0;
GLfloat radius = 1.0;
GLuint color;
GLfloat x, y, z;
list = glGenLists(1);
glNewList(list, GL_COMPILE);
color = 0;
for (a = -90.0; a + da <= 90.0; a += da)
{
glBegin(GL_QUAD_STRIP);
for (b = 0.0; b <= 360.0; b += db)
{
if (color)
{
glIndexi(RED);
glColor3f(1, 0, 0);
}
else
{
glIndexi(WHITE);
glColor3f(1, 1, 1);
}
x = radius * COS(b) * COS(a);
y = radius * SIN(b) * COS(a);
z = radius * SIN(a);
glVertex3f(x, y, z);
x = radius * COS(b) * COS(a + da);
y = radius * SIN(b) * COS(a + da);
z = radius * SIN(a + da);
glVertex3f(x, y, z);
color = 1 - color;
}
glEnd();
}
glEndList();
return list;
}
UGL_LOCAL void initGL(GLsizei width, GLsizei height)
{
float aspect = (float) width / (float) height;
glViewport(0, 0, (GLint) width, (GLint) height);
uglMesaSetColor(RED, 1.0, 0.0, 0.0);
uglMesaSetColor(WHITE, 1.0, 1.0, 1.0);
uglMesaSetColor(CYAN, 0.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-6.0 * aspect, 6.0 * aspect, -6.0, 6.0, -6.0, 6.0);
glMatrixMode(GL_MODELVIEW);
}
UGL_LOCAL void drawGL(void)
{
GLint i;
static float vel0 = -100.0;
glClear(GL_COLOR_BUFFER_BIT);
glIndexi(CYAN);
glColor3f(0, 1, 1);
glBegin(GL_LINES);
for (i = -5; i <= 5; i++)
{
glVertex2i(i, -5);
glVertex2i(i, 5);
}
for (i = -5; i <= 5; i++)
{
glVertex2i(-5, i);
glVertex2i(5, i);
}
for (i = -5; i <= 5; i++)
{
glVertex2i(i, -5);
glVertex2f(i * 1.15, -5.9);
}
glVertex2f(-5.3, -5.35);
glVertex2f(5.3, -5.35);
glVertex2f(-5.75, -5.9);
glVertex2f(5.75, -5.9);
glEnd();
glPushMatrix();
glTranslatef(Xpos, Ypos, 0.0);
glScalef(2.0, 2.0, 2.0);
glRotatef(8.0, 0.0, 0.0, 1.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glCallList(Ball);
glPopMatrix();
glFlush();
uglMesaSwapBuffers();
Zrot += Zstep;
Xpos += Xvel;
if (Xpos >= Xmax)
{
Xpos = Xmax;
Xvel = -Xvel;
Zstep = -Zstep;
}
if (Xpos <= Xmin)
{
Xpos = Xmin;
Xvel = -Xvel;
Zstep = -Zstep;
}
Ypos += Yvel;
Yvel += G;
if (Ypos < Ymin)
{
Ypos = Ymin;
if (vel0 == -100.0)
vel0 = fabs(Yvel);
Yvel = vel0;
}
}
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 windMLBounce (void);
void uglbounce (void)
{
taskSpawn("tBounce", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLBounce,
0,1,2,3,4,5,6,7,8,9);
}
void windMLBounce(void)
{
GLsizei width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
Zrot = 0.0;
Zstep = 6.0;
Xpos = 0.0;
Ypos = 1.0;
Xvel = 0.2;
Yvel = 0.0;
Xmin = -4.0;
Xmax = 4.0;
Ymin = -3.8;
G = -0.1;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
UGL_MESA_FULLSCREEN_HEIGHT);
Ball = make_ball();
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glDisable(GL_DITHER);
glShadeModel(GL_FLAT);
uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
initGL(width, height);
while(!getEvent())
drawGL();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
return;
}

253
progs/windml/uglcube.c Normal file
View file

@ -0,0 +1,253 @@
/* 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 (void);
void uglcube (void)
{
taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube,
0,1,2,3,4,5,6,7,8,9);
}
void windMLCube (void)
{
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;
}
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;
}

429
progs/windml/ugldrawpix.c Normal file
View file

@ -0,0 +1,429 @@
/*
* glDrawPixels demo/test/benchmark
*
* Brian Paul September 25, 1997 This file is in the public domain.
*
* Conversion to UGL/Mesa by Stephane Raimbault july, 2001
*/
/*
* $Log: ugldrawpix.c,v $
* Revision 1.1 2001/08/20 16:07:11 brianp
* WindML driver (Stephane Raimbault)
*
* Revision 1.5 2000/12/24 22:53:54 pesco
* * demos/Makefile.am (INCLUDES): Added -I$(top_srcdir)/util.
* * demos/Makefile.X11, demos/Makefile.BeOS-R4, demos/Makefile.cygnus:
* Essentially the same.
* Program files updated to include "readtex.c", not "../util/readtex.c".
* * demos/reflect.c: Likewise for "showbuffer.c".
*
*
* * Makefile.am (EXTRA_DIST): Added top-level regular files.
*
* * include/GL/Makefile.am (INC_X11): Added glxext.h.
*
*
* * src/GGI/include/ggi/mesa/Makefile.am (EXTRA_HEADERS): Include
* Mesa GGI headers in dist even if HAVE_GGI is not given.
*
* * configure.in: Look for GLUT and demo source dirs in $srcdir.
*
* * src/swrast/Makefile.am (libMesaSwrast_la_SOURCES): Set to *.[ch].
* More source list updates in various Makefile.am's.
*
* * Makefile.am (dist-hook): Remove CVS directory from distribution.
* (DIST_SUBDIRS): List all possible subdirs here.
* (SUBDIRS): Only list subdirs selected for build again.
* The above two applied to all subdir Makefile.am's also.
*
* Revision 1.4 2000/09/08 21:45:21 brianp
* added dither key option
*
* Revision 1.3 1999/10/28 18:23:29 brianp
* minor changes to Usage() function
*
* Revision 1.2 1999/10/21 22:13:58 brianp
* added f key to toggle front/back drawing
*
* Revision 1.1.1.1 1999/08/19 00:55:40 jtg
* Imported sources
*
* Revision 3.3 1999/03/28 18:18:33 brianp
* minor clean-up
*
* Revision 3.2 1998/11/05 04:34:04 brianp
* moved image files to ../images/ directory
*
* Revision 3.1 1998/02/22 16:43:17 brianp
* added a few casts to silence compiler warnings
*
* Revision 3.0 1998/02/14 18:42:29 brianp
* initial rev
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <tickLib.h>
#include <ugl/ugl.h>
#include <ugl/uglucode.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/girl.rgb"
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL volatile UGL_BOOL stopWex;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL int ImgWidth, ImgHeight;
UGL_LOCAL GLenum ImgFormat;
UGL_LOCAL GLubyte *Image;
UGL_LOCAL int Xpos, Ypos;
UGL_LOCAL int SkipPixels, SkipRows;
UGL_LOCAL int DrawWidth, DrawHeight;
UGL_LOCAL float Xzoom, Yzoom;
UGL_LOCAL GLboolean Scissor;
UGL_LOCAL GLboolean DrawFront;
UGL_LOCAL GLboolean Dither;
UGL_LOCAL void cleanUp (void);
UGL_LOCAL void reset(void)
{
Xpos = Ypos = 20;
DrawWidth = ImgWidth;
DrawHeight = ImgHeight;
SkipPixels = SkipRows = 0;
Scissor = GL_FALSE;
Xzoom = Yzoom = 1.0;
}
UGL_LOCAL void initGL(GLboolean ciMode, GLsizei width, GLsizei height)
{
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
Image = LoadRGBImage(IMAGE_FILE, &ImgWidth, &ImgHeight, &ImgFormat);
if (!Image)
{
printf("Couldn't read %s\n", IMAGE_FILE);
cleanUp();
exit(1);
}
glScissor(width/4, height/4, width/2, height/2);
if (ciMode)
{
/* Convert RGB image to grayscale */
GLubyte *indexImage = malloc( ImgWidth * ImgHeight );
GLint i;
for (i=0; i<ImgWidth*ImgHeight; i++)
{
int gray = Image[i*3] + Image[i*3+1] + Image[i*3+2];
indexImage[i] = gray / 3;
}
free(Image);
Image = indexImage;
ImgFormat = GL_COLOR_INDEX;
for (i=0;i<255;i++)
{
float g = i / 255.0;
uglMesaSetColor(i, g, g, g);
}
}
printf("Loaded %d by %d image\n", ImgWidth, ImgHeight );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, ImgWidth);
reset();
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0.0, width, 0.0, height, -1.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
UGL_LOCAL void drawGL(void)
{
glClear(GL_COLOR_BUFFER_BIT);
/* This allows negative raster positions: */
glRasterPos2i(0, 0);
glBitmap(0, 0, 0, 0, Xpos, Ypos, NULL);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, SkipPixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, SkipRows);
glPixelZoom( Xzoom, Yzoom );
if (Scissor)
glEnable(GL_SCISSOR_TEST);
glDrawPixels(DrawWidth, DrawHeight, ImgFormat, GL_UNSIGNED_BYTE, Image);
glDisable(GL_SCISSOR_TEST);
uglMesaSwapBuffers();
}
UGL_LOCAL void benchmark( void )
{
int startTick, endTick, ticksBySec;
int draws;
double seconds, pixelsPerSecond;
printf("Benchmarking (4 sec)...\n");
/* GL set-up */
glPixelStorei(GL_UNPACK_SKIP_PIXELS, SkipPixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, SkipRows);
glPixelZoom( Xzoom, Yzoom );
if (Scissor)
glEnable(GL_SCISSOR_TEST);
if (DrawFront)
glDrawBuffer(GL_FRONT);
else
glDrawBuffer(GL_BACK);
/* Run timing test */
draws = 0;
ticksBySec = sysClkRateGet ();
startTick = tickGet();
do {
glDrawPixels(DrawWidth, DrawHeight, ImgFormat, GL_UNSIGNED_BYTE, Image);
draws++;
endTick = tickGet ();
} while ((endTick - startTick)/ticksBySec < 4); /* 4 seconds */
/* GL clean-up */
glDisable(GL_SCISSOR_TEST);
/* Results */
seconds = (endTick - startTick)/ticksBySec;
pixelsPerSecond = draws * DrawWidth * DrawHeight / seconds;
printf("Result: %d draws in %f seconds = %f pixels/sec\n",
draws, seconds, pixelsPerSecond);
}
UGL_LOCAL void echoUse(void)
{
printf("Keys:\n");
printf(" SPACE Reset Parameters\n");
printf(" Up/Down Move image up/down\n");
printf(" Left/Right Move image left/right\n");
printf(" x Decrease X-axis PixelZoom\n");
printf(" X Increase X-axis PixelZoom\n");
printf(" y Decrease Y-axis PixelZoom\n");
printf(" Y Increase Y-axis PixelZoom\n");
printf(" w Decrease glDrawPixels width*\n");
printf(" W Increase glDrawPixels width*\n");
printf(" h Decrease glDrawPixels height*\n");
printf(" H Increase glDrawPixels height*\n");
printf(" p Decrease GL_UNPACK_SKIP_PIXELS*\n");
printf(" P Increase GL_UNPACK_SKIP_PIXELS*\n");
printf(" r Decrease GL_UNPACK_SKIP_ROWS*\n");
printf(" R Increase GL_UNPACK_SKIP_ROWS*\n");
printf(" s Toggle GL_SCISSOR_TEST\n");
printf(" f Toggle front/back buffer drawing\n");
printf(" d Toggle dithering\n");
printf(" b Benchmark test\n");
printf(" ESC Exit\n");
printf("* Warning: no limits are imposed on these parameters so it's\n");
printf(" possible to cause a segfault if you go too far.\n");
}
UGL_LOCAL void readKey(UGL_WCHAR key)
{
switch (key)
{
case UGL_UNI_SPACE:
reset();
break;
case 'd':
Dither = !Dither;
if (Dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
break;
case 'w':
if (DrawWidth > 0)
DrawWidth--;
break;
case 'W':
DrawWidth++;
break;
case 'h':
if (DrawHeight > 0)
DrawHeight--;
break;
case 'H':
DrawHeight++;
break;
case 'p':
if (SkipPixels > 0)
SkipPixels--;
break;
case 'P':
SkipPixels++;
break;
case 'r':
if (SkipRows > 0)
SkipRows--;
break;
case 'R':
SkipRows++;
break;
case 's':
Scissor = !Scissor;
break;
case 'x':
Xzoom -= 0.1;
break;
case 'X':
Xzoom += 0.1;
break;
case 'y':
Yzoom -= 0.1;
break;
case 'Y':
Yzoom += 0.1;
break;
case 'b':
benchmark();
break;
case 'f':
DrawFront = !DrawFront;
if (DrawFront)
glDrawBuffer(GL_FRONT);
else
glDrawBuffer(GL_BACK);
printf("glDrawBuffer(%s)\n", DrawFront ? "GL_FRONT" : "GL_BACK");
break;
case UGL_UNI_UP_ARROW:
Ypos += 1;
break;
case UGL_UNI_DOWN_ARROW:
Ypos -= 1;
break;
case UGL_UNI_LEFT_ARROW:
Xpos -= 1;
break;
case UGL_UNI_RIGHT_ARROW:
Xpos += 1;
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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;
}
}
UGL_LOCAL void cleanUp (void)
{
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
}
void windMLDrawPix (void);
void ugldrawpix (void)
{
taskSpawn ("tDrawPix", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLDrawPix,
0,1,2,3,4,5,6,7,8,9);
}
void windMLDrawPix (void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
GLuint ciMode;
GLsizei width, height;
Image = NULL;
Scissor = GL_FALSE;
DrawFront = GL_FALSE;
Dither = GL_TRUE;
uglInitialize ();
uglDriverFind (UGL_KEYBOARD_TYPE, 0,
(UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
/* Double buffering */
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_COLOR_INDEXED, &ciMode);
uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
initGL(ciMode, width, height);
echoUse();
stopWex = UGL_FALSE;
loopEvent();
cleanUp();
return;
}

