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479 lines
11 KiB
479 lines
11 KiB
/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include "tk.h"
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#define VORDER 10
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#define CORDER 10
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#define TORDER 3
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#define VMAJOR_ORDER 2
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#define VMINOR_ORDER 3
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#define CMAJOR_ORDER 2
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#define CMINOR_ORDER 2
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#define TMAJOR_ORDER 2
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#define TMINOR_ORDER 2
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#define VDIM 4
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#define CDIM 4
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#define TDIM 2
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#define ONE_D 1
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#define TWO_D 2
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#define EVAL 3
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#define MESH 4
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GLenum doubleBuffer, directRender;
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float rotX = 0.0, rotY = 0.0, translateZ = -1.0;
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GLenum arrayType = ONE_D;
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GLenum colorType = GL_FALSE;
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GLenum textureType = GL_FALSE;
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GLenum polygonFilled = GL_FALSE;
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GLenum lighting = GL_FALSE;
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GLenum mapPoint = GL_FALSE;
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GLenum mapType = EVAL;
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double point1[10*4] = {
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-0.5, 0.0, 0.0, 1.0,
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-0.4, 0.5, 0.0, 1.0,
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-0.3,-0.5, 0.0, 1.0,
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-0.2, 0.5, 0.0, 1.0,
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-0.1,-0.5, 0.0, 1.0,
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0.0, 0.5, 0.0, 1.0,
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0.1,-0.5, 0.0, 1.0,
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0.2, 0.5, 0.0, 1.0,
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0.3,-0.5, 0.0, 1.0,
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0.4, 0.0, 0.0, 1.0,
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};
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double cpoint1[10*4] = {
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0.0, 0.0, 1.0, 1.0,
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0.3, 0.0, 0.7, 1.0,
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0.6, 0.0, 0.3, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.3, 0.0, 1.0,
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1.0, 0.6, 0.0, 1.0,
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1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 0.5, 1.0,
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1.0, 1.0, 1.0, 1.0,
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};
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double tpoint1[11*4] = {
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0.0, 0.0, 0.0, 1.0,
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0.0, 0.1, 0.0, 1.0,
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0.0, 0.2, 0.0, 1.0,
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0.0, 0.3, 0.0, 1.0,
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0.0, 0.4, 0.0, 1.0,
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0.0, 0.5, 0.0, 1.0,
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0.0, 0.6, 0.0, 1.0,
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0.0, 0.7, 0.0, 1.0,
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0.0, 0.8, 0.0, 1.0,
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0.0, 0.9, 0.0, 1.0,
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};
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double point2[2*3*4] = {
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-0.5, -0.5, 0.5, 1.0,
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0.0, 1.0, 0.5, 1.0,
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0.5, -0.5, 0.5, 1.0,
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-0.5, 0.5, -0.5, 1.0,
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0.0, -1.0, -0.5, 1.0,
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0.5, 0.5, -0.5, 1.0,
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};
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double cpoint2[2*2*4] = {
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0.0, 0.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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};
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double tpoint2[2*2*2] = {
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0.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 1.0, 1.0,
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};
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float textureImage[4*2*4] = {
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1.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 0.0, 0.0, 1.0,
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1.0, 1.0, 1.0, 1.0,
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};
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static void Init(void)
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{
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static float ambient[] = {0.1, 0.1, 0.1, 1.0};
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static float diffuse[] = {1.0, 1.0, 1.0, 1.0};
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static float position[] = {0.0, 0.0, -150.0, 0.0};
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static float front_mat_shininess[] = {30.0};
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static float front_mat_specular[] = {0.7, 0.7, 0.7, 1.0};
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static float front_mat_diffuse[] = {1.0, 0.2, 1.0, 1.0};
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static float back_mat_shininess[] = {50.0};
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static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
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static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
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static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
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static float lmodel_twoside[] = {GL_TRUE};
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static float decal[] = {GL_DECAL};
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static float modulate[] = {GL_MODULATE};
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static float repeat[] = {GL_REPEAT};
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static float clamp[] = {GL_CLAMP};
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static float nr[] = {GL_NEAREST};
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static float ln[] = {GL_LINEAR};
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glFrontFace(GL_CCW);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glMap1d(GL_MAP1_VERTEX_4, 0.0, 1.0, VDIM, VORDER, point1);
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glMap1d(GL_MAP1_COLOR_4, 0.0, 1.0, CDIM, CORDER, cpoint1);
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glMap2d(GL_MAP2_VERTEX_4, 0.0, 1.0, VMINOR_ORDER*VDIM, VMAJOR_ORDER, 0.0,
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1.0, VDIM, VMINOR_ORDER, point2);
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glMap2d(GL_MAP2_COLOR_4, 0.0, 1.0, CMINOR_ORDER*CDIM, CMAJOR_ORDER, 0.0,
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1.0, CDIM, CMINOR_ORDER, cpoint2);
