Source code of Windows XP (NT5)
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/*
* (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* Unpublished-- rights reserved under the copyright laws of the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.
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <sys\types.h>
#include <sys\timeb.h>
#include <glwin.h>
#include <gl/glu.h>
#pragma warning(disable:4244)
#define PI 3.14159265358979323846
#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))
GLenum rgb, doubleBuffer, directRender;
GLenum noSwap, noClear, useMcd;
GLint colorIndexes1[3];
GLint colorIndexes2[3];
GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
GLenum smooth = GL_TRUE;
GLenum lighting = GL_TRUE;
GLenum depth = GL_TRUE;
GLenum stepMode = GL_FALSE;
GLenum spinMode = GL_FALSE;
GLint contouring = 0;
GLint widthX, widthY;
GLint checkerSize;
float height;
GLint frames, curFrame = 0, nextFrame = 0;
GLboolean displayFrameRate = GL_FALSE;
static GLint frameCount = 0;
struct facet {
float color[3];
float normal[3];
};
struct coord {
float vertex[3];
float normal[3];
};
struct mesh {
GLint widthX, widthY;
GLint numFacets;
GLint numCoords;
GLint frames;
struct coord *coords;
struct facet *facets;
} theMesh;
GLubyte contourTexture1[] = {
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255,
127, 127, 127, 127,
};
GLubyte contourTexture2[] = {
255, 255, 255, 255,
255, 127, 127, 127,
255, 127, 127, 127,
255, 127, 127, 127,
};
#define ANIMATE_ALL
#define STAGGER_WINDOWS
#define SWAP_MULTIPLE
// #define HIDE_UNDER
#define NWIN 4
int nWin;
GLWINDOW gwWin[NWIN];
int iFront;
WGLSWAP wswaps[NWIN];
DWORD adwFlags[NWIN] =
{
GLWIN_Z_BUFFER_16,
GLWIN_Z_BUFFER_16 | GLWIN_BACK_BUFFER,
#if NWIN > 2
GLWIN_Z_BUFFER_32,
#endif
#if NWIN > 3
GLWIN_Z_BUFFER_32 | GLWIN_BACK_BUFFER
#endif
};
void Quit(void)
{
int i;
for (i = 0; i < nWin; i++)
{
if (gwWin[i] != NULL)
{
glwinDestroyWindow(gwWin[i]);
}
}
exit(1);
}
static void Animate(GLWINDOW gw)
{
struct coord *coord;
struct facet *facet;
float *lastColor;
float *thisColor;
GLint i, j;
static struct _timeb thisTime, baseTime;
double elapsed, frameRate, deltat;
if (stepMode)
{
return;
}
glwinMakeCurrent(gw);
if (!noClear)
{
glClear(clearMask);
}
if (nextFrame || !stepMode) {
curFrame++;
}
if (curFrame >= theMesh.frames) {
// mf: do frame rate calcs here
if( !frameCount ) {
_ftime( &baseTime );
}
else {
if( displayFrameRate ) {
_ftime( &thisTime );
elapsed = thisTime.time + thisTime.millitm/1000.0 -
(baseTime.time + baseTime.millitm/1000.0);
if( elapsed == 0.0 )
printf( "Frame rate = unknown\n" );
else {
frameRate = frameCount / elapsed;
printf( "Frame rate = %5.2f fps\n", frameRate );
}
}
}
frameCount += theMesh.frames;
curFrame = 0;
}
if ((nextFrame || !stepMode) && spinMode) {
glRotatef(5.0, 0.0, 0.0, 1.0);
}
nextFrame = 0;
for (i = 0; i < theMesh.widthX; i++) {
glBegin(GL_QUAD_STRIP);
lastColor = NULL;
for (j = 0; j < theMesh.widthY; j++) {
facet = GETFACET(curFrame, i, j);
if (!smooth && lighting) {
glNormal3fv(facet->normal);
}
if (lighting) {
if (rgb) {
thisColor = facet->color;
glColor3fv(facet->color);
} else {
thisColor = facet->color;
glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES,
facet->color);
}
} else {
if (rgb) {
thisColor = facet->color;
glColor3fv(facet->color);
} else {
thisColor = facet->color;
glIndexf(facet->color[1]);
}
}
if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) {
if (lastColor) {
glEnd();
glBegin(GL_QUAD_STRIP);
}
coord = GETCOORD(curFrame, i, j);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);
coord = GETCOORD(curFrame, i+1, j);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);
}
coord = GETCOORD(curFrame, i, j+1);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);
coord = GETCOORD(curFrame, i+1, j+1);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);
lastColor = thisColor;
}
glEnd();
}
glFlush();
#ifndef SWAP_MULTIPLE
if ((glwinGetFlags(gw) & GLWIN_BACK_BUFFER) && !noSwap) {
glwinSwapBuffers(gw);
}
#endif
}
void AnimateN(GLWINDOW gw)
{
#ifdef ANIMATE_ALL
int i;
for (i = 0; i < nWin; i++)
{
Animate(gwWin[i]);
}
#ifdef SWAP_MULTIPLE
