| /* uglcube.c - WindML/Mesa example program */ |
| |
| /* Copyright (C) 2001 by Wind River Systems, Inc */ |
| |
| /* |
| * Mesa 3-D graphics library |
| * Version: 3.5 |
| * |
| * The MIT License |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
| * DEALINGS IN THE SOFTWARE. |
| */ |
| |
| /* |
| DESCRIPTION |
| Draw a smooth cube. |
| */ |
| |
| #include <stdio.h> |
| #include <math.h> |
| |
| #include <ugl/uglevent.h> |
| #include <ugl/uglinput.h> |
| |
| #include <GL/uglmesa.h> |
| #include <GL/glu.h> |
| |
| UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId; |
| UGL_LOCAL UGL_EVENT_Q_ID qId; |
| UGL_LOCAL UGL_MESA_CONTEXT umc; |
| UGL_LOCAL GLfloat rotx; |
| UGL_LOCAL GLfloat roty; |
| UGL_LOCAL GLuint theCube; |
| |
| UGL_LOCAL void cube() |
| { |
| |
| /* Front */ |
| glBegin(GL_QUADS); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, 1.0f); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, 1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, 1.0f); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, 1.0f); |
| glEnd(); |
| |
| |
| /* Back */ |
| glBegin(GL_QUADS); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, -1.0f); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, -1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, -1.0f); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, -1.0f); |
| glEnd(); |
| |
| |
| /* Right */ |
| glBegin(GL_QUADS); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, 1.0f); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, -1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, -1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, 1.0f); |
| glEnd(); |
| |
| /* Left */ |
| glBegin(GL_QUADS); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, 1.0f); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, -1.0f); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, -1.0f); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, 1.0f); |
| glEnd(); |
| |
| /* Top */ |
| glBegin(GL_QUADS); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, -1.0f); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, -1.0f); |
| glColor3f(0.0f, 1.0f, 0.0f); |
| glVertex3f(1.0f, 1.0f, 1.0f); |
| glColor3f(0.0f, 0.0f, 1.0f); |
| glVertex3f(-1.0f, 1.0f, 1.0f); |
| glEnd(); |
| |
| |
| /* Bottom */ |
| glBegin(GL_QUADS); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, -1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, -1.0f); |
| glColor3f(1.0f, 0.0f, 0.0f); |
| glVertex3f(1.0f, -1.0f, 1.0f); |
| glColor3f(1.0f, 1.0f, 0.0f); |
| glVertex3f(-1.0f, -1.0f, 1.0f); |
| glEnd(); |
| } |
| |
| UGL_LOCAL void initGL |
| ( |
| int Width, |
| int Height |
| ) |
| { |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glDepthFunc(GL_LESS); |
| glEnable(GL_DEPTH_TEST); |
| glShadeModel(GL_SMOOTH); |
| |
| theCube = glGenLists(1); |
| glNewList(theCube, GL_COMPILE); |
| cube(); |
| glEndList(); |
| |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f); |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| glTranslatef(0.0f, 0.0f, -6.0f); |
| } |
| |
| |
| /* The main drawing function. */ |
| |
| UGL_LOCAL void drawGL() |
| { |
| |
| /* Clear The Screen And The Depth Buffer */ |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| /* Rotate the cube */ |
| |
| glRotatef(rotx, 1.0f, 0.0f, 0.0f); |
| glRotatef(roty, 0.0f, 1.0f, 0.0f); |
| |
| glCallList(theCube); |
| |
| glFlush(); |
| |
| uglMesaSwapBuffers(); |
| } |
| |
| |
| /* The function called whenever a key is pressed. */ |
| |
| UGL_LOCAL int getEvent(void) |
| { |
| UGL_EVENT event; |
| UGL_STATUS status; |
| int retVal = 0; |
| |
| status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT); |
| |
| while (status != UGL_STATUS_Q_EMPTY) |
| { |
| UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event; |
| |
| if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN) |
| retVal = 1; |
| |
| status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT); |
| } |
| |
| return(retVal); |
| } |
| |
| void windMLCube (UGL_BOOL windMLMode); |
| |
| void uglcube (void) |
| { |
| taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube, |
| UGL_FALSE,1,2,3,4,5,6,7,8,9); |
| } |
| |
| void windMLCube (UGL_BOOL windMLMode) |
| { |
| GLsizei width, height; |
| UGL_INPUT_DEVICE_ID keyboardDevId; |
| |
| rotx = 2.5f; |
| roty = 1.0f; |
| |
| uglInitialize(); |
| |
| uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId); |
| |
| if (uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, |
| (UGL_UINT32 *)&eventServiceId) == UGL_STATUS_OK) |
| { |
| qId = uglEventQCreate (eventServiceId, 100); |
| } |
| else |
| { |
| eventServiceId = UGL_NULL; |
| } |
| |
| if (windMLMode) |
| umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE |
| | UGL_MESA_WINDML_EXCLUSIVE, NULL); |
| else |
| umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL); |
| |
| /* Fullscreen */ |
| |
| uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH, |
| UGL_MESA_FULLSCREEN_HEIGHT); |
| |
| uglMesaGetIntegerv(UGL_MESA_WIDTH, &width); |
| uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height); |
| |
| /* Initialize our window. */ |
| |
| initGL(width, height); |
| |
| while (!getEvent()) |
| drawGL(); |
| |
| if (eventServiceId != UGL_NULL) |
| uglEventQDestroy (eventServiceId, qId); |
| |
| uglMesaDestroyContext(); |
| uglDeinitialize(); |
| |
| return; |
| } |