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diff --git a/progs/samples/eval.c b/progs/samples/eval.c
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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 <GL/glut.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;
+
+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_diffuse[] = {1.0, 0.2, 1.0, 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 repeat[] = {GL_REPEAT};
+ static float nr[] = {GL_NEAREST};
+
+ 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;
+ default:
+ 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;
+ default:
+ break;
+ }
+ break;
+ default:
+ 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 void Key2(int key, int x, int y)
+{
+ switch (key) {
+ case GLUT_KEY_LEFT:
+ rotY -= 30;
+ break;
+ case GLUT_KEY_RIGHT:
+ rotY += 30;
+ break;
+ case GLUT_KEY_UP:
+ rotX -= 30;
+ break;
+ case GLUT_KEY_DOWN:
+ rotX += 30;
+ break;
+ default:
+ return;
+ }
+
+ glutPostRedisplay();
+}
+
+static void Key(unsigned char key, int x, int y)
+{
+ switch (key) {
+ case 27:
+ exit(1);
+ case '1':
+ arrayType = ONE_D;
+ break;
+ case '2':
+ arrayType = TWO_D;
+ break;
+ case 'e':
+ mapType = EVAL;
+ break;
+ case 'm':
+ mapType = MESH;
+ break;
+ case 'f':
+ polygonFilled = !polygonFilled;
+ break;
+ case 'p':
+ mapPoint = !mapPoint;
+ break;
+ case 'c':
+ colorType = !colorType;
+ break;
+ case 't':
+ textureType = !textureType;
+ break;
+ case '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;
+ }
+
+ glutPostRedisplay();
+}
+
+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) {
+ glutSwapBuffers();
+ }
+}
+
+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;
+}
+
+int main(int argc, char **argv)
+{
+ GLenum type;
+
+ glutInit(&argc, argv);
+
+ if (Args(argc, argv) == GL_FALSE) {
+ exit(1);
+ }
+
+ glutInitWindowPosition(0, 0); glutInitWindowSize( 300, 300);
+
+ type = GLUT_RGB | GLUT_DEPTH;
+ type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
+ glutInitDisplayMode(type);
+
+ if (glutCreateWindow("Evaluator Test") == GL_FALSE) {
+ exit(1);
+ }
+
+ Init();
+
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Key);
+ glutSpecialFunc(Key2);
+ glutDisplayFunc(Draw);
+ glutMainLoop();
+ return 0;
+}