219
progs/windml/uglflip.c Normal file
View file

@ -0,0 +1,219 @@
/* uglflip.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 triangle and flip the screen
*/
#include <stdio.h>
#include <math.h>
#include <ugl/ugl.h>
#include <ugl/uglucode.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
#define BLACK (0)
#define RED (1)
#define GREEN (2)
#define BLUE (3)
#define CI_OFFSET 4
UGL_LOCAL GLuint rgb;
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL volatile UGL_BOOL stopWex;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL void initGL (void)
{
uglMesaSetColor(BLACK, 0.0, 0.0, 0.0);
uglMesaSetColor(RED, 1.0, 0.3, 0.3);
uglMesaSetColor(GREEN, 0.3, 1.0, 0.3);
uglMesaSetColor(BLUE, 0.3, 0.3, 1.0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearIndex(BLACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
UGL_LOCAL void drawGL (void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
(rgb) ? glColor3f(1.0, 0.3, 0.3) : glIndexi(RED);
glVertex2f(0.75, -0.50);
(rgb) ? glColor3f(0.3, 1.0, 0.3) : glIndexi(GREEN);
glVertex2f(0.0, 0.75);
(rgb) ? glColor3f(0.3, 0.3, 1.0) : glIndexi(BLUE);
glVertex2f(-0.75, -0.50);
glEnd();
glBegin(GL_LINES);
(rgb) ? glColor3f(1.0, 0.3, 0.3) : glIndexi(RED);
glVertex2f(-1.0, 1.0);
(rgb) ? glColor3f(0.3, 0.3, 1.0) : glIndexi(BLUE);
glVertex2f(1.0, -1.0);
glEnd();
glFlush();
uglMesaSwapBuffers();
}
UGL_LOCAL void echoUse(void)
{
printf("tFlip keys:\n");
printf(" d Toggle dithering\n");
printf(" up Reduce the window\n");
printf(" down Enlarge the window\n");
printf(" page up Y==0 is the bottom line and increases upward\n");
printf(" page down Y==0 is the bottom line and increases downward\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey (UGL_WCHAR key)
{
switch(key)
{
case UGL_UNI_UP_ARROW:
uglMesaResizeWindow(8, 8);
break;
case UGL_UNI_DOWN_ARROW:
glDrawBuffer(GL_FRONT_LEFT);
glClear(GL_COLOR_BUFFER_BIT);
glDrawBuffer(GL_BACK_LEFT);
uglMesaResizeWindow(-8, -8);
break;
case UGL_UNI_PAGE_UP:
uglMesaPixelStore(UGL_MESA_Y_UP, GL_TRUE);
break;
case UGL_UNI_PAGE_DOWN:
uglMesaPixelStore(UGL_MESA_Y_UP, GL_FALSE);
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
break;
case 'd':
if (glIsEnabled(GL_DITHER))
glDisable(GL_DITHER);
else
glEnable(GL_DITHER);
break;
}
}
UGL_LOCAL void loopEvent(void)
{
UGL_EVENT event;
UGL_INPUT_EVENT * pInputEvent;
drawGL();
UGL_FOREVER
{
if (uglEventGet (qId, &event, sizeof (event), UGL_WAIT_FOREVER)
!= 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 windMLFlip (void);
void uglflip (void)
{
taskSpawn("tFlip", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLFlip,
0,1,2,3,4,5,6,7,8,9);
}
void windMLFlip(void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE_SW, 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 = UGL_FALSE;
loopEvent();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
return;
}

