/* 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #include #include #include #include #include #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 (UGL_BOOL windMLMode); void uglaccum (void) { taskSpawn("tAccum", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLAccum,UGL_FALSE,1,2,3,4,5,6,7,8,9); } void windMLAccum (UGL_BOOL windMLMode) { 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); if (windMLMode) umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE | UGL_MESA_WINDML_EXCLUSIVE, 16, 0, 8,8,8,0, NULL); else umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE, 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); drawGL(); while (!getEvent()); uglEventQDestroy (eventServiceId, qId); uglMesaDestroyContext(); uglDeinitialize(); return; }