/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/
#include "glos.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <gl\glaux.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
static void Init(void );
static void DrawPoints1(void );
static void DrawPoints2(void );
static void DrawMapEval1(float du);
static void DrawMapEval2(float du,float dv);
static void RenderEval(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_left(void );
static void CALLBACK Key_right(void );
static void CALLBACK Key_up(void );
static void CALLBACK Key_down(void );
static void CALLBACK Key_1(void );
static void CALLBACK Key_2(void );
static void CALLBACK Key_e(void );
static void CALLBACK Key_m(void );
static void CALLBACK Key_f(void );
static void CALLBACK Key_p(void );
static void CALLBACK Key_c(void );
static void CALLBACK Key_t(void );
static void CALLBACK Key_l(void );
static void CALLBACK Draw(void );
static GLenum Args(int argc,char **argv );
GLenum doubleBuffer;
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);
glDepthFunc(GL_LEQUAL);
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 CALLBACK 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 void CALLBACK Key_left(void)
{
rotY -= 30;
}
static void CALLBACK Key_right(void)
{
rotY += 30;
}
static void CALLBACK Key_up(void)
{
rotX -= 30;
}
static void CALLBACK Key_down(void)
{
rotX += 30;
}
static void CALLBACK Key_1(void)
{
arrayType = ONE_D;
}
static void CALLBACK Key_2(void)
{
arrayType = TWO_D;
}
static void CALLBACK Key_e(void)
{
mapType = EVAL;
}
static void CALLBACK Key_m(void)
{
mapType = MESH;
}
static void CALLBACK Key_f(void)
{
polygonFilled = !polygonFilled;
}
static void CALLBACK Key_p(void)
{
mapPoint = !mapPoint;
}
static void CALLBACK Key_c(void)
{
colorType = !colorType;
}
static void CALLBACK Key_t(void)
{
textureType = !textureType;
}
static void CALLBACK Key_l(void)
{
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);
}
}
static void CALLBACK 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) {
auxSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
doubleBuffer = GL_FALSE;
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 {
//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) {
auxQuit();
}
auxInitPosition(0, 0, 300, 300);
type = AUX_RGB | AUX_DEPTH16;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;
auxInitDisplayMode(type);
if (auxInitWindow("Evaluator Test") == GL_FALSE) {
auxQuit();
}
Init();
auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_LEFT, Key_left);
auxKeyFunc(AUX_RIGHT, Key_right);
auxKeyFunc(AUX_UP, Key_up);
auxKeyFunc(AUX_DOWN, Key_down);
auxKeyFunc(AUX_1, Key_1);
auxKeyFunc(AUX_2, Key_2);
auxKeyFunc(AUX_e, Key_e);
auxKeyFunc(AUX_m, Key_m);
auxKeyFunc(AUX_f, Key_f);
auxKeyFunc(AUX_p, Key_p);
auxKeyFunc(AUX_c, Key_c);
auxKeyFunc(AUX_t, Key_t);
auxKeyFunc(AUX_l, Key_l);
auxMainLoop(Draw);
}