422
progs/windml/uglgears.c Normal file
View file

@ -0,0 +1,422 @@
/* uglgears.c - WindML/Mesa example program */
/*
* 3-D gear wheels. This program is in the public domain.
*
* Brian Paul
*
* Conversion to GLUT by Mark J. Kilgard
* Conversion to UGL/Mesa from GLUT by Stephane Raimbault
*/
/*
DESCRIPTION
Spinning gears demo
*/
#include <stdio.h>
#include <math.h>
#include <tickLib.h>
#include <ugl/ugl.h>
#include <ugl/uglucode.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#define COUNT_FRAMES
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL volatile UGL_BOOL stopWex;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLfloat view_rotx, view_roty, view_rotz;
UGL_LOCAL GLint gear1, gear2, gear3;
UGL_LOCAL GLfloat angle;
UGL_LOCAL GLuint limit;
UGL_LOCAL GLuint count;
UGL_LOCAL GLuint tickStart, tickStop, tickBySec;
/*
* Draw a gear wheel. You'll probably want to call this function when
* building a display list since we do a lot of trig here.
*
* Input: inner_radius - radius of hole at center
* outer_radius - radius at center of teeth
* width - width of gear
* teeth - number of teeth
* tooth_depth - depth of tooth
*/
UGL_LOCAL void gear
(
GLfloat inner_radius,
GLfloat outer_radius,
GLfloat width,
GLint teeth,
GLfloat tooth_depth
)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth/2.0;
r2 = outer_radius + tooth_depth/2.0;
da = 2.0*M_PI / teeth / 4.0;
glShadeModel (GL_FLAT);
glNormal3f (0.0, 0.0, 1.0);
/* draw front face */
glBegin (GL_QUAD_STRIP);
for (i=0;i<=teeth;i++)
{
angle = i * 2.0*M_PI / teeth;
glVertex3f (r0*cos (angle), r0*sin (angle), width*0.5);
glVertex3f (r1*cos (angle), r1*sin (angle), width*0.5);
glVertex3f (r0*cos (angle), r0*sin (angle), width*0.5);
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), width*0.5);
}
glEnd ();
/* draw front sides of teeth */
glBegin (GL_QUADS);
da = 2.0*M_PI / teeth / 4.0;
for (i=0; i<teeth; i++)
{
angle = i * 2.0*M_PI / teeth;
glVertex3f (r1*cos (angle), r1*sin (angle), width*0.5);
glVertex3f (r2*cos (angle+da), r2*sin (angle+da), width*0.5);
glVertex3f (r2*cos (angle+2*da), r2*sin (angle+2*da), width*0.5);
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), width*0.5);
}
glEnd ();
glNormal3f (0.0, 0.0, -1.0);
/* draw back face */
glBegin (GL_QUAD_STRIP);
for (i=0; i<=teeth ;i++)
{
angle = i * 2.0*M_PI / teeth;
glVertex3f (r1*cos (angle), r1*sin (angle), -width*0.5);
glVertex3f (r0*cos (angle), r0*sin (angle), -width*0.5);
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), -width*0.5);
glVertex3f (r0*cos (angle), r0*sin (angle), -width*0.5);
}
glEnd ();
/* draw back sides of teeth */
glBegin (GL_QUADS);
da = 2.0*M_PI / teeth / 4.0;
for (i=0;i<teeth;i++)
{
angle = i * 2.0*M_PI / teeth;
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), -width*0.5);
glVertex3f (r2*cos (angle+2*da), r2*sin (angle+2*da), -width*0.5);
glVertex3f (r2*cos (angle+da), r2*sin (angle+da), -width*0.5);
glVertex3f (r1*cos (angle), r1*sin (angle), -width*0.5);
}
glEnd ();
/* draw outward faces of teeth */
glBegin (GL_QUAD_STRIP);
for (i=0;i<teeth;i++)
{
angle = i * 2.0*M_PI / teeth;
glVertex3f (r1*cos (angle), r1*sin (angle), width*0.5);
glVertex3f (r1*cos (angle), r1*sin (angle), -width*0.5);
u = r2*cos (angle+da) - r1*cos (angle);
v = r2*sin (angle+da) - r1*sin (angle);
len = sqrt (u*u + v*v);
u /= len;
v /= len;
glNormal3f (v, -u, 0.0);
glVertex3f (r2*cos (angle+da), r2*sin (angle+da), width*0.5);
glVertex3f (r2*cos (angle+da), r2*sin (angle+da), -width*0.5);
glNormal3f (cos (angle), sin (angle), 0.0);
glVertex3f (r2*cos (angle+2*da), r2*sin (angle+2*da), width*0.5);
glVertex3f (r2*cos (angle+2*da), r2*sin (angle+2*da), -width*0.5);
u = r1*cos (angle+3*da) - r2*cos (angle+2*da);
v = r1*sin (angle+3*da) - r2*sin (angle+2*da);
glNormal3f (v, -u, 0.0);
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), width*0.5);
glVertex3f (r1*cos (angle+3*da), r1*sin (angle+3*da), -width*0.5);
glNormal3f (cos (angle), sin (angle), 0.0);
}
glVertex3f (r1*cos (0), r1*sin (0), width*0.5);
glVertex3f (r1*cos (0), r1*sin (0), -width*0.5);
glEnd ();
glShadeModel (GL_SMOOTH);
/* draw inside radius cylinder */
glBegin (GL_QUAD_STRIP);
for (i=0;i<=teeth;i++)
{
angle = i * 2.0*M_PI / teeth;
glNormal3f (-cos (angle), -sin (angle), 0.0);
glVertex3f (r0*cos (angle), r0*sin (angle), -width*0.5);
glVertex3f (r0*cos (angle), r0*sin (angle), width*0.5);
}
glEnd ();
}
UGL_LOCAL void drawGL (void)
{
#ifdef COUNT_FRAMES
int time;
#endif
angle += 2.0;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glRotatef (view_rotx, 1.0, 0.0, 0.0);
glRotatef (view_roty, 0.0, 1.0, 0.0);
glRotatef (view_rotz, 0.0, 0.0, 1.0);
glPushMatrix ();
glTranslatef (-3.0, -2.0, 0.0);
glRotatef (angle, 0.0, 0.0, 1.0);
glCallList (gear1);
glPopMatrix ();
glPushMatrix ();
glTranslatef (3.1, -2.0, 0.0);
glRotatef (-2.0*angle-9.0, 0.0, 0.0, 1.0);
glCallList (gear2);
glPopMatrix ();
glPushMatrix ();
glTranslatef (-3.1, 4.2, 0.0);
glRotatef (-2.0*angle-25.0, 0.0, 0.0, 1.0);
glCallList (gear3);
glPopMatrix ();
glPopMatrix ();
uglMesaSwapBuffers ();
#ifdef COUNT_FRAMES
if (count > limit)
{
tickStop = tickGet ();
time = (tickStop-tickStart)/tickBySec;
printf (" %i fps\n", count/time);
tickStart = tickStop;
count = 0;
}
else
count++;
#endif
}
UGL_LOCAL void initGL (GLsizei width, GLsizei height)
{
UGL_LOCAL GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
UGL_LOCAL GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
UGL_LOCAL GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
UGL_LOCAL GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
glLightfv (GL_LIGHT0, GL_POSITION, pos);
glEnable (GL_CULL_FACE);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glEnable (GL_DEPTH_TEST);
/* make the gears */
gear1 = glGenLists (1);
glNewList (gear1, GL_COMPILE);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear (1.0, 4.0, 1.0, 20, 0.7);
glEndList ();
gear2 = glGenLists (1);
glNewList (gear2, GL_COMPILE);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear (0.5, 2.0, 2.0, 10, 0.7);
glEndList ();
gear3 = glGenLists (1);
glNewList (gear3, GL_COMPILE);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear (1.3, 2.0, 0.5, 10, 0.7);
glEndList ();
glEnable (GL_NORMALIZE);
glViewport (0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if (width>height)
{
GLfloat w = (GLfloat) width / (GLfloat) height;
glFrustum (-w, w, -1.0, 1.0, 5.0, 60.0);
}
else
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glFrustum (-1.0, 1.0, -h, h, 5.0, 60.0);
}
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0.0, 0.0, -40.0);
#ifdef COUNT_FRAMES
tickStart = tickGet ();
tickBySec = sysClkRateGet ();
#endif
}
UGL_LOCAL void echoUse(void)
{
printf("tGears keys:\n");
printf(" z Counter clockwise rotation (z-axis)\n");
printf(" Z Clockwise rotation (z-axis)\n");
printf(" Up Counter clockwise rotation (x-axis)\n");
printf(" Down Clockwise rotation (x-axis)\n");
printf(" Left Counter clockwise rotation (y-axis)\n");
printf(" Right Clockwise rotation (y-axis)\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey (UGL_WCHAR key)
{
switch(key)
{
case 'z':
view_rotz += 5.0;
break;
case 'Z':
view_rotz -= 5.0;
break;
case UGL_UNI_UP_ARROW:
view_rotx += 5.0;
break;
case UGL_UNI_DOWN_ARROW:
view_rotx -= 5.0;
break;
case UGL_UNI_LEFT_ARROW:
view_roty += 5.0;
break;
case UGL_UNI_RIGHT_ARROW:
view_roty -= 5.0;
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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 windMLGears (void);
void uglgears (void)
{
taskSpawn ("tGears", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLGears,
0,1,2,3,4,5,6,7,8,9);
}
void windMLGears (void)
{
GLsizei width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
view_rotx=20.0;
view_roty=30.0;
view_rotz=0.0;
angle = 0.0;
limit = 100;
count = 1;
uglInitialize ();
uglDriverFind (UGL_KEYBOARD_TYPE, 0,
(UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
/* Double buffering */
umc = uglMesaCreateNewContext (UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize ();
return;
}
/* Fullscreen */
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);
echoUse();
stopWex = UGL_FALSE;
loopEvent();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
return;
}