wglSwapMultipleBuffers(nWin, wswaps);
#endif
#else
Animate(gwWin[iFront]);
#ifdef SWAP_MULTIPLE
wglSwapMultipleBuffers(1, &wswaps[iFront]);
#endif
#endif
}
static void InitMesh(void)
{
struct coord *coord;
struct facet *facet;
float dp1[3], dp2[3];
float *pt1, *pt2, *pt3;
float angle, d, x, y;
GLint numFacets, numCoords, frameNum, i, j;
theMesh.widthX = widthX;
theMesh.widthY = widthY;
theMesh.frames = frames;
numFacets = widthX * widthY;
numCoords = (widthX + 1) * (widthY + 1);
theMesh.numCoords = numCoords;
theMesh.numFacets = numFacets;
theMesh.coords = (struct coord *)malloc(frames*numCoords*
sizeof(struct coord));
theMesh.facets = (struct facet *)malloc(frames*numFacets*
sizeof(struct facet));
if (theMesh.coords == NULL || theMesh.facets == NULL) {
printf("Out of memory.\n");
exit(1);
}
for (frameNum = 0; frameNum < frames; frameNum++) {
for (i = 0; i <= widthX; i++) {
x = i / (float)widthX;
for (j = 0; j <= widthY; j++) {
y = j / (float)widthY;
d = sqrt(x*x+y*y);
if (d == 0.0) {
d = 0.0001;
}
angle = 2 * PI * d + (2 * PI / frames * frameNum);
coord = GETCOORD(frameNum, i, j);
coord->vertex[0] = x - 0.5;
coord->vertex[1] = y - 0.5;
coord->vertex[2] = (height - height * d) * cos(angle);
coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI *
sin(angle) + cos(angle));
coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI *
sin(angle) + cos(angle));
coord->normal[2] = -1;
d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+
coord->normal[1]*coord->normal[1]+1);
coord->normal[0] *= d;
coord->normal[1] *= d;
coord->normal[2] *= d;
}
}
for (i = 0; i < widthX; i++) {
for (j = 0; j < widthY; j++) {
facet = GETFACET(frameNum, i, j);
if (((i/checkerSize)%2)^(j/checkerSize)%2) {
if (rgb) {
facet->color[0] = 1.0;
facet->color[1] = 0.2;
facet->color[2] = 0.2;
} else {
facet->color[0] = colorIndexes1[0];
facet->color[1] = colorIndexes1[1];
facet->color[2] = colorIndexes1[2];
}
} else {
if (rgb) {
facet->color[0] = 0.2;
facet->color[1] = 1.0;
facet->color[2] = 0.2;
} else {
facet->color[0] = colorIndexes2[0];
facet->color[1] = colorIndexes2[1];
facet->color[2] = colorIndexes2[2];
}
}
pt1 = GETCOORD(frameNum, i, j)->vertex;
pt2 = GETCOORD(frameNum, i, j+1)->vertex;
pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;
dp1[0] = pt2[0] - pt1[0];
dp1[1] = pt2[1] - pt1[1];
dp1[2] = pt2[2] - pt1[2];
dp2[0] = pt3[0] - pt2[0];
dp2[1] = pt3[1] - pt2[1];
dp2[2] = pt3[2] - pt2[2];
facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1];
facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2];
facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];
d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+
facet->normal[1]*facet->normal[1]+
facet->normal[2]*facet->normal[2]);
facet->normal[0] *= d;
facet->normal[1] *= d;
facet->normal[2] *= d;
}
}
}
}
static void InitMaterials(void)
{
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 150.0, 0.0};
static float front_mat_shininess[] = {60.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
static float back_mat_shininess[] = {60.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {GL_TRUE};
glMatrixMode(GL_PROJECTION);
gluPerspective(450, 1.0, 0.5, 10.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
if (rgb) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
}
if (rgb) {
glEnable(GL_COLOR_MATERIAL);
} else {
Quit();
}
}
static void InitTexture(void)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void Init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
if (smooth) {
glShadeModel(GL_SMOOTH);
} else {
glShadeModel(GL_FLAT);
}
glFrontFace(GL_CW);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
InitMaterials();
InitTexture();
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0, 0.4, -1.8);
glScalef(2.0, 2.0, 2.0);
glRotatef(-35.0, 1.0, 0.0, 0.0);
glRotatef(35.0, 0.0, 0.0, 1.0);
}
static GLenum Key(UINT key)
{
#ifdef HIDE_UNDER
int iOldFront;
#endif
switch (key) {
case VK_ESCAPE:
Quit();
case 'C':
contouring++;
if (contouring == 1) {
static GLfloat map[4] = {0, 0, 20, 0};
glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, map);
glTexGenfv(GL_T, GL_OBJECT_PLANE, map);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
