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Regard whitespace Rev 5069 → Rev 5068

/contrib/sdk/samples/Mesa/demos/Makefile
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/contrib/sdk/samples/Mesa/demos/gears.c
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/contrib/sdk/samples/Mesa/demos/osgears.c
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/contrib/sdk/samples/Mesa/demos/eglgears.c
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/contrib/sdk/samples/Mesa/gears.c
0,0 → 1,253
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GL/osmesa.h"
#include "GL/glu.h"
 
#define XK_Left 176
#define XK_Right 179
#define XK_Up 178
#define XK_Down 177
 
extern GLfloat view_rotx, view_roty, view_rotz;
GLint gear1, gear2, gear3;
extern GLfloat angle;
 
static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
 
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
 
da = 2.0 * M_PI / teeth / 4.0;
 
glShadeModel(GL_FLAT);
 
glNormal3f(0.0, 0.0, 1.0);
 
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
}
glEnd();
 
/* draw front sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
 
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
glEnd();
 
glNormal3f(0.0, 0.0, -1.0);
 
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
}
}
glEnd();
 
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
 
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
}
glEnd();
 
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
 
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle);
len = sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-width * 0.5);
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
glNormal3f(v, -u, 0.0);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
}
 
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
 
glEnd();
 
glShadeModel(GL_SMOOTH);
 
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
}
 
void Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
glPushMatrix();
glRotatef(view_rotx, 1.0, 0.0, 0.0);
glRotatef(view_roty, 0.0, 1.0, 0.0);
glRotatef(view_rotz, 0.0, 0.0, 1.0);
 
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(angle, 0.0, 0.0, 1.0);
glCallList(gear1);
glPopMatrix();
 
glPushMatrix();
glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
glCallList(gear2);
glPopMatrix();
 
glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
glCallList(gear3);
glPopMatrix();
 
glPopMatrix();
}
 
 
/* new window size or exposure */
void Reshape(int width, int height)
{
glViewport(0, 0, (GLint) width, (GLint) height);
 
GLfloat h = (GLfloat) height / (GLfloat) width;
 
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
 
 
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
}
 
 
void Init(void)
{
static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
 
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
 
/* make the gears */
gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0, 4.0, 1.0, 20, 0.7);
glEndList();
 
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5, 2.0, 2.0, 10, 0.7);
glEndList();
 
gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3, 2.0, 0.5, 10, 0.7);
glEndList();
 
glEnable(GL_NORMALIZE);
}
 
void Key(unsigned char code, int x, int y)
{
int i;
(void) x; (void) y;
 
if (code == XK_Left) {
view_roty += 5.0;
}
else if (code == XK_Right) {
view_roty -= 5.0;
}
else if (code == XK_Up) {
view_rotx += 5.0;
}
else if (code == XK_Down) {
view_rotx -= 5.0;
}
};
 
void Idle(void)
{
angle += 70.0 * 0.05; /* 70 degrees per second */
if (angle > 3600.0)
angle -= 3600.0;
}
 
 
/contrib/sdk/samples/Mesa/osdemo.c
0,0 → 1,180
/*
* Demo of off-screen Mesa rendering
*
* See Mesa/include/GL/osmesa.h for documentation of the OSMesa functions.
*
* If you want to render BIG images you'll probably have to increase
* MAX_WIDTH and MAX_Height in src/config.h.
*
* This program is in the public domain.
*
* Brian Paul
*
* PPM output provided by Joerg Schmalzl.
* ASCII PPM output added by Brian Paul.
*
* Usage: osdemo [filename]
*/
 
 
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#define GL_GLEXT_PROTOTYPES
#include "GL/osmesa.h"
#include <GL/glext.h>
#include "GL/glu.h"
#include "shaderutil.h"
#include <kos32sys.h>
 
int _CRT_MT=0;
 
static int Width = 500;
static int Height = 400;
 
int check_events();
 
GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
GLfloat angle = 0.0;
 
GLboolean animate = GL_TRUE; /* Animation */
GLfloat eyesep = 5.0; /* Eye separation. */
GLfloat fix_point = 40.0; /* Fixation point distance. */
GLfloat left, right, asp; /* Stereo frustum params. */
 
void Init( void );
void Reshape( int width, int height );
void Draw( void );
void Idle();
void Key(unsigned char key, int x, int y);
 
 
inline void Blit(void *bitmap, int dst_x, int dst_y,
int src_x, int src_y, int w, int h,
int src_w, int src_h, int stride)
{
volatile struct blit_call bc;
 
bc.dstx = dst_x;
bc.dsty = dst_y;
bc.w = w;
bc.h = h;
bc.srcx = src_x;
bc.srcy = src_y;
bc.srcw = src_w;
bc.srch = src_h;
bc.stride = stride;
bc.bitmap = bitmap;
 
__asm__ __volatile__(
"int $0x40"
::"a"(73),"b"(0),"c"(&bc.dstx));
 
};
 
 
static inline uint32_t wait_os_event(int time)
{
uint32_t val;
__asm__ __volatile__(
"int $0x40"
:"=a"(val)
:"a"(23),"b"(time));
return val;
};
 
 
int main(int argc, char *argv[])
{
OSMesaContext ctx;
void *buffer;
char *filename = NULL;
int ev;
int repeat=1;
 
/* Create an RGBA-mode context */
/* specify Z, stencil, accum sizes */
 
ctx = OSMesaCreateContextExt( OSMESA_RGBA, 16, 0, 0, NULL );
if (!ctx) {
printf("OSMesaCreateContext failed!\n");
return 0;
}
 
/* Allocate the image buffer */
buffer = malloc( Width * Height * 4 * sizeof(GLubyte) );
if (!buffer) {
printf("Alloc image buffer failed!\n");
return 0;
}
 
// __asm__ __volatile__("int3");
 
/* Bind the buffer to the context and make it current */
if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height )) {
printf("OSMesaMakeCurrent failed!\n");
return 0;
}
 
{
int z, s, a;
glGetIntegerv(GL_DEPTH_BITS, &z);
glGetIntegerv(GL_STENCIL_BITS, &s);
glGetIntegerv(GL_ACCUM_RED_BITS, &a);
printf("Depth=%d Stencil=%d Accum=%d\n", z, s, a);
}
 
Reshape(Width, Height);
Init();
Draw();
 
printf("all done\n");
 
DrawWindow(10, 10, Width+9, Height+26, "OpenGL Engine Demo", 0x000000, 0x74);
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
 
while(repeat)
{
oskey_t key;
 
ev = wait_os_event(1);
switch(ev)
{
case 1:
DrawWindow(10, 10, Width+9, Width+26, NULL, 0x000000,0x74);
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
continue;
 
case 2:
key = get_key();
Key(key.code, 0, 0);
Draw();
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
continue;
 
case 3:
if(get_os_button()==1)
repeat=0;
continue;
};
Idle();
Draw();
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
};
 
/* free the image buffer */
free( buffer );
 
/* destroy the context */
OSMesaDestroyContext( ctx );
 
return 0;
}
 
int atexit(void (*func)(void))
{
return 0;
};