311
progs/windml/uglicotorus.c Normal file
View file

@ -0,0 +1,311 @@
/* uglicotorus.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.
*/
/*
modification history
--------------------
01a,jun01,sra
*/
#include <stdio.h>
#include <math.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <ugl/uglucode.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
/* Need GLUT_SHAPES */
#include <GL/uglglutshapes.h>
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 GLfloat angle;
UGL_LOCAL GLboolean chaos_on;
UGL_LOCAL GLboolean color_on;
UGL_LOCAL GLuint theIco, theTorus, theSphere, theCube;
UGL_LOCAL void initGL
(
int w,
int h
)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,25.0,0.0,0.0,0.0,0.0,1.0,0.0);
glClearColor(0.0,0.0,0.0,0.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
theIco = glGenLists(1);
glNewList(theIco, GL_COMPILE);
glutSolidIcosahedron();
glEndList();
theTorus = glGenLists(1);
glNewList(theTorus, GL_COMPILE);
glutSolidTorus(0.2,1.0,10,10);
glEndList();
theSphere = glGenLists(1);
glNewList(theSphere, GL_COMPILE);
glutSolidSphere(2.5,20,20);
glEndList();
theCube = glGenLists(1);
glNewList(theCube, GL_COMPILE);
glutSolidCube(4.0);
glEndList();
}
UGL_LOCAL void createIcoToruses
(
int i
)
{
glPushMatrix();
glRotatef(angle,1.0,1.0,1.0);
glCallList(theIco);
switch (i)
{
case 9 :
glColor3f(1.0,0.0,0.0);
break;
case 0 :
glColor3f(1.0,0.1,0.7);
break;
case 1 :
glColor3f(1.0,0.0,1.0);
break;
case 2 :
glColor3f(0.0,0.0,1.0);
break;
case 3 :
glColor3f(0.0,0.5,1.0);
break;
case 4 :
glColor3f(0.0,1.0,0.7);
break;
case 5 :
glColor3f(0.0,1.0,0.0);
break;
case 6 :
glColor3f(0.5,1.0,0.0);
break;
case 7 :
glColor3f(1.0,1.0,0.0);
break;
case 8 :
glColor3f(1.0,0.5,0.0);
break;
}
glRotatef(angle,1.0,1.0,1.0);
glCallList(theTorus);
glRotatef(-2*angle,1.0,1.0,1.0);
glCallList(theTorus);
glPopMatrix();
}
UGL_LOCAL void drawGL (void)
{
int i;
if (color_on)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear(GL_DEPTH_BUFFER_BIT);
glPushMatrix();
if (chaos_on)
glRotatef(angle,1.0,1.0,1.0);
glPushMatrix();
glRotatef(angle,1.0,1.0,1.0);
glColor3f(1.0,0.5,0.0);
glCallList(theSphere);
glColor3f(1.0,0.0,0.0);
glCallList(theCube);
glPopMatrix();
glRotatef(-angle,0.0,0.0,1.0);
glPushMatrix();
/* draw ten icosahedrons */
for (i = 0; i < 10; i++)
{
glPushMatrix();
glRotatef(36*i,0.0,0.0,1.0);
glTranslatef(10.0,0.0,0.0);
glRotatef(2*angle,0.0,1.0,0.0);
glTranslatef(0.0,0.0,2.0);
createIcoToruses(i);
glPopMatrix();
}
glPopMatrix();
glPopMatrix();
uglMesaSwapBuffers();
angle += 1.0;
}
UGL_LOCAL void echoUse(void)
{
printf("tIcoTorus keys:\n");
printf(" c Toggle color buffer clear\n");
printf(" SPACE Toggle chaos mode\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey (UGL_WCHAR key)
{
switch(key)
{
case 'c':
color_on = !color_on;
break;
case UGL_UNI_SPACE:
chaos_on = !chaos_on;
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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 windMLIcoTorus (void);
void uglicotorus (void)
{
taskSpawn ("tIcoTorus", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLIcoTorus,
0,1,2,3,4,5,6,7,8,9);
}
void windMLIcoTorus (void)
{
GLsizei width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
angle = 0.0;
chaos_on = GL_TRUE;
color_on = GL_TRUE;
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;
}
/* Double buffering */
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);
echoUse();
stopWex = UGL_FALSE;
loopEvent();
if (eventServiceId != UGL_NULL)
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext ();
uglDeinitialize ();
return;
}

270
progs/windml/uglline.c Normal file
View file

@ -0,0 +1,270 @@
/* uglline.c - WindML/Mesa example program */
/*
* 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.
*/
/*
modification history
--------------------
01a,jun01,sra Ported to UGL/Mesa and modifications
*/
/*
DESCRIPTION
Draw circular lines
*/
#include <stdio.h>
#include <math.h>
#include <ugl/ugl.h>
#include <ugl/uglucode.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
#define BLACK (0)
#define YELLOW (1)
#define GREEN (2)
#define BLUE (3)
#define CI_OFFSET 4
UGL_LOCAL GLuint rgb;
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL volatile UGL_BOOL stopWex;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLboolean mode1, mode2;
UGL_LOCAL GLint size;
UGL_LOCAL GLfloat pntA[3] = {
-10.0, 0.0, 0.0
};
UGL_LOCAL GLfloat pntB[3] = {
-5.0, 0.0, 0.0
};
UGL_LOCAL GLint angleA;
UGL_LOCAL void initGL (void)
{
GLint i;
uglMesaSetColor(BLACK, 0.0, 0.0, 0.0);
uglMesaSetColor(YELLOW, 1.0, 1.0, 0.0);
uglMesaSetColor(GREEN, 0.0, 1.0, 0.0);
uglMesaSetColor(BLUE, 0.0, 0.0, 1.0);
for (i = 0; i < 16; i++)
{
uglMesaSetColor(CI_OFFSET+i, i/15.0, i/15.0, 0.0);
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearIndex(BLACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10, 10, -10, 10, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLineStipple(1, 0xF0E0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
mode1 = GL_FALSE;
mode2 = GL_FALSE;
size = 1;
}
UGL_LOCAL void drawGL (void)
{
GLint ci, i;
glClear(GL_COLOR_BUFFER_BIT);
glLineWidth(size);
if (mode1) {
glEnable(GL_LINE_STIPPLE);
} else {
glDisable(GL_LINE_STIPPLE);
}
if (mode2) {
ci = CI_OFFSET;
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
} else {
ci = YELLOW;
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
}
glPushMatrix();
glRotatef(angleA, 1, 0, 1);
angleA = angleA++ % 360;
for (i = 0; i < 360; i += 5) {
glRotatef(5.0, 0, 0, 1);
glColor3f(1.0, 1.0, 0.0);
glBegin(GL_LINE_STRIP);
glVertex3fv(pntA);
glVertex3fv(pntB);
glEnd();
glPointSize(1);
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POINTS);
glVertex3fv(pntA);
glVertex3fv(pntB);
glEnd();
}
glPopMatrix();
glFlush();
uglMesaSwapBuffers();
}
UGL_LOCAL void echoUse(void)
{
printf("tLine keys:\n");
printf(" b Blending/antialiasing\n");
printf(" n Line stipple\n");
printf(" Up/Down Pixel size\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey (UGL_WCHAR key)
{
switch(key)
{
case 'n':
mode1 = (mode1) ? GL_FALSE: GL_TRUE;
break;
case 'b':
mode2 = (mode2) ? GL_FALSE: GL_TRUE;
break;
case UGL_UNI_DOWN_ARROW:
if(size>0)
size--;
break;
case UGL_UNI_UP_ARROW:
size++;
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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 windMLLine (void);
void uglline (void)
{
taskSpawn("tLine", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLLine,
0,1,2,3,4,5,6,7,8,9);
}
void windMLLine(void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
angleA = 0;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
/* Double buffer */
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
UGL_MESA_FULLSCREEN_HEIGHT);
uglMesaGetIntegerv(UGL_MESA_RGB, &rgb);
initGL();
echoUse();
stopWex = UGL_FALSE;
loopEvent();
uglEventQDestroy(eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
return;
}

474
progs/windml/uglolympic.c Normal file
View file

@ -0,0 +1,474 @@
/*
* 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 (void);
void uglolympic (void)
{
taskSpawn("tOlympic", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLOlympic,
0,1,2,3,4,5,6,7,8,9);
}
void windMLOlympic(void)
{
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;
}
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;
}