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glMap2d(GL_MAP2_TEXTURE_COORD_2, 0.0, 1.0, TMINOR_ORDER*TDIM,
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TMAJOR_ORDER, 0.0, 1.0, TDIM, TMINOR_ORDER, tpoint2);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
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glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nr);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nr);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 4, 0, GL_RGBA, GL_FLOAT,
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(GLvoid *)textureImage);
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}
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static void DrawPoints1(void)
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{
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GLint i;
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glColor3f(0.0, 1.0, 0.0);
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glPointSize(2);
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glBegin(GL_POINTS);
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for (i = 0; i < VORDER; i++) {
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glVertex4dv(&point1[i*4]);
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}
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glEnd();
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}
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static void DrawPoints2(void)
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{
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GLint i, j;
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glColor3f(1.0, 0.0, 1.0);
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glPointSize(2);
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glBegin(GL_POINTS);
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for (i = 0; i < VMAJOR_ORDER; i++) {
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for (j = 0; j < VMINOR_ORDER; j++) {
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glVertex4dv(&point2[i*4*VMINOR_ORDER+j*4]);
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}
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}
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glEnd();
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}
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static void DrawMapEval1(float du)
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{
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float u;
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glColor3f(1.0, 0.0, 0.0);
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glBegin(GL_LINE_STRIP);
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for (u = 0.0; u < 1.0; u += du) {
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glEvalCoord1d(u);
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}
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glEvalCoord1d(1.0);
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glEnd();
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}
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static void DrawMapEval2(float du, float dv)
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{
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float u, v, tmp;
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glColor3f(1.0, 0.0, 0.0);
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for (v = 0.0; v < 1.0; v += dv) {
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glBegin(GL_QUAD_STRIP);
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for (u = 0.0; u <= 1.0; u += du) {
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glEvalCoord2d(u,v);
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tmp = (v + dv < 1.0) ? (v + dv) : 1.0;
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glEvalCoord2d(u, tmp);
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}
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glEvalCoord2d(1.0, v);
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glEvalCoord2d(1.0, v+dv);
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glEnd();
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}
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}
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static void RenderEval(void)
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{
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if (colorType) {
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glEnable(GL_MAP1_COLOR_4);
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glEnable(GL_MAP2_COLOR_4);
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} else {
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glDisable(GL_MAP1_COLOR_4);
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glDisable(GL_MAP2_COLOR_4);
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}
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if (textureType) {
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_MAP2_TEXTURE_COORD_2);
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} else {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_MAP2_TEXTURE_COORD_2);
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}
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if (polygonFilled) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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glShadeModel(GL_SMOOTH);
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switch (mapType) {
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case EVAL:
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switch (arrayType) {
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case ONE_D:
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glDisable(GL_MAP2_VERTEX_4);
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glEnable(GL_MAP1_VERTEX_4);
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DrawPoints1();
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DrawMapEval1(0.1/VORDER);
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break;
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case TWO_D:
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glDisable(GL_MAP1_VERTEX_4);
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glEnable(GL_MAP2_VERTEX_4);
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DrawPoints2();
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DrawMapEval2(0.1/VMAJOR_ORDER,0.1/VMINOR_ORDER);
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break;
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}
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break;
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case MESH:
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switch (arrayType) {
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case ONE_D:
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DrawPoints1();
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glDisable(GL_MAP2_VERTEX_4);
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glEnable (GL_MAP1_VERTEX_4);
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glColor3f(0.0, 0.0, 1.0);
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glMapGrid1d(40, 0.0, 1.0);
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if (mapPoint) {
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glPointSize(2);
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glEvalMesh1(GL_POINT, 0, 40);
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} else {
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glEvalMesh1(GL_LINE, 0, 40);
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}
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break;
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case TWO_D:
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DrawPoints2();
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glDisable(GL_MAP1_VERTEX_4);
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glEnable(GL_MAP2_VERTEX_4);
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glColor3f(0.0, 0.0, 1.0);
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glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0);
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if (mapPoint) {
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glPointSize(2);
