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diff --git a/progs/windml/ugltexcube.c b/progs/windml/ugltexcube.c
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-
-/* 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;
- }
-
-