266
progs/windml/uglpoint.c Normal file
View file

@ -0,0 +1,266 @@
/* uglpoint.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 single point.
*/
#include <stdio.h>
#include <math.h>
#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#define DOUBLE_BUFFER GL_TRUE
enum {
BLACK = 0,
RED,
GREEN,
BLUE,
WHITE
};
UGL_LOCAL GLuint rgb;
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLint angleT;
UGL_LOCAL void initGL (void)
{
/* By passed in RGB mode */
uglMesaSetColor(BLACK, 0.0, 0.0, 0.0);
uglMesaSetColor(RED, 1.0, 0.0, 0.0);
uglMesaSetColor(GREEN, 0.0, 1.0, 0.0);
uglMesaSetColor(BLUE, 0.0, 0.0, 1.0);
uglMesaSetColor(WHITE, 1.0, 1.0, 1.0);
glOrtho(0.0, 1.0, 0.0, 1.0, -20.0, 20.0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearIndex(BLACK);
}
UGL_LOCAL void drawGL (void)
{
GLint i;
GLfloat x, y;
/* Avoid blinking in single buffer */
if (DOUBLE_BUFFER)
glClear(GL_COLOR_BUFFER_BIT);
/* Random points */
glBegin(GL_POINTS);
(rgb) ? glColor3f(1.0, 0.0, 0.0): glIndexi(RED);
for (i=0; i<150; i++)
{
x = rand() / (RAND_MAX+1.0);
y = rand() / (RAND_MAX+1.0);
glVertex2f(x, y);
}
(rgb) ? glColor3f(0.0, 1.0, 0.0): glIndexi(GREEN);
for (i=0; i<150; i++)
{
x = (rand() / (RAND_MAX+1.0));
y = (rand() / (RAND_MAX+1.0));
glVertex2f(x, y);
}
(rgb) ? glColor3f(0.0, 0.0, 1.0): glIndexi(BLUE);
glVertex2f(0.5,0.5);
for (i=0; i<150; i++)
{
x = rand() / (RAND_MAX+1.0);
y = rand() / (RAND_MAX+1.0);
glVertex2f(x, y);
}
glEnd();
/* Smooth triangle */
glPushMatrix();
glTranslatef(0.5, 0.5, 0);
glRotatef(angleT, 1.0, -1.0, 0.0);
angleT = angleT++ % 360;
glBegin(GL_TRIANGLES);
(rgb) ? glColor3f(1.0, 0.0, 0.0): glIndexi(RED);
glVertex2f(0.75, 0.25);
(rgb) ? glColor3f(0.0, 1.0, 0.0): glIndexi(GREEN);
glVertex2f(0.75, 0.75);
(rgb) ? glColor3f(0.0, 0.0, 1.0): glIndexi(BLUE);
glVertex2f(0.25, 0.75);
glEnd();
glPopMatrix();
/* Flush and swap */
glFlush();
if(DOUBLE_BUFFER)
uglMesaSwapBuffers();
}
/************************************************************************
*
* getEvent
*
* RETURNS: true or false
*
* NOMANUAL
*
*/
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 windMLPoint (void);
void uglpoint (void)
{
taskSpawn("tPoint", 210, VX_FP_TASK, 100000,
(FUNCPTR)windMLPoint, 0,1,2,3,4,5,6,7,8,9);
}
void windMLPoint(void)
{
GLubyte pPixels[4];
GLsizei width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
angleT = 0;
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 (DOUBLE_BUFFER)
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
else
umc = uglMesaCreateNewContext(UGL_MESA_SINGLE, NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
UGL_MESA_FULLSCREEN_HEIGHT);
/* RGB or CI ? */
uglMesaGetIntegerv(UGL_MESA_RGB, &rgb);
initGL();
while (!getEvent())
drawGL();
uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
printf ("glReadPixel return ");
if (rgb)
{
glReadPixels(width/2, height/2,
1, 1, GL_RGB,
GL_UNSIGNED_BYTE, pPixels);
glFlush();
printf ("R:%i G:%i B:%i (RGB)", pPixels[0], pPixels[1], pPixels[2]);
}
else
{
glReadPixels(width/2, height/2,
1, 1, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, pPixels);
glFlush();
if (pPixels[0] == BLUE)
printf ("BLUE (CI)");
else
printf ("%i (CI))", pPixels[0]);
}
printf(" for %ix%i\n", width/2, height/2);
if (eventServiceId != UGL_NULL)
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
return;
}

233
progs/windml/uglstencil.c Normal file
View file

@ -0,0 +1,233 @@
/* Copyright (c) Mark J. Kilgard, 1994. */
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "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, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/* stencil.c
* This program draws two rotated tori in a window.
* A diamond in the center of the window masks out part
* of the scene. Within this mask, a different model
* (a sphere) is drawn in a different color.
*/
/*
* Conversion to UGL/Mesa by Stephane Raimbault, 2001
*/
#include <stdio.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 <GL/uglglutshapes.h>
#define YELLOWMAT 1
#define BLUEMAT 2
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL void initGL (GLsizei w, GLsizei h)
{
GLfloat yellow_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
GLfloat yellow_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat blue_diffuse[] = { 0.1, 0.1, 0.7, 1.0 };
GLfloat blue_specular[] = { 0.1, 1.0, 1.0, 1.0 };
GLfloat position_one[] = { 1.0, 1.0, 1.0, 0.0 };
glNewList(YELLOWMAT, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, yellow_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, yellow_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
glEndList();
glNewList(BLUEMAT, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, blue_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, blue_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 45.0);
glEndList();
glLightfv(GL_LIGHT0, GL_POSITION, position_one);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glClearStencil(0x0);
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
/* create a diamond shaped stencil area */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-3.0, 3.0, -3.0, 3.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex3f (-1.0, 0.0, 0.0);
glVertex3f (0.0, 1.0, 0.0);
glVertex3f (1.0, 0.0, 0.0);
glVertex3f (0.0, -1.0, 0.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat) w/(GLfloat) h, 3.0, 7.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
/* Draw a sphere in a diamond-shaped section in the
* middle of a window with 2 tori.
*/
UGL_LOCAL void drawGL(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
/* draw blue sphere where the stencil is 1 */
glStencilFunc (GL_EQUAL, 0x1, 0x1);
glCallList (BLUEMAT);
glutSolidSphere (0.5, 15, 15);
/* draw the tori where the stencil is not 1 */
glStencilFunc (GL_NOTEQUAL, 0x1, 0x1);
glPushMatrix();
glRotatef (45.0, 0.0, 0.0, 1.0);
glRotatef (45.0, 0.0, 1.0, 0.0);
glCallList (YELLOWMAT);
glutSolidTorus (0.275, 0.85, 15, 15);
glPushMatrix();
glRotatef (90.0, 1.0, 0.0, 0.0);
glutSolidTorus (0.275, 0.85, 15, 15);
glPopMatrix();
glPopMatrix();
glFlush();
uglMesaSwapBuffers();
}
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 windMLStencil (void);
void uglstencil (void)
{
taskSpawn("tStencil", 210, VX_FP_TASK, 100000,
(FUNCPTR)windMLStencil, 0,1,2,3,4,5,6,7,8,9);
}
void windMLStencil(void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
GLsizei width, height;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
umc = uglMesaCreateNewContextExt(GL_FALSE,
16,
8,
0,0,0,0,
NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
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);
drawGL();
while (!getEvent());
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize();
return;
}

290
progs/windml/uglteapot.c Normal file
View file

@ -0,0 +1,290 @@
/*
* 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.
*/
/*
* Linux Magazine July 2001
* Conversion to UGL/Mesa from GLUT by Stephane Raimbault, 2001
*/
#include <stdlib.h>
#include <stdio.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>
/* Need GLUT_SHAPES */
#include <GL/uglglutshapes.h>
#ifndef PI
#define PI 3.14159265
#endif
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 GLint angle;
UGL_LOCAL GLfloat Sin[360], Cos[360];
UGL_LOCAL GLfloat L0pos[]={0.0, 2.0, -1.0};
UGL_LOCAL GLfloat L0dif[]={0.3, 0.3, 0.8};
UGL_LOCAL GLfloat L1pos[]={2.0, 2.0, 2.0};
UGL_LOCAL GLfloat L1dif[]={0.5, 0.5, 0.5};
UGL_LOCAL GLfloat Mspec[3];
UGL_LOCAL GLfloat Mshiny;
UGL_LOCAL GLuint theTeapot;
UGL_LOCAL void calcTableCosSin()
{
int i;
for(i=0;i<360;i++) {
Cos[i] = cos(((float)i)/180.0*PI);
Sin[i] = sin(((float)i)/180.0*PI);
}
}
UGL_LOCAL void initGL(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glColor3f(1.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT0, GL_DIFFUSE, L0dif);
glLightfv(GL_LIGHT0, GL_SPECULAR, L0dif);
glLightfv(GL_LIGHT1, GL_DIFFUSE, L1dif);
glLightfv(GL_LIGHT1, GL_SPECULAR, L1dif);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Mspec);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, Mshiny);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, 1.0, 0.1, 10.0);
glMatrixMode(GL_MODELVIEW);
theTeapot = glGenLists(1);
glNewList(theTeapot, GL_COMPILE);
glutSolidTeapot(1.0);
glEndList();
}
UGL_LOCAL void drawGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(4.5*Cos[angle], 2.0,4.5*Sin[angle],0.0,0.0,0.0,0.0,
1.0,0.0);
glLightfv(GL_LIGHT0, GL_POSITION, L0pos);
glLightfv(GL_LIGHT1, GL_POSITION, L1pos);
glCallList(theTeapot);
glFlush();
uglMesaSwapBuffers();
}
UGL_LOCAL void echoUse(void)
{
printf("tTeapot keys:\n");
printf(" Left Counter clockwise rotation (y-axis)\n");
printf(" Right Clockwise rotation (y-axis)\n");
printf(" j Enable/disable Light0\n");
printf(" k Enable/disable Light1\n");
printf(" m Add specular\n");
printf(" l Remove specular\n");
printf(" o Add shininess\n");
printf(" p Remove shininess\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey (UGL_WCHAR key)
{
switch(key)
{
case UGL_UNI_RIGHT_ARROW:
angle +=2;
if (angle>= 360)
angle-=360;
break;
case UGL_UNI_LEFT_ARROW:
angle -=2;
if (angle<0)
angle+=360;
break;
case 'j':
glIsEnabled(GL_LIGHT0) ?
glDisable(GL_LIGHT0) : glEnable(GL_LIGHT0);
break;
case 'k':
glIsEnabled(GL_LIGHT1) ?
glDisable(GL_LIGHT1) : glEnable(GL_LIGHT1);
break;
case 'm':
Mspec[0]+=0.1;
if(Mspec[0]>1)
Mspec[0]=1;
Mspec[1]+=0.1;
if(Mspec[1]>1)
Mspec[1]=1;
Mspec[2]+=0.1;
if(Mspec[2]>1)
Mspec[2]=1;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Mspec);
break;
case 'l':
Mspec[0]-=0.1;
if(Mspec[0]>1)
Mspec[0]=1;
Mspec[1]-=0.1;
if(Mspec[1]>1)
Mspec[1]=1;
Mspec[2]-=0.1;
if(Mspec[2]>1)
Mspec[2]=1;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Mspec);
break;
case 'o':
Mshiny -= 1;
if (Mshiny<0)
Mshiny=0;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, Mshiny);
break;
case 'p':
Mshiny += 1;
if (Mshiny>128)
Mshiny=128;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, Mshiny);
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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 windMLTeapot (void);
void uglteapot (void)
{
taskSpawn ("tTeapot", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTeapot,
0,1,2,3,4,5,6,7,8,9);
}
void windMLTeapot (void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
GLsizei displayWidth, displayHeight;
GLsizei x, y, w, h;
angle = 45;
Mspec[0] = 0.5;
Mspec[1] = 0.5;
Mspec[2] = 0.5;
Mshiny = 50;
uglInitialize ();
uglDriverFind (UGL_KEYBOARD_TYPE, 0,
(UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
/* Double buffering */
umc = uglMesaCreateNewContext (UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize ();
return;
}
uglMesaMakeCurrentContext (umc, 0, 0, 1, 1);
uglMesaGetIntegerv(UGL_MESA_DISPLAY_WIDTH, &displayWidth);
uglMesaGetIntegerv(UGL_MESA_DISPLAY_HEIGHT, &displayHeight);
h = (displayHeight*2)/3;
w = h;
x = (displayWidth-w)/2;
y = (displayHeight-h)/2;
uglMesaMoveToWindow(x, y);
uglMesaResizeToWindow(w, h);
calcTableCosSin();
initGL ();
echoUse();
stopWex = UGL_FALSE;
loopEvent();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
return;
}