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glEvalMesh2(GL_POINT, 0, 20, 0, 20);
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} else if (polygonFilled) {
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glEvalMesh2(GL_FILL, 0, 20, 0, 20);
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} else {
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glEvalMesh2(GL_LINE, 0, 20, 0, 20);
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}
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break;
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}
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break;
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}
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}
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static void Reshape(int width, int height)
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 10.0);
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glMatrixMode(GL_MODELVIEW);
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}
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static GLenum Key(int key, GLenum mask)
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{
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switch (key) {
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case TK_ESCAPE:
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tkQuit();
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case TK_LEFT:
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rotY -= 30;
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break;
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case TK_RIGHT:
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rotY += 30;
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break;
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case TK_UP:
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rotX -= 30;
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break;
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case TK_DOWN:
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rotX += 30;
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break;
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case TK_1:
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arrayType = ONE_D;
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break;
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case TK_2:
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arrayType = TWO_D;
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break;
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case TK_e:
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mapType = EVAL;
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break;
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case TK_m:
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mapType = MESH;
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break;
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case TK_f:
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polygonFilled = !polygonFilled;
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break;
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case TK_p:
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mapPoint = !mapPoint;
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break;
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case TK_c:
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colorType = !colorType;
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break;
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case TK_t:
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textureType = !textureType;
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break;
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case TK_l:
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lighting =! lighting;
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if (lighting) {
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_AUTO_NORMAL);
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} else {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_AUTO_NORMAL);
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}
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break;
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default:
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return GL_FALSE;
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}
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return GL_TRUE;
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}
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static void Draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef(0.0, 0.0 , translateZ);
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glRotatef(rotX, 1, 0, 0);
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glRotatef(rotY, 0, 1, 0);
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RenderEval();
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glPopMatrix();
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glFlush();
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if (doubleBuffer) {
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tkSwapBuffers();
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}
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}
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static GLenum Args(int argc, char **argv)
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{
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GLint i;
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doubleBuffer = GL_FALSE;
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directRender = GL_FALSE;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-sb") == 0) {
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doubleBuffer = GL_FALSE;
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} else if (strcmp(argv[i], "-db") == 0) {
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doubleBuffer = GL_TRUE;
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} else if (strcmp(argv[i], "-dr") == 0) {
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directRender = GL_TRUE;
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} else if (strcmp(argv[i], "-ir") == 0) {
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directRender = GL_FALSE;
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} else {
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printf("%s (Bad option).\n", argv[i]);
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return GL_FALSE;
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}
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}
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return GL_TRUE;
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}
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void main(int argc, char **argv)
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{
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GLenum type;
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if (Args(argc, argv) == GL_FALSE) {
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tkQuit();
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}
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tkInitPosition(0, 0, 300, 300);
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type = TK_RGB | TK_DEPTH16;
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type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
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type |= (directRender) ? TK_DIRECT : TK_INDIRECT;
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tkInitDisplayMode(type);
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if (tkInitWindow("Evaluator Test") == GL_FALSE) {
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tkQuit();
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}
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Init();
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tkExposeFunc(Reshape);
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tkReshapeFunc(Reshape);
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tkKeyDownFunc(Key);
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tkDisplayFunc(Draw);
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tkExec();
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}
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