uglaccum.c   [plain text]



/* Copyright (c) Mark J. Kilgard, 1994. */

/*
 * (c) Copyright 1993, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 * Permission to use, copy, modify, and distribute this software for
 * any purpose and without fee is hereby granted, provided that the above
 * copyright notice appear in all copies and that both the copyright notice
 * and this permission notice appear in supporting documentation, and that
 * the name of Silicon Graphics, Inc. not be used in advertising
 * or publicity pertaining to distribution of the software without specific,
 * written prior permission.
 *
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
 * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
 * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
 *
 * US Government Users Restricted Rights
 * Use, duplication, or disclosure by the Government is subject to
 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
 * clause at DFARS 252.227-7013 and/or in similar or successor
 * clauses in the FAR or the DOD or NASA FAR Supplement.
 * Unpublished-- rights reserved under the copyright laws of the
 * United States.  Contractor/manufacturer is Silicon Graphics,
 * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
 *
 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
 */

/*  Original name: accanti.c
 *
 *  Conversion to UGL/Mesa by Stephane Raimbault
 */

#include <stdio.h>
#include <math.h>

#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>

#include <GL/uglmesa.h>
#include <GL/uglglutshapes.h>

#include "../book/jitter.h"

UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;

/*  Initialize lighting and other values.
 */
UGL_LOCAL void initGL(GLsizei w, GLsizei h)
    {
    GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat light_position[] = { 0.0, 0.0, 10.0, 1.0 };
    GLfloat lm_ambient[] = { 0.2, 0.2, 0.2, 1.0 };

    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialf(GL_FRONT, GL_SHININESS, 50.0);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glShadeModel (GL_FLAT);

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClearAccum(0.0, 0.0, 0.0, 0.0);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (w <= h)
	    glOrtho (-2.25, 2.25, -2.25*h/w, 2.25*h/w, -10.0, 10.0);
    else
	    glOrtho (-2.25*w/h, 2.25*w/h, -2.25, 2.25, -10.0, 10.0);
    glMatrixMode(GL_MODELVIEW);
    }

UGL_LOCAL void displayObjects(void)
    {
    GLfloat torus_diffuse[] = { 0.7, 0.7, 0.0, 1.0 };
    GLfloat cube_diffuse[] = { 0.0, 0.7, 0.7, 1.0 };
    GLfloat sphere_diffuse[] = { 0.7, 0.0, 0.7, 1.0 };
    GLfloat octa_diffuse[] = { 0.7, 0.4, 0.4, 1.0 };

    glPushMatrix ();
    glRotatef (30.0, 1.0, 0.0, 0.0);

    glPushMatrix ();
    glTranslatef (-0.80, 0.35, 0.0);
    glRotatef (100.0, 1.0, 0.0, 0.0);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, torus_diffuse);
    glutSolidTorus (0.275, 0.85, 16, 16);
    glPopMatrix ();

    glPushMatrix ();
    glTranslatef (-0.75, -0.50, 0.0);
    glRotatef (45.0, 0.0, 0.0, 1.0);
    glRotatef (45.0, 1.0, 0.0, 0.0);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, cube_diffuse);
    glutSolidCube (1.5);
    glPopMatrix ();

    glPushMatrix ();
    glTranslatef (0.75, 0.60, 0.0);
    glRotatef (30.0, 1.0, 0.0, 0.0);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
    glutSolidSphere (1.0, 16, 16);
    glPopMatrix ();

    glPushMatrix ();
    glTranslatef (0.70, -0.90, 0.25);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, octa_diffuse);
    glutSolidOctahedron ();
    glPopMatrix ();

    glPopMatrix ();
    }

#define ACSIZE	8

UGL_LOCAL void drawGL(void)
    {
    GLint viewport[4];
    int jitter;

    glGetIntegerv (GL_VIEWPORT, viewport);

    glClear(GL_ACCUM_BUFFER_BIT);
    for (jitter = 0; jitter < ACSIZE; jitter++)
	{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glPushMatrix ();
/*	Note that 4.5 is the distance in world space between
 *	left and right and bottom and top.
 *	This formula converts fractional pixel movement to
 *	world coordinates.
 */
	glTranslatef (j8[jitter].x*4.5/viewport[2],
		      j8[jitter].y*4.5/viewport[3], 0.0);
	displayObjects ();
	glPopMatrix ();
	glAccum(GL_ACCUM, 1.0/ACSIZE);
	}
    glAccum (GL_RETURN, 1.0);
    glFlush();

    uglMesaSwapBuffers();
    }

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 windMLAccum (UGL_BOOL windMLMode);

void uglaccum (void)
    {
    taskSpawn("tAccum", 210, VX_FP_TASK, 100000,
	      (FUNCPTR)windMLAccum,UGL_FALSE,1,2,3,4,5,6,7,8,9);
    }

void windMLAccum (UGL_BOOL windMLMode)
    {
    UGL_INPUT_DEVICE_ID keyboardDevId;
    GLsizei width, height;
    
    uglInitialize();
    
    uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
    
    uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
	    
    qId = uglEventQCreate (eventServiceId, 100);

    if (windMLMode)
        umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE
					 | UGL_MESA_WINDML_EXCLUSIVE,
					 16,
					 0,
					 8,8,8,0,
					 NULL);
    else
	umc = uglMesaCreateNewContextExt(UGL_MESA_DOUBLE,
					 16,
					 0,
					 8,8,8,0,
					 NULL);
    
    if (umc == NULL)
	{
	uglDeinitialize();
	return;
	}

    /* Fullscreen */

    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);

    drawGL();
    
    while (!getEvent());
    
    uglEventQDestroy (eventServiceId, qId);
    
    uglMesaDestroyContext();
    uglDeinitialize();
    
    return;
    }