460
progs/windml/ugltexcube.c Normal file
View file

@ -0,0 +1,460 @@
/* 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>
#define IMAGE_FILE "Mesa/windmldemos/wrs_logo.bmp"
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 {
unsigned long sizeX;
unsigned long sizeY;
char *data;
} TEX_IMAGE;
UGL_LOCAL void cleanUp (void);
UGL_LOCAL GLboolean imageLoad(char *filename, TEX_IMAGE * texImage)
{
FILE * file = NULL;
unsigned long size;
unsigned long i;
unsigned short int planes;
unsigned short int bpp;
char temp;
if ((file = fopen(filename, "rb")) == NULL)
{
printf("File Not Found : %s\n", filename);
return GL_FALSE;
}
fseek(file, 18, SEEK_CUR);
if ((i = fread(&texImage->sizeX, 4, 1, file)) != 1)
{
printf("Error reading width from %s.\n", filename);
return GL_FALSE;
}
printf("Width of %s: %lu\n", filename, texImage->sizeX);
if ((i = fread(&texImage->sizeY, 4, 1, file)) != 1)
{
printf("Error reading height from %s.\n", filename);
return GL_FALSE;
}
printf("Height of %s: %lu\n", filename, texImage->sizeY);
size = texImage->sizeX * texImage->sizeY * 3;
if ((fread(&planes, 2, 1, file)) != 1)
{
printf("Error reading planes from %s.\n", filename);
return GL_FALSE;
}
if (planes != 1)
{
printf("Planes from %s is not 1: %u\n", filename, planes);
return GL_FALSE;
}
if ((i = fread(&bpp, 2, 1, file)) != 1)
{
printf("Error reading bpp from %s.\n", filename);
return GL_FALSE;
}
if (bpp != 24)
{
printf("Bpp from %s is not 24: %u\n", filename, bpp);
return GL_FALSE;
}
fseek(file, 24, SEEK_CUR);
texImage->data = (char *) malloc(size);
if (texImage->data == NULL)
{
printf("Error allocating memory for color-corrected texImage data");
return GL_FALSE;
}
if ((i = fread(texImage->data, size, 1, file)) != 1)
{
printf("Error reading texImage data from %s.\n", filename);
free(texImage->data);
return GL_FALSE;
}
/* bgr -> rgb */
for (i=0; i<size; i+=3)
{
temp = texImage->data[i];
texImage->data[i] = texImage->data[i + 2];
texImage->data[i + 2] = temp;
}
fclose(file);
return GL_TRUE;
}
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);
}
if (!imageLoad(IMAGE_FILE, texImage))
{
printf("Error allocating space for image data");
free(texImage);
cleanUp();
exit(1);
}
/* Create Texture */
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3,
texImage->sizeX, texImage->sizeY,
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();
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 (void);
void ugltexcube (void)
{
taskSpawn("tTexCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCube,
0,1,2,3,4,5,6,7,8,9);
}
void windMLTexCube(void)
{
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;
}
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;
}

399
progs/windml/ugltexcyl.c Normal file
View file

@ -0,0 +1,399 @@
/*
* Textured cylinder demo: lighting, texturing, reflection mapping.
*
* Brian Paul May 1997 This program is in the public domain.
*
* Conversion to UGL/Mesa by Stephane Raimbault
*/
/*
* $Log: ugltexcyl.c,v $
* Revision 1.1 2001/08/20 16:07:11 brianp
* WindML driver (Stephane Raimbault)
*
* Revision 1.5 2001/03/27 17:35:26 brianp
* set initial window pos
*
* Revision 1.4 2000/12/24 22:53:54 pesco
* * demos/Makefile.am (INCLUDES): Added -I$(top_srcdir)/util.
* * demos/Makefile.X11, demos/Makefile.BeOS-R4, demos/Makefile.cygnus:
* Essentially the same.
* Program files updated to include "readtex.c", not "../util/readtex.c".
* * demos/reflect.c: Likewise for "showbuffer.c".
*
*
* * Makefile.am (EXTRA_DIST): Added top-level regular files.
*
* * include/GL/Makefile.am (INC_X11): Added glxext.h.
*
*
* * src/GGI/include/ggi/mesa/Makefile.am (EXTRA_HEADERS): Include
* Mesa GGI headers in dist even if HAVE_GGI is not given.
*
* * configure.in: Look for GLUT and demo source dirs in $srcdir.
*
* * src/swrast/Makefile.am (libMesaSwrast_la_SOURCES): Set to *.[ch].
* More source list updates in various Makefile.am's.
*
* * Makefile.am (dist-hook): Remove CVS directory from distribution.
* (DIST_SUBDIRS): List all possible subdirs here.
* (SUBDIRS): Only list subdirs selected for build again.
* The above two applied to all subdir Makefile.am's also.
*
* Revision 1.3 2000/09/29 23:09:39 brianp
* added fps output
*
* Revision 1.2 1999/10/21 16:39:06 brianp
* added -info command line option
*
* Revision 1.1.1.1 1999/08/19 00:55:40 jtg
* Imported sources
*
* Revision 3.3 1999/03/28 18:24:37 brianp
* minor clean-up
*
* Revision 3.2 1998/11/05 04:34:04 brianp
* moved image files to ../images/ directory
*
* Revision 3.1 1998/06/23 03:16:51 brianp
* added Point/Linear sampling menu items
*
* Revision 3.0 1998/02/14 18:42:29 brianp
* initial rev
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <tickLib.h>
#include <ugl/ugl.h>
#include <ugl/uglucode.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#include <GL/glu.h>
#include "../util/readtex.h"
#define TEXTURE_FILE "Mesa/images/reflect.rgb"
#define LIT 1
#define TEXTURED 2
#define REFLECT 3
#define ANIMATE 10
#define POINT_FILTER 20
#define LINEAR_FILTER 21
#define QUIT 100
#define COUNT_FRAMES
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL volatile UGL_BOOL stopWex;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLuint CylinderObj;
UGL_LOCAL GLboolean Animate;
UGL_LOCAL GLboolean linearFilter;
UGL_LOCAL GLfloat Xrot, Yrot, Zrot;
UGL_LOCAL GLfloat DXrot, DYrot;
UGL_LOCAL GLuint limit;
UGL_LOCAL GLuint count;
UGL_LOCAL GLuint tickStart, tickStop, tickBySec;
UGL_LOCAL void cleanUp (void);
UGL_LOCAL void drawGL(void)
{
#ifdef COUNT_FRAMES
int time;
#endif
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glRotatef(Xrot, 1.0, 0.0, 0.0);
glRotatef(Yrot, 0.0, 1.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glScalef(5.0, 5.0, 5.0);
glCallList(CylinderObj);
glPopMatrix();
uglMesaSwapBuffers();
if (Animate)
{
Xrot += DXrot;
Yrot += DYrot;
}
#ifdef COUNT_FRAMES
if (count > limit)
{
tickStop = tickGet ();
time = (tickStop-tickStart)/tickBySec;
printf (" %i fps\n", count/time);
tickStart = tickStop;
count = 0;
}
else
count++;
#endif
}
UGL_LOCAL void echoUse(void)
{
printf("Keys:\n");
printf(" Up/Down Rotate on Y\n");
printf(" Left/Right Rotate on X\n");
printf(" a Toggle animation\n");
printf(" f Toggle point/linear filtered\n");
printf(" l Lit\n");
printf(" t Textured\n");
printf(" r Reflect\n");
printf(" ESC Exit\n");
}
UGL_LOCAL void readKey(UGL_WCHAR key)
{
float step = 3.0;
switch (key)
{
case 'a':
Animate = !Animate;
break;
case 'f':
if(linearFilter)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
}
linearFilter = !linearFilter;
break;
case 'l':
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
break;
case 't':
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
break;
case 'r':
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
break;
case UGL_UNI_UP_ARROW:
Xrot += step;
break;
case UGL_UNI_DOWN_ARROW:
Xrot -= step;
break;
case UGL_UNI_LEFT_ARROW:
Yrot += step;
break;
case UGL_UNI_RIGHT_ARROW:
Yrot -= step;
break;
case UGL_UNI_ESCAPE:
stopWex = UGL_TRUE;
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;
}
}
UGL_LOCAL void initGL(void)
{
GLUquadricObj *q = gluNewQuadric();
CylinderObj = glGenLists(1);
glNewList(CylinderObj, GL_COMPILE);
glTranslatef(0.0, 0.0, -1.0);
/* cylinder */
gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);
gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);
/* end cap */
glTranslatef(0.0, 0.0, 2.0);
gluDisk(q, 0.0, 0.6, 24, 1);
/* other end cap */
glTranslatef(0.0, 0.0, -2.0);
gluQuadricOrientation(q, GLU_INSIDE);
gluDisk(q, 0.0, 0.6, 24, 1);
glEndList();
gluDeleteQuadric(q);
/* lighting */
glEnable(GL_LIGHTING);
{
GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat teal[4] = { 0.0, 1.0, 0.8, 1.0 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, teal);
glLightfv(GL_LIGHT0, GL_AMBIENT, gray);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white);
glEnable(GL_LIGHT0);
}
/* fitering = nearest, initially */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
if (!LoadRGBMipmaps(TEXTURE_FILE, GL_RGB))
{
printf("Error: couldn't load texture image\n");
cleanUp();
exit(1);
}
glEnable(GL_CULL_FACE); /* don't need Z testing for convex objects */
glEnable(GL_LIGHTING);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -70.0 );
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
#ifdef COUNT_FRAMES
tickStart = tickGet ();
tickBySec = sysClkRateGet ();
#endif
}
UGL_LOCAL void cleanUp (void)
{
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
}
void windMLTexCyl (void);
void ugltexcyl (void)
{
taskSpawn ("tTexCyl", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCyl,
0,1,2,3,4,5,6,7,8,9);
}
void windMLTexCyl (void)
{
UGL_INPUT_DEVICE_ID keyboardDevId;
GLsizei displayWidth, displayHeight;
GLsizei x, y, w, h;
CylinderObj = 0;
Animate = GL_TRUE;
linearFilter = GL_FALSE;
Xrot = 0.0;
Yrot = 0.0;
Zrot = 0.0;
DXrot = 1.0;
DYrot = 2.5;
limit = 100;
count = 1;
uglInitialize ();
uglDriverFind (UGL_KEYBOARD_TYPE, 0,
(UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
/* Double buffering */
umc = uglMesaCreateNewContext (UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize ();
return;
}
uglMesaMakeCurrentContext (umc, 0, 0, 1, 1);
uglMesaGetIntegerv(UGL_MESA_DISPLAY_WIDTH, &displayWidth);
uglMesaGetIntegerv(UGL_MESA_DISPLAY_HEIGHT, &displayHeight);
h = (displayHeight*3)/4;
w = h;
x = (displayWidth-w)/2;
y = (displayHeight-h)/2;
uglMesaMoveToWindow(x, y);
uglMesaResizeToWindow(w, h);
initGL ();
echoUse();
stopWex = UGL_FALSE;
loopEvent();
cleanUp();
return;
}