} else if (contouring == 2) {
static GLfloat map[4] = {0, 0, 20, 0};
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, map);
glTexGenfv(GL_T, GL_EYE_PLANE, map);
glPopMatrix();
} else {
contouring = 0;
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
}
break;
case 'S':
smooth = !smooth;
if (smooth) {
glShadeModel(GL_SMOOTH);
} else {
glShadeModel(GL_FLAT);
}
break;
case 'L':
lighting = !lighting;
if (lighting) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
if (rgb) {
glEnable(GL_COLOR_MATERIAL);
}
} else {
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
if (rgb) {
glDisable(GL_COLOR_MATERIAL);
}
}
break;
case 'D':
depth = !depth;
if (depth) {
glEnable(GL_DEPTH_TEST);
clearMask |= GL_DEPTH_BUFFER_BIT;
} else {
glDisable(GL_DEPTH_TEST);
clearMask &= ~GL_DEPTH_BUFFER_BIT;
}
break;
case VK_SPACE:
stepMode = !stepMode;
break;
case 'N':
if (stepMode) {
nextFrame = 1;
}
break;
case 'F':
displayFrameRate = !displayFrameRate;
frameCount = 0;
break;
case 'A':
spinMode = !spinMode;
break;
case 'Z':
#ifdef HIDE_UNDER
iOldFront = iFront;
#endif
iFront = (iFront+1) % nWin;
#ifdef HIDE_UNDER
ShowWindow(glwinGetHwnd(gwWin[iFront]), SW_SHOW);
ShowWindow(glwinGetHwnd(gwWin[iOldFront]), SW_HIDE);
#else
SetWindowPos(glwinGetHwnd(gwWin[iFront]), HWND_TOP, 0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE);
#endif
break;
default:
return GL_FALSE;
}
return GL_TRUE;
}
BOOL Message(GLWINDOW gw, HWND hwnd, UINT uiMsg, WPARAM wpm, LPARAM lpm,
LRESULT *plr)
{
switch(uiMsg)
{
case WM_KEYDOWN:
Key((UINT)wpm);
break;
default:
return FALSE;
}
*plr = 0;
return TRUE;
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_TRUE;
directRender = GL_FALSE;
noSwap = GL_FALSE;
noClear = GL_FALSE;
useMcd = GL_FALSE;
nWin = NWIN;
frames = 10;
widthX = 10;
widthY = 10;
checkerSize = 2;
height = 0.2;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-dr") == 0) {
directRender = GL_TRUE;
} else if (strcmp(argv[i], "-ir") == 0) {
directRender = GL_FALSE;
} else if (strcmp(argv[i], "-noswap") == 0) {
noSwap = GL_TRUE;
} else if (strcmp(argv[i], "-noclear") == 0) {
noClear = GL_TRUE;
} else if (strcmp(argv[i], "-mcd") == 0) {
useMcd = GL_TRUE;
} else if (strcmp(argv[i], "-nwin") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-nwin (No numbers).\n");
return GL_FALSE;
} else {
nWin = atoi(argv[++i]);
}
} else if (strcmp(argv[i], "-grid") == 0) {
if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') {
printf("-grid (No numbers).\n");
return GL_FALSE;
} else {
widthX = atoi(argv[++i]);
widthY = atoi(argv[++i]);
}
} else if (strcmp(argv[i], "-size") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-checker (No number).\n");
return GL_FALSE;
} else {
checkerSize = atoi(argv[++i]);
}
} else if (strcmp(argv[i], "-wave") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-wave (No number).\n");
return GL_FALSE;
} else {
height = atof(argv[++i]);
}
} else if (strcmp(argv[i], "-frames") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-frames (No number).\n");
return GL_FALSE;
} else {
frames = atoi(argv[++i]);
}
} else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void __cdecl main(int argc, char **argv)
{
DWORD dwBaseFlags;
DWORD dwFlags;
GLWINDOW gw;
int iWidth, iHeight;
int x, y;
int i;
char achName[80];
if (Args(argc, argv) == GL_FALSE) {
exit(1);
}
InitMesh();
dwBaseFlags = useMcd ? GLWIN_GENERIC_ACCELERATED : 0;
x = 10;
y = 30;
iWidth = 320;
iHeight = 320;
for (i = 0; i < nWin; i++)
{
dwFlags = (adwFlags[i] | dwBaseFlags) ^
(doubleBuffer ? GLWIN_BACK_BUFFER : 0);
sprintf(achName, "Wave Demo Window %d Flags 0x%lX", i, dwFlags);
gw = glwinCreateWindow(NULL, achName, x, y, iWidth, iHeight, dwFlags);
if (gw == NULL)
{
printf("glwinCreateWindow failed with 0x%08lX\n",
glwinGetLastError());
Quit();
}
gwWin[i] = gw;
wswaps[i].hdc = glwinGetHdc(gw);
wswaps[i].uiFlags = WGL_SWAP_MAIN_PLANE;
glwinMakeCurrent(gw);
Init();
glwinMessageCallback(gw, Message);
#ifdef HIDE_UNDER
if (i < nWin-1)
{
ShowWindow(glwinGetHwnd(gw), SW_HIDE);
}
#endif
#ifdef STAGGER_WINDOWS
x += iWidth/3;
y += iHeight/3;
#endif
}
iFront = i-1;
glwinRun(AnimateN);
Quit();
}