windows-nt/Source/XPSP1/NT/multimedia/opengl/test/samples/tquad.c
2020-09-26 16:20:57 +08:00

452 lines
11 KiB
C

/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 "tk.h"
#define PI 3.141592654
#define BLACK 0
#define GRAY 128
#define WHITE 255
#define RD 0xA40000FF
#define WT 0xFFFFFFFF
#define brickImageWidth 16
#define brickImageHeight 16
GLenum rgb, doubleBuffer, directRender;
float black[3] = {
0.0, 0.0, 0.0
};
float blue[3] = {
0.0, 0.0, 1.0
};
float gray[3] = {
0.5, 0.5, 0.5
};
float white[3] = {
1.0, 1.0, 1.0
};
GLenum doDither = GL_TRUE;
GLenum shade = GL_TRUE;
// mf
GLenum texture = GL_FALSE;
float xRotation = 30.0, yRotation = 30.0, zRotation = 0.0;
GLint radius1, radius2;
GLdouble angle1, angle2;
GLint slices, stacks;
GLint height;
GLint orientation = GLU_OUTSIDE;
GLint whichQuadric;
GLUquadricObj *quadObj;
GLuint brickImage[brickImageWidth*brickImageHeight] = {
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD
};
char *texFileName = 0;
static void ErrorHandler(GLenum which)
{
fprintf(stderr, "Quad Error: %s\n", gluErrorString(which));
}
static void Init(void)
{
static GLint colorIndexes[3] = {0, 200, 255};
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[] = {30.0};
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[] = {50.0};
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};
static float decal[] = {GL_DECAL};
static float modulate[] = {GL_MODULATE};
static float repeat[] = {GL_REPEAT};
static float nearest[] = {GL_NEAREST};
TK_RGBImageRec *image;
if (!rgb) {
tkSetGreyRamp();
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
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) {
glMaterialiv( GL_FRONT_AND_BACK, GL_COLOR_INDEXES, colorIndexes);
}
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
if (texFileName) {
image = tkRGBImageLoad(texFileName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, image->data);
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, brickImageWidth, brickImageHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *)brickImage);
}
quadObj = gluNewQuadric();
gluQuadricCallback(quadObj, GLU_ERROR, ErrorHandler);
radius1 = 10;
radius2 = 5;
angle1 = 90;
angle2 = 180;
slices = 16;
stacks = 10;
height = 20;
}
static void Reshape(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 10);
gluLookAt(2, 2, 2, 0, 0, 0, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
static GLenum Key(int key, GLenum mask)
{
switch (key) {
case TK_ESCAPE:
tkQuit();
case TK_LEFT:
yRotation += 5;
break;
case TK_RIGHT:
yRotation -= 5;
break;
case TK_UP:
xRotation += 5;
break;
case TK_DOWN:
xRotation -= 5;
break;
case TK_X:
zRotation += 5;
break;
case TK_x:
zRotation -= 5;
break;
case TK_1:
gluQuadricDrawStyle(quadObj, GLU_FILL);
break;
case TK_2:
gluQuadricDrawStyle(quadObj, GLU_POINT);
break;
case TK_3:
gluQuadricDrawStyle(quadObj, GLU_LINE);
break;
case TK_4:
gluQuadricDrawStyle(quadObj, GLU_SILHOUETTE);
break;
case TK_0:
shade = !shade;
if (shade) {
glShadeModel(GL_SMOOTH);
gluQuadricNormals(quadObj, GLU_SMOOTH);
} else {
glShadeModel(GL_FLAT);
gluQuadricNormals(quadObj, GLU_FLAT);
}
break;
case TK_A:
stacks++;
break;
case TK_a:
stacks--;
break;
case TK_S:
slices++;
break;
case TK_s:
slices--;
break;
case TK_d:
switch(orientation) {
case GLU_OUTSIDE:
orientation = GLU_INSIDE;
break;
case GLU_INSIDE:
default:
orientation = GLU_OUTSIDE;
break;
}
gluQuadricOrientation(quadObj, orientation);
break;
case TK_f:
whichQuadric = whichQuadric >= 3 ? 0 : whichQuadric + 1;
break;
case TK_G:
radius1 += 1;
break;
case TK_g:
radius1 -= 1;
break;
case TK_J:
radius2 += 1;
break;
case TK_j:
radius2 -= 1;
break;
case TK_H:
height += 2;
break;
case TK_h:
height -= 2;
break;
case TK_K:
angle1 += 5;
break;
case TK_k:
angle1 -= 5;
break;
case TK_L:
angle2 += 5;
break;
case TK_l:
angle2 -= 5;
break;
case TK_z:
texture = !texture;
if (texture) {
gluQuadricTexture(quadObj, GL_TRUE);
glEnable(GL_TEXTURE_2D);
} else {
gluQuadricTexture(quadObj, GL_FALSE);
glDisable(GL_TEXTURE_2D);
}
break;
case TK_q:
glDisable(GL_CULL_FACE);
break;
case TK_w:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
break;
case TK_e:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
break;
case TK_r:
glFrontFace(GL_CW);
break;
case TK_t:
glFrontFace(GL_CCW);
break;
case TK_y:
doDither = !doDither;
(doDither) ? glEnable(GL_DITHER) : glDisable(GL_DITHER);
break;
default:
return GL_FALSE;
}
return GL_TRUE;
}
static void Draw(void)
{
glLoadIdentity();
glRotatef(xRotation, 1, 0, 0);
glRotatef(yRotation, 0, 1, 0);
glRotatef(zRotation, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
switch (whichQuadric) {
case 0:
glTranslatef(0, 0, -height/20.0);
gluCylinder(quadObj, radius1/10.0, radius2/10.0, height/10.0,
slices, stacks);
break;
case 1:
gluSphere(quadObj, radius1/10.0, slices, stacks);
break;
case 2:
gluPartialDisk(quadObj, radius2/10.0, radius1/10.0, slices,
stacks, angle1, angle2);
break;
case 3:
gluDisk(quadObj, radius2/10.0, radius1/10.0, slices, stacks);
break;
}
glFlush();
if (doubleBuffer) {
tkSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_FALSE;
directRender = GL_FALSE;
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], "-f") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-f (No file name).\n");
return GL_FALSE;
} else {
texFileName = argv[++i];
}
} else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
tkQuit();
}
tkInitPosition(0, 0, 300, 300);
type = TK_DEPTH16;
type |= (rgb) ? TK_RGB : TK_INDEX;
type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
type |= (directRender) ? TK_DIRECT : TK_INDIRECT;
tkInitDisplayMode(type);
if (tkInitWindow("Quad Test") == GL_FALSE) {
tkQuit();
}
Init();
tkExposeFunc(Reshape);
tkReshapeFunc(Reshape);
tkKeyDownFunc(Key);
tkDisplayFunc(Draw);
tkExec();
}