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/* * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc. * * Permission to use, copy, modify, distribute, and sell this software and * its documentation for any purpose is hereby granted without fee, provided * that (i) the above copyright notices and this permission notice appear in * all copies of the software and related documentation, and (ii) the name of * Silicon Graphics may not be used in any advertising or * publicity relating to the software without the specific, prior written * permission of Silicon Graphics. * * THE SOFTWARE IS PROVIDED "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 BE LIABLE FOR * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE * OF THIS SOFTWARE. */ #include <stdio.h> #include <string.h> #include <stdlib.h> #include <math.h> #include "gltk.h" #define VORDER 10 #define CORDER 10 #define TORDER 3 #define VMAJOR_ORDER 2 #define VMINOR_ORDER 3 #define CMAJOR_ORDER 2 #define CMINOR_ORDER 2 #define TMAJOR_ORDER 2 #define TMINOR_ORDER 2 #define VDIM 4 #define CDIM 4 #define TDIM 2 #define ONE_D 1 #define TWO_D 2 #define EVAL 3 #define MESH 4 GLenum doubleBuffer, directRender; float rotX = 0.0, rotY = 0.0, translateZ = -1.0; GLenum arrayType = ONE_D; GLenum colorType = GL_FALSE; GLenum textureType = GL_FALSE; GLenum polygonFilled = GL_FALSE; GLenum lighting = GL_FALSE; GLenum mapPoint = GL_FALSE; GLenum mapType = EVAL; double point1[10*4] = { -0.5, 0.0, 0.0, 1.0, -0.4, 0.5, 0.0, 1.0, -0.3,-0.5, 0.0, 1.0, -0.2, 0.5, 0.0, 1.0, -0.1,-0.5, 0.0, 1.0, 0.0, 0.5, 0.0, 1.0, 0.1,-0.5, 0.0, 1.0, 0.2, 0.5, 0.0, 1.0, 0.3,-0.5, 0.0, 1.0, 0.4, 0.0, 0.0, 1.0, }; double cpoint1[10*4] = { 0.0, 0.0, 1.0, 1.0, 0.3, 0.0, 0.7, 1.0, 0.6, 0.0, 0.3, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.3, 0.0, 1.0, 1.0, 0.6, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.5, 1.0, 1.0, 1.0, 1.0, 1.0, }; double tpoint1[11*4] = { 0.0, 0.0, 0.0, 1.0, 0.0, 0.1, 0.0, 1.0, 0.0, 0.2, 0.0, 1.0, 0.0, 0.3, 0.0, 1.0, 0.0, 0.4, 0.0, 1.0, 0.0, 0.5, 0.0, 1.0, 0.0, 0.6, 0.0, 1.0, 0.0, 0.7, 0.0, 1.0, 0.0, 0.8, 0.0, 1.0, 0.0, 0.9, 0.0, 1.0, }; double point2[2*3*4] = { -0.5, -0.5, 0.5, 1.0, 0.0, 1.0, 0.5, 1.0, 0.5, -0.5, 0.5, 1.0, -0.5, 0.5, -0.5, 1.0, 0.0, -1.0, -0.5, 1.0, 0.5, 0.5, -0.5, 1.0, }; double cpoint2[2*2*4] = { 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, }; double tpoint2[2*2*2] = { 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, }; float textureImage[4*2*4] = { 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, }; static void Init(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {1.0, 1.0, 1.0, 1.0}; static float position[] = {0.0, 0.0, -150.0, 0.0}; static float front_mat_shininess[] = {30.0}; static float front_mat_specular[] = {0.7, 0.7, 0.7, 1.0}; static float front_mat_diffuse[] = {1.0, 0.2, 1.0, 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 clamp[] = {GL_CLAMP}; static float nr[] = {GL_NEAREST}; static float ln[] = {GL_LINEAR}; glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glMap1d(GL_MAP1_VERTEX_4, 0.0, 1.0, VDIM, VORDER, point1); glMap1d(GL_MAP1_COLOR_4, 0.0, 1.0, CDIM, CORDER, cpoint1); glMap2d(GL_MAP2_VERTEX_4, 0.0, 1.0, VMINOR_ORDER*VDIM, VMAJOR_ORDER, 0.0, 1.0, VDIM, VMINOR_ORDER, point2); glMap2d(GL_MAP2_COLOR_4, 0.0, 1.0, CMINOR_ORDER*CDIM, CMAJOR_ORDER, 0.0, 1.0, CDIM, CMINOR_ORDER, cpoint2); glMap2d(GL_MAP2_TEXTURE_COORD_2, 0.0, 1.0, TMINOR_ORDER*TDIM, TMAJOR_ORDER, 0.0, 1.0, TDIM, TMINOR_ORDER, tpoint2); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse); glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); 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, nr); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nr); glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 4, 0, GL_RGBA, GL_FLOAT, (GLvoid *)textureImage); } static void DrawPoints1(void) { GLint i; glColor3f(0.0, 1.0, 0.0); glPointSize(2); glBegin(GL_POINTS); for (i = 0; i < VORDER; i++) { glVertex4dv(&point1[i*4]); } glEnd(); } static