| |
| /* 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> |
| |
| #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; |
| } |
| |
| |