/*
* Copyright 1995, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
*
* This source code ("Source Code") was originally derived from a
* code base owned by Silicon Graphics, Inc. ("SGI")
*
* LICENSE: SGI grants the user ("Licensee") permission to reproduce,
* distribute, and create derivative works from this Source Code,
* provided that: (1) the user reproduces this entire notice within
* both source and binary format redistributions and any accompanying
* materials such as documentation in printed or electronic format;
* (2) the Source Code is not to be used, or ported or modified for
* use, except in conjunction with OpenGL Performer; and (3) the
* names of Silicon Graphics, Inc. and SGI may not be used in any
* advertising or publicity relating to the Source Code without the
* prior written permission of SGI. No further license or permission
* may be inferred or deemed or construed to exist with regard to the
* Source Code or the code base of which it forms a part. All rights
* not expressly granted are reserved.
*
* This Source Code is provided to Licensee AS IS, without any
* warranty of any kind, either express, implied, or statutory,
* including, but not limited to, any warranty that the Source Code
* will conform to specifications, any implied warranties of
* merchantability, fitness for a particular purpose, and freedom
* from infringement, and any warranty that the documentation will
* conform to the program, or any warranty that the Source Code will
* be error free.
*
* IN NO EVENT WILL SGI BE LIABLE FOR ANY DAMAGES, INCLUDING, BUT NOT
* LIMITED TO DIRECT, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES,
* ARISING OUT OF, RESULTING FROM, OR IN ANY WAY CONNECTED WITH THE
* SOURCE CODE, WHETHER OR NOT BASED UPON WARRANTY, CONTRACT, TORT OR
* OTHERWISE, WHETHER OR NOT INJURY WAS SUSTAINED BY PERSONS OR
* PROPERTY OR OTHERWISE, AND WHETHER OR NOT LOSS WAS SUSTAINED FROM,
* OR AROSE OUT OF USE OR RESULTS FROM USE OF, OR LACK OF ABILITY TO
* USE, THE SOURCE CODE.
*
* Contact information: Silicon Graphics, Inc.,
* 1600 Amphitheatre Pkwy, Mountain View, CA 94043,
* or: http://www.sgi.com
*
* texture.c: simple Performer program to demonstrate textured poly's.
*
* $Revision: 1.1 $ $Date: 2000/11/21 21:39:37 $
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <Performer/pf.h>
pfVec2 texcoords[]={ {0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f} };
ushort texlist[] = { 0, 1, 2, 3 };
pfVec3 coords[] ={ {-1.0f, 0.0f, -1.0f },
{ 1.0f, 0.0f, -1.0f },
{ 1.0f, 0.0f, 1.0f },
{-1.0f, 0.0f, 1.0f } };
ushort vertexlist[] = { 0, 1, 2, 3 };
pfVec4 colors[] ={ {1.0f, 1.0f, 1.0f, 1.0f},
{0.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f, 1.0f} };
ushort colorlist[] = { 0, 1, 2, 3 };
/*
* Usage() -- print usage advice and exit. This
* procedure is executed in the application process.
*/
static void
Usage (void)
{
fprintf(stderr, "Usage: texture texfile ...\n");
exit(1);
}
int
main (int argc, char *argv[])
{
float t = 0.0f;
pfScene *scene;
pfPipe *p;
pfPipeWindow *pw;
pfChannel *chan;
pfSphere bsphere;
pfGroup *root;
pfGeoSet *gset;
pfGeode *geode1,*geode2;
pfGeoState *gstate;
pfTexture *tex;
pfTexEnv *tev;
pfDCS *dcs1,*dcs2;
pfMatrix *mat;
int numTextures = 0;
void *arena;
if (argc<2) Usage();
/* Initialize Performer */
pfInit();
/* Use default multiprocessing mode based on number of
* processors.
*/
pfMultiprocess(PFMP_DEFAULT);
/* Configure multiprocessing mode and start parallel
* processes.
*/
pfConfig();
/* Append to PFPATH files in /usr/share/Performer/data */
pfFilePath(".:/usr/share/Performer/data:/usr/demos/data/textures/");
/* Configure and open GL window */
p = pfGetPipe(0);
pw = pfNewPWin(p);
pfPWinName(pw, "OpenGL Performer");
pfPWinType(pw, PFPWIN_TYPE_X);
pfPWinOriginSize(pw, 0, 0, 300, 300);
/* Open and configure the GL window. */
pfOpenPWin(pw);
pfFrame();
/* Set up textures & gstates structures */
arena = pfGetSharedArena();
tex = pfNewTex (arena);
mat = (pfMatrix *) pfMalloc(sizeof(pfMatrix), arena);
pfMakeScaleMat(*mat,4,4,4);
pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
gstate = pfNewGState (arena);
if (pfLoadTexFile (tex, argv[1]))
{
uint *i;
int nc, sx, sy, sz;
pfGetTexImage(tex, &i, &nc, &sx, &sy, &sz);
/* if have alpha channel, enable transparency */
if (nc != 3)
pfGStateMode (gstate, PFSTATE_TRANSPARENCY, PFTR_HIGH_QUALITY);
/* set alpha function to block pixels of 0 alpha for
transparent textures */
pfGStateMode (gstate, PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);
pfGStateVal (gstate, PFSTATE_ALPHAREF, 0.0f);
pfGStateAttr (gstate, PFSTATE_TEXTURE, tex);
pfGStateAttr (gstate, PFSTATE_TEXMAT, mat);
pfGStateMode (gstate, PFSTATE_ENTEