Remove remaining miniglx references
[mesa.git] / progs / windml / uglcube.c
1 /* uglcube.c - WindML/Mesa example program */
2
3 /* Copyright (C) 2001 by Wind River Systems, Inc */
4
5 /*
6 * Mesa 3-D graphics library
7 * Version: 3.5
8 *
9 * The MIT License
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
16 *
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
19 *
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * THE AUTHORS OR COPYRIGHT BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
24 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
25 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26 * DEALINGS IN THE SOFTWARE.
27 */
28
29 /*
30 DESCRIPTION
31 Draw a smooth cube.
32 */
33
34 #include <stdio.h>
35 #include <math.h>
36
37 #include <ugl/uglevent.h>
38 #include <ugl/uglinput.h>
39
40 #include <GL/uglmesa.h>
41 #include <GL/glu.h>
42
43 UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
44 UGL_LOCAL UGL_EVENT_Q_ID qId;
45 UGL_LOCAL UGL_MESA_CONTEXT umc;
46 UGL_LOCAL GLfloat rotx;
47 UGL_LOCAL GLfloat roty;
48 UGL_LOCAL GLuint theCube;
49
50 UGL_LOCAL void cube()
51 {
52
53 /* Front */
54 glBegin(GL_QUADS);
55 glColor3f(0.0f, 0.0f, 1.0f);
56 glVertex3f(-1.0f, 1.0f, 1.0f);
57 glColor3f(0.0f, 1.0f, 0.0f);
58 glVertex3f(1.0f, 1.0f, 1.0f);
59 glColor3f(1.0f, 0.0f, 0.0f);
60 glVertex3f(1.0f, -1.0f, 1.0f);
61 glColor3f(1.0f, 1.0f, 0.0f);
62 glVertex3f(-1.0f, -1.0f, 1.0f);
63 glEnd();
64
65
66 /* Back */
67 glBegin(GL_QUADS);
68 glColor3f(0.0f, 0.0f, 1.0f);
69 glVertex3f(-1.0f, 1.0f, -1.0f);
70 glColor3f(0.0f, 1.0f, 0.0f);
71 glVertex3f(1.0f, 1.0f, -1.0f);
72 glColor3f(1.0f, 0.0f, 0.0f);
73 glVertex3f(1.0f, -1.0f, -1.0f);
74 glColor3f(1.0f, 1.0f, 0.0f);
75 glVertex3f(-1.0f, -1.0f, -1.0f);
76 glEnd();
77
78
79 /* Right */
80 glBegin(GL_QUADS);
81 glColor3f(0.0f, 1.0f, 0.0f);
82 glVertex3f(1.0f, 1.0f, 1.0f);
83 glColor3f(0.0f, 1.0f, 0.0f);
84 glVertex3f(1.0f, 1.0f, -1.0f);
85 glColor3f(1.0f, 0.0f, 0.0f);
86 glVertex3f(1.0f, -1.0f, -1.0f);
87 glColor3f(1.0f, 0.0f, 0.0f);
88 glVertex3f(1.0f, -1.0f, 1.0f);
89 glEnd();
90
91 /* Left */
92 glBegin(GL_QUADS);
93 glColor3f(0.0f, 0.0f, 1.0f);
94 glVertex3f(-1.0f, 1.0f, 1.0f);
95 glColor3f(0.0f, 0.0f, 1.0f);
96 glVertex3f(-1.0f, 1.0f, -1.0f);
97 glColor3f(1.0f, 1.0f, 0.0f);
98 glVertex3f(-1.0f, -1.0f, -1.0f);
99 glColor3f(1.0f, 1.0f, 0.0f);
100 glVertex3f(-1.0f, -1.0f, 1.0f);
101 glEnd();
102
103 /* Top */
104 glBegin(GL_QUADS);
105 glColor3f(0.0f, 0.0f, 1.0f);
106 glVertex3f(-1.0f, 1.0f, -1.0f);
107 glColor3f(0.0f, 1.0f, 0.0f);
108 glVertex3f(1.0f, 1.0f, -1.0f);
109 glColor3f(0.0f, 1.0f, 0.0f);
110 glVertex3f(1.0f, 1.0f, 1.0f);
111 glColor3f(0.0f, 0.0f, 1.0f);
112 glVertex3f(-1.0f, 1.0f, 1.0f);
113 glEnd();
114
115
116 /* Bottom */
117 glBegin(GL_QUADS);
118 glColor3f(1.0f, 1.0f, 0.0f);
119 glVertex3f(-1.0f, -1.0f, -1.0f);
120 glColor3f(1.0f, 0.0f, 0.0f);
121 glVertex3f(1.0f, -1.0f, -1.0f);
122 glColor3f(1.0f, 0.0f, 0.0f);
123 glVertex3f(1.0f, -1.0f, 1.0f);
