/* 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 */ /* DESCRIPTION Draw a textured cube */ #include #include #include #include #include #include #include #include #include "../util/readtex.h" #define IMAGE_FILE "Mesa/images/wrs_logo.rgb" 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 { GLubyte *data; int width, height; GLenum format; } TEX_IMAGE; UGL_LOCAL void cleanUp (void); 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); } texImage->data = LoadRGBImage(IMAGE_FILE, &texImage->width, &texImage->height, &texImage->format); if (!texImage->data) { printf("Couldn't read %s\n", IMAGE_FILE); free(texImage); cleanUp(); exit(1); } /* Create Texture */ glGenTextures(1, &texture[0]); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->width, texImage->height, 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(); glDisable(GL_DITHER); 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 (UGL_BOOL windMLMode); void ugltexcube (void) { taskSpawn("tTexCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLTexCube, UGL_FALSE,1,2,3,4,5,6,7,8,9); } void windMLTexCube(UGL_BOOL windMLMode) { 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; } if (windMLMode) umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE | UGL_MESA_WINDML_EXCLUSIVE, NULL); else umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL); if (umc == NULL) { uglDeinitialize(); return; } uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH, UGL_MESA_FULLSCREEN_HEIGHT); uglMesaGetIntegerv(UGL_MESA_WIDTH, &width); uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height); initGL(width, height); while(!getEvent()) drawGL(); cleanUp(); return; }