BIN
progs/windml/wrs_logo.bmp Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 192 KiB

96
src/glu/mesa/Makefile.ugl Normal file
View file

@ -0,0 +1,96 @@
# Mesa 3-D graphics library
# Version: 3.5
#
# Copyright (C) 2001 Wind River Systems, Inc
# 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 HOLDERS 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.
# Makefile for GLU library
##### MACROS #####
GLU_MAJOR = 1
GLU_MINOR = 3
GLU_TINY = 0$(MESA_MAJOR)0$(MESA_MINOR)0$(MESA_TINY)
##### RULES #####
include ../rules.windml
GLU_SOURCES = \
glu.c \
mipmap.c \
nurbs.c \
nurbscrv.c \
nurbssrf.c \
nurbsutl.c \
polytest.c \
project.c \
quadric.c \
tess.c \
tesselat.c \
../src/windml/tornado/torMesaGLUInit.c
GLU_OBJECTS = $(GLU_SOURCES:.c=.o)
GLU_OBJNAME = $(MESA_LIBDIR)/objMesaGLU.o
SOURCES = $(GLU_SOURCES)
##### TARGETS #####
all: depend.$(CPU)$(TOOL) $(GLU_OBJNAME)
# Make the GLU library
$(GLU_OBJNAME): $(GLU_OBJECTS)
# $(LD) -r $(GLU_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(GLU_OBJECTS) -o $(GLU_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(GLU_OBJNAME)
# $(AR) rus $(VX_LIBNAME) $(GLU_OBJNAME)
depend.$(CPU)$(TOOL):
ifeq ($(WIND_HOST_TYPE),x86-win32)
@ $(RM) $@
@ $(ECHO) Creating depend.$(CPU)$(TOOL)
ifneq ($(SOURCES),)
@ for %f in ($(SOURCES)) do \
$(CC) -MM $(CFLAGS) %f >>$@
endif
else
Makefile
@ $(RM) $@
@ $(ECHO) "Creating depend.$(CPU)$(TOOL)"
ifneq ($(SOURCES),)
@ for FILE in $(filter-out $(NODEPENDOBJS), $(SOURCES)); \
do \
$(CC) -MM $(CFLAGS) $$FILE \
| $(TCL) $(BIN_DIR)/depend.tcl $(TGT_DIR) >>$@; \
done
endif
endif
.PHONY = clean
clean:
# $(AR) d $(MESA_LIBNAME) $(GLU_OBJNAME)
# $(AR) d $(VX_LIBNAME) $(GLU_OBJNAME)
$(RM) $(GLU_OBJNAME)
$(RM) $(GLU_OBJECTS)
$(RM) depend.$(CPU)$(TOOL)
include depend.$(CPU)$(TOOL)