124 glColor3f(1.0f, 1.0f, 0.0f);
125 glVertex3f(-1.0f, -1.0f, 1.0f);
126 glEnd();
127 }
128
129 UGL_LOCAL void initGL
130 (
131 int Width,
132 int Height
133 )
134 {
135 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
136 glDepthFunc(GL_LESS);
137 glEnable(GL_DEPTH_TEST);
138 glShadeModel(GL_SMOOTH);
139
140 theCube = glGenLists(1);
141 glNewList(theCube, GL_COMPILE);
142 cube();
143 glEndList();
144
145 glMatrixMode(GL_PROJECTION);
146 glLoadIdentity();
147 gluPerspective(45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f);
148 glMatrixMode(GL_MODELVIEW);
149 glLoadIdentity();
150 glTranslatef(0.0f, 0.0f, -6.0f);
151 }
152
153
154 /* The main drawing function. */
155
156 UGL_LOCAL void drawGL()
157 {
158
159 /* Clear The Screen And The Depth Buffer */
160
161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
162
163 /* Rotate the cube */
164
165 glRotatef(rotx, 1.0f, 0.0f, 0.0f);
166 glRotatef(roty, 0.0f, 1.0f, 0.0f);
167
168 glCallList(theCube);
169
170 glFlush();
171
172 uglMesaSwapBuffers();
173 }
174
175
176 /* The function called whenever a key is pressed. */
177
178 UGL_LOCAL int getEvent(void)
179 {
180 UGL_EVENT event;
181 UGL_STATUS status;
182 int retVal = 0;
183
184 status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
185
186 while (status != UGL_STATUS_Q_EMPTY)
187 {
188 UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event;
189
190 if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
191 retVal = 1;
192
193 status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
194 }
195
196 return(retVal);
197 }
198
199 void windMLCube (UGL_BOOL windMLMode);
200
201 void uglcube (void)
202 {
203 taskSpawn("tCube", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLCube,
204 UGL_FALSE,1,2,3,4,5,6,7,8,9);
205 }
206
207 void windMLCube (UGL_BOOL windMLMode)
208 {
209 GLsizei width, height;
210 UGL_INPUT_DEVICE_ID keyboardDevId;
211
212 rotx = 2.5f;
213 roty = 1.0f;
214
215 uglInitialize();
216
217 uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
218
219 if (uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0,
220 (UGL_UINT32 *)&eventServiceId) == UGL_STATUS_OK)
221 {
222 qId = uglEventQCreate (eventServiceId, 100);
223 }
224 else
225 {
226 eventServiceId = UGL_NULL;
227 }
228
229 if (windMLMode)
230 umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE
231 | UGL_MESA_WINDML_EXCLUSIVE, NULL);
232 else
233 umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
234
235 /* Fullscreen */
236
237 uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
238 UGL_MESA_FULLSCREEN_HEIGHT);
239
240 uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
241 uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
242
243 /* Initialize our window. */
244
245 initGL(width, height);
246
247 while (!getEvent())
248 drawGL();
249
250 if (eventServiceId != UGL_NULL)
251 uglEventQDestroy (eventServiceId, qId);
252
253 uglMesaDestroyContext();
254 uglDeinitialize();
255
256 return;
257 }