void DrawPoints2(void) { GLint i, j; glColor3f(1.0, 0.0, 1.0); glPointSize(2); glBegin(GL_POINTS); for (i = 0; i < VMAJOR_ORDER; i++) { for (j = 0; j < VMINOR_ORDER; j++) { glVertex4dv(&point2[i*4*VMINOR_ORDER+j*4]); } } glEnd(); } static void DrawMapEval1(float du) { float u; glColor3f(1.0, 0.0, 0.0); glBegin(GL_LINE_STRIP); for (u = 0.0; u < 1.0; u += du) { glEvalCoord1d(u); } glEvalCoord1d(1.0); glEnd(); } static void DrawMapEval2(float du, float dv) { float u, v, tmp; glColor3f(1.0, 0.0, 0.0); for (v = 0.0; v < 1.0; v += dv) { glBegin(GL_QUAD_STRIP); for (u = 0.0; u <= 1.0; u += du) { glEvalCoord2d(u,v); tmp = (v + dv < 1.0) ? (v + dv) : 1.0; glEvalCoord2d(u, tmp); } glEvalCoord2d(1.0, v); glEvalCoord2d(1.0, v+dv); glEnd(); } } static void RenderEval(void) { if (colorType) { glEnable(GL_MAP1_COLOR_4); glEnable(GL_MAP2_COLOR_4); } else { glDisable(GL_MAP1_COLOR_4); glDisable(GL_MAP2_COLOR_4); } if (textureType) { glEnable(GL_TEXTURE_2D); glEnable(GL_MAP2_TEXTURE_COORD_2); } else { glDisable(GL_TEXTURE_2D); glDisable(GL_MAP2_TEXTURE_COORD_2); } if (polygonFilled) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } else { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } glShadeModel(GL_SMOOTH); switch (mapType) { case EVAL: switch (arrayType) { case ONE_D: glDisable(GL_MAP2_VERTEX_4); glEnable(GL_MAP1_VERTEX_4); DrawPoints1(); DrawMapEval1(0.1/VORDER); break; case TWO_D: glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); DrawPoints2(); DrawMapEval2(0.1/VMAJOR_ORDER,0.1/VMINOR_ORDER); break; } break; case MESH: switch (arrayType) { case ONE_D: DrawPoints1(); glDisable(GL_MAP2_VERTEX_4); glEnable (GL_MAP1_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid1d(40, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh1(GL_POINT, 0, 40); } else { glEvalMesh1(GL_LINE, 0, 40); } break; case TWO_D: DrawPoints2(); glDisable(GL_MAP1_VERTEX_4); glEnable(GL_MAP2_VERTEX_4); glColor3f(0.0, 0.0, 1.0); glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); if (mapPoint) { glPointSize(2); glEvalMesh2(GL_POINT, 0, 20, 0, 20); } else if (polygonFilled) { glEvalMesh2(GL_FILL, 0, 20, 0, 20); } else { glEvalMesh2(GL_LINE, 0, 20, 0, 20); } break; } break; } } static void Reshape(int width, int height) { glViewport(0, 0, (GLint)width, (GLint)height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 10.0); glMatrixMode(GL_MODELVIEW); } static GLenum Key(int key, GLenum mask) { switch (key) { case TK_ESCAPE: tkQuit(); case TK_LEFT: rotY -= 30; break; case TK_RIGHT: rotY += 30; break; case TK_UP: rotX -= 30; break; case TK_DOWN: rotX += 30; break; case TK_1: arrayType = ONE_D; break; case TK_2: arrayType = TWO_D; break; case TK_e: mapType = EVAL; break; case TK_m: mapType = MESH; break; case TK_f: polygonFilled = !polygonFilled; break; case TK_p: mapPoint = !mapPoint; break; case TK_c: colorType = !colorType; break; case TK_t: textureType = !textureType; break; case TK_l: lighting =! lighting; if (lighting) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); } else { glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); glDisable(GL_AUTO_NORMAL); } break; default: return GL_FALSE; } return GL_TRUE; } static void Draw(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0.0, 0.0 , translateZ); glRotatef(rotX, 1, 0, 0); glRotatef(rotY, 0, 1, 0); RenderEval(); glPopMatrix(); glFlush(); if (doubleBuffer) { tkSwapBuffers(); } } static GLenum Args(int argc, char **argv) { GLint i; doubleBuffer = GL_FALSE; directRender = GL_TRUE; for (i = 1; i < argc; i++) { 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 { 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_RGB | TK_DEPTH; type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE; type |= (directRender) ? TK_DIRECT : TK_INDIRECT; tkInitDisplayMode(type); if (tkInitWindow("Evaluator Test") == GL_FALSE) { tkQuit(); } Init(); tkExposeFunc(Reshape); tkReshapeFunc(Reshape); tkKeyDownFunc(Key); tkDisplayFunc(Draw); tkExec(); }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.