367
src/mesa/main/Makefile.ugl Normal file
View file

@ -0,0 +1,367 @@
# Mesa 3-D graphics library
# Version: 3.5
#
# Copyright (C) 2001 Wind River Systems, Inc
# 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 HOLDERS 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.
# Makefile for core library
# This makefile can moved all objects files in MESA_OBJ for use with
# ld in windShell or create a library from objects files in their
# associated .c folder.
#
# For an easy inclusion of lib$(CPU)$(TOOL)GL.a in vxworks image, this
# makefile collects together all .o in an only file
# (obj$(CPU)$(TOOL)GL.o). This operation is unnecessary for
# lib$(CPU)$(TOOL)OSMesa.a and lib$(CPU)$(TOOL)UglMesa.a because they
# already contain only one file.
#
##### MACROS #####
MESA_MAJOR=3
MESA_MINOR=5
MESA_TINY=0
VERSION=$(MESA_MAJOR).$(MESA_MINOR)
GL_MAJOR = 1
GL_MINOR = 2
GL_TINY = 0$(MESA_MAJOR)0$(MESA_MINOR)0$(MESA_TINY)
##### RULES #####
include ..\rules.windml
#### GL #####
GL_SOURCES = \
api_arrayelt.c \
api_loopback.c \
api_noop.c \
api_validate.c \
accum.c \
attrib.c \
blend.c \
buffers.c \
clip.c \
colortab.c \
config.c \
context.c \
convolve.c \
debug.c \
depth.c \
dispatch.c \
dlist.c \
drawpix.c \
enable.c \
enums.c \
eval.c \
extensions.c \
feedback.c \
fog.c \
get.c \
glapi.c \
glthread.c \
hash.c \
hint.c \
histogram.c \
image.c \
imports.c \
light.c \
lines.c \
matrix.c \
mem.c \
mmath.c \
pixel.c \
points.c \
polygon.c \
rastpos.c \
state.c \
stencil.c \
texformat.c \
teximage.c \
texobj.c \
texstate.c \
texstore.c \
texutil.c \
varray.c \
vtxfmt.c \
X86/x86.c \
X86/common_x86.c \
X86/3dnow.c \
X86/sse.c \
math/m_debug_clip.c \
math/m_debug_norm.c \
math/m_debug_vertex.c \
math/m_debug_xform.c \
math/m_eval.c \
math/m_matrix.c \
math/m_translate.c \
math/m_vector.c \
math/m_vertices.c \
math/m_xform.c \
array_cache/ac_context.c \
array_cache/ac_import.c \
swrast/s_aaline.c \
swrast/s_aatriangle.c \
swrast/s_accum.c \
swrast/s_alpha.c \
swrast/s_alphabuf.c \
swrast/s_bitmap.c \
swrast/s_blend.c \
swrast/s_buffers.c \
swrast/s_copypix.c \
swrast/s_context.c \
swrast/s_depth.c \
swrast/s_drawpix.c \
swrast/s_feedback.c \
swrast/s_fog.c \
swrast/s_histogram.c \
swrast/s_imaging.c \
swrast/s_lines.c \
swrast/s_logic.c \
swrast/s_masking.c \
swrast/s_pb.c \
swrast/s_pixeltex.c \
swrast/s_points.c \
swrast/s_readpix.c \
swrast/s_scissor.c \
swrast/s_span.c \
swrast/s_stencil.c \
swrast/s_texture.c \
swrast/s_texstore.c \
swrast/s_triangle.c \
swrast/s_zoom.c \
swrast_setup/ss_context.c \
swrast_setup/ss_triangle.c \
swrast_setup/ss_vb.c \
tnl/t_array_api.c \
tnl/t_array_import.c \
tnl/t_context.c \
tnl/t_eval_api.c \
tnl/t_imm_alloc.c \
tnl/t_imm_api.c \
tnl/t_imm_debug.c \
tnl/t_imm_dlist.c \
tnl/t_imm_elt.c \
tnl/t_imm_eval.c \
tnl/t_imm_exec.c \
tnl/t_imm_fixup.c \
tnl/t_pipeline.c \
tnl/t_vb_fog.c \
tnl/t_vb_light.c \
tnl/t_vb_normals.c \
tnl/t_vb_points.c \
tnl/t_vb_render.c \
tnl/t_vb_texgen.c \
tnl/t_vb_texmat.c \
tnl/t_vb_vertex.c
GL_OBJECTS = $(GL_SOURCES:.c=.o)
GL_OBJNAME = $(MESA_LIBDIR)/objMesaGL.o
#### X86 #####
x86_files = \
X86/common_x86_asm.S \
X86/glapi_x86.S \
X86/x86_cliptest.S \
X86/x86_vertex.S \
X86/x86_xform2.S \
X86/x86_xform3.S \
X86/x86_xform4.S \
x3dnow_files = \
X86/3dnow_normal.S \
X86/3dnow_vertex.S \
X86/3dnow_xform1.S \
X86/3dnow_xform2.S \
X86/3dnow_xform3.S \
X86/3dnow_xform4.S
sse_files = \
X86/sse_normal.S \
X86/sse_vertex.S \
X86/sse_xform1.S \
X86/sse_xform2.S \
X86/sse_xform3.S \
X86/sse_xform4.S
mmx_files = X86/mmx_blend.S
X86_OBJNAME = $(MESA_LIBDIR)/objMesaX86.o
##### UGL #####
UGL_SOURCES = \
windml/ugl_api.c \
windml/ugl_dd.c \
windml/ugl_span.c \
windml/ugl_line.c \
windml/ugl_tri.c \
windml/tornado/torMesaUGLInit.c
UGL_OBJECTS = $(UGL_SOURCES:.c=.o)
UGL_OBJNAME = $(MESA_LIBDIR)/objMesaUGL.o
##### OS #####
OS_SOURCES = OSmesa/osmesa.c windml/tornado/torMesaOSInit.c
OS_OBJECTS = $(OS_SOURCES:.c=.o)
OS_OBJNAME = $(MESA_LIBDIR)/objMesaOS.o
##### GLUTSHAPES #####
GLUTSHAPES_SOURCES = \
windml/ugl_glutshapes.c \
windml/tornado/torGLUTShapesInit.c
GLUTSHAPES_OBJECTS = $(GLUTSHAPES_SOURCES:.c=.o)
GLUTSHAPES_OBJNAME = $(MESA_LIBDIR)/objGLUTShapes.o
SOURCES = $(GL_SOURCES) $(UGL_SOURCES) $(OS_SOURCES) \
$(GLUTSHAPES_SOURCES)
##### TARGETS #####
all: depend.$(CPU)$(TOOL) cfgX86 $(X86_OBJNAME) $(GL_OBJNAME)\
$(UGL_OBJNAME) $(OS_OBJNAME) $(GLUTSHAPES_OBJNAME)
#histogram.o:
# $(CC) $(CFLAGS) -O1 $(OPTION_OBJECT_ONLY) $(OPTION_OBJECT_NAME)$@ $<
#image.o:
# $(CC) $(CFLAGS) -O1 $(OPTION_OBJECT_ONLY) $(OPTION_OBJECT_NAME)$@ $<
cfgX86:
ifdef HAVE_3DNOW
x3dnow_sources = $(x3dnow_files)
CFLAGS_3DNOW = -DUSE_3DNOW_ASM
HAVE_X86 = 1
endif
ifdef HAVE_SSE
sse_sources = $(sse_files)
CFLAGS_SSE = -DUSE_SSE_ASM
HAVE_X86 = 1
endif
ifdef HAVE_MMX
mmx_sources = $(mmx_files)
CFLAGS_MMX = -DUSE_MMX_ASM
HAVE_X86 = 1
endif
ifdef HAVE_X86
x86_sources = $(x86_files)
CFLAGS_X86 = -DUSE_X86_ASM
endif
X86_SOURCES = $(x86_sources) $(mmx_sources) \
$(x3dnow_sources) $(sse_sources)
X86_OBJECTS = $(X86_SOURCES:.S=.o)
CFLAGS_USE_X86 = $(CFLAGS_3DNOW) $(CFLAGS_SSE) $(CFLAGS_MMX) $(CFLAGS_X86)
#X86/matypes.h: mtypes.h tnl/t_context.h X86/gen_matypes.c
# $(CC) -I ./ X86/gen_matypes.c -o X86/gen_matypes
# ./X86/gen_matypes > X86/matypes.h
# $(RM) X86/gen_matypes
# $(RM) X86/gen_matypes.o
# Make the Mesax86 library
$(X86_OBJNAME): $(X86_OBJECTS)
ifdef HAVE_X86
# $(LD) -r $(X86_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(X86_OBJECTS) -o $(X86_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(X86_OBJNAME)
# $(RM) $(X86_OBJNAME)
endif
# Make the GL library
$(GL_OBJNAME): $(GL_OBJECTS)
# $(LD) -r $(GL_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(GL_OBJECTS) -o $(GL_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(GL_OBJNAME)
# $(AR) rus $(VX_LIBNAME) $(GL_OBJNAME)
# $(RM) $(GL_OBJNAME)
# Make the UGLMesa library
$(UGL_OBJNAME): $(UGL_OBJECTS)
# $(LD) -r $(UGL_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(UGL_OBJECTS) -o $(UGL_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(UGL_OBJNAME)
# $(AR) rus $(VX_LIBNAME) $(UGL_OBJNAME)
# $(RM) $(UGL_OBJNAME)
# Make the OSMesa library
$(OS_OBJNAME): $(OS_OBJECTS)
# $(LD) -r $(OS_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(OS_OBJECTS) -o $(OS_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(OS_OBJNAME)
# $(AR) rus $(VX_LIBNAME) $(OS_OBJNAME)
# $(RM) $(OS_OBJNAME)
# Make the GLUT Shapes library
$(GLUTSHAPES_OBJNAME): $(GLUTSHAPES_OBJECTS)
# $(LD) -r $(GLUTSHAPES_OBJECTS) -o $(MESA_OBJNAME)
$(LD) -r $(GLUTSHAPES_OBJECTS) -o $(GLUTSHAPES_OBJNAME)
# $(AR) rus $(MESA_LIBNAME) $(GLUTSHAPES_OBJNAME)
# $(AR) rus $(VX_LIBNAME) $(GLUTSHAPES_OBJNAME)
# $(RM) $(GLUTSHAPES_OBJNAME)
depend.$(CPU)$(TOOL):
ifeq ($(WIND_HOST_TYPE),x86-win32)
@ $(RM) $@
@ $(ECHO) Creating depend.$(CPU)$(TOOL)
ifneq ($(SOURCES),)
@ for %f in ($(SOURCES)) do \
$(CC) -MM $(CFLAGS) %f >>$@
endif
else
Makefile
@ $(RM) $@
@ $(ECHO) "Creating depend.$(CPU)$(TOOL)"
ifneq ($(SOURCES),)
@ for FILE in $(filter-out $(NODEPENDOBJS), $(SOURCES)); \
do \
$(CC) -MM $(CFLAGS) $$FILE \
| $(TCL) $(BIN_DIR)/depend.tcl $(TGT_DIR) >>$@; \
done
endif
endif
.PHONY = clean
clean:
# $(AR) d $(MESA_LIBNAME) $(GL_OBJNAME)
# $(AR) d $(MESA_LIBNAME) $(UGL_OBJNAME)
# $(AR) d $(MESA_LIBNAME) $(OS_OBJNAME)
# $(AR) d $(MESA_LIBNAME) $(GLUTSHAPES_OBJNAME)
# $(AR) d $(VX_LIBNAME) $(GL_OBJNAME)
# $(AR) d $(VX_LIBNAME) $(UGL_OBJNAME)
# $(AR) d $(VX_LIBNAME) $(OS_OBJNAME)
# $(AR) d $(VX_LIBNAME) $(GLUTSHAPES_OBJNAME)
$(RM) $(GL_OBJECTS)
$(RM) $(UGL_OBJECTS)
$(RM) $(OS_OBJECTS)
$(RM) $(GLUTSHAPES_OBJECTS)
$(RM) $(GL_OBJNAME)
$(RM) $(UGL_OBJNAME)
$(RM) $(OS_OBJNAME)
$(RM) $(GLUTSHAPES_OBJNAME)
$(RM) depend.$(CPU)$(TOOL)
include depend.$(CPU)$(TOOL)