/* 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #include #include #include #include #include #include #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 (UGL_BOOL windMLMode); void uglstencil (void) { taskSpawn("tStencil", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLStencil,UGL_FALSE,1,2,3,4,5,6,7,8,9); } void windMLStencil(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_SINGLE | UGL_MESA_WINDML_EXCLUSIVE, 16, 8, 0,0,0,0, NULL); else umc = uglMesaCreateNewContextExt(UGL_MESA_SINGLE, 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; }