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Amiga Plus 1997 #1
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Amiga Plus CD - 1997 - No. 01.iso
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programmierung
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mesa-1.2.8
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nextdemo2.m
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1996-05-27
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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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* original name: tea.c
* This program demonstrates two-sided lighting and compares
* it with one-sided lighting. Three teapots are drawn, with
* a clipping plane to expose the interior of the objects.
*
* NEXTSTEP output provided by Pascal Thibaudeau
* pthibaud@frbdx11.cribx1.u-bordeaux.fr
*/
#import <dpsclient/wraps.h>
#import <appkit/Application.h>
#import <appkit/Window.h>
#import <appkit/Menu.h>
#import <appkit/View.h>
#import <appkit/color.h>
#import <appkit/NXBitmapImageRep.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include "GL/osmesa.h"
#define WIDTH 400
#define HEIGHT 400
static void render_image(void)
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
/* light_position is NOT default value */
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLdouble eqn[4] = {1.0, 0.0, -1.0, 1.0};
GLfloat two_side_on[] = { GL_TRUE };
GLfloat two_side_off[] = { GL_FALSE };
GLfloat mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
GLfloat back_diffuse[] = { 0.8, 0.2, 0.8, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glFrontFace (GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho (-4.0, 4.0, -4.0*(GLfloat)HEIGHT/(GLfloat)WIDTH,
4.0*(GLfloat)HEIGHT/(GLfloat)WIDTH, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
glClipPlane (GL_CLIP_PLANE0, eqn); /* slice objects */
glEnable (GL_CLIP_PLANE0);
glPushMatrix ();
glTranslatef (0.0, 2.0, 0.0);
auxSolidTeapot(1.0); /* one-sided lighting */
glPopMatrix ();
/* two-sided lighting, but same material */
glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glPushMatrix ();
glTranslatef (0.0, 0.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
/* two-sided lighting, two different materials */
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv (GL_BACK, GL_DIFFUSE, back_diffuse);
glPushMatrix ();
glTranslatef (0.0, -2.0, 0.0);
auxSolidTeapot(1.0);
glPopMatrix ();
glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glDisable (GL_CLIP_PLANE0);
glPopMatrix ();
glFlush();
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
OSMesaContext ctx;
void *buffer;
id myWindow, myView, myMenu, image;
char name[50];
NXRect GR;
NXPoint position;
NXApp=[Application new];
/* Create an RGBA-mode context */
ctx = OSMesaCreateContext( GL_RGBA, NULL );
/* Allocate the image buffer */
buffer = malloc( WIDTH * HEIGHT * 4 );
/* Bind the buffer to the context and make it current */
OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, WIDTH, HEIGHT );
image = [ [ NXBitmapImageRep alloc]
initData: buffer
pixelsWide: WIDTH
pixelsHigh: HEIGHT
bitsPerSample: 8
samplesPerPixel: 4
hasAlpha: YES
isPlanar: NO
colorSpace: 2
bytesPerRow: WIDTH*4
bitsPerPixel: 32];
NXSetRect(&GR,100,100,WIDTH,HEIGHT);
myWindow = [ [ Window alloc]
initContent: &GR
style: NX_TITLEDSTYLE
backing: NX_BUFFERED
buttonMask: NX_MINIATURIZEBUTTONMASK
defer: NO];
sprintf(name, "OpenGL Graphic Rectangle %d", getpid());
myView = [ [ View alloc] initFrame:&GR];
[myView setOpaque: NO];
[myView setDrawOrigin: -WIDTH: -HEIGHT];
[myView rotate: 180.0];
myMenu = [ [ Menu alloc] initTitle: "NeXT-Mesa"];
[myMenu addItem: "Quit" action: @selector(terminate:) keyEquivalent: 'q'];
[myMenu sizeToFit];
[myWindow setTitle: name];
[myWindow display];
[myWindow setContentView: myView];
[myWindow makeKeyAndOrderFront: nil];
[NXApp setMainMenu: myMenu];
[myView lockFocus];
/* here is the Mesa call */
render_image();
[image draw];
[image free];
[myWindow flushWindow];
[myView unlockFocus];
/* free the image buffer */
free( buffer );
/* destroy the context */
OSMesaDestroyContext( ctx );
[NXApp run];
[NXApp free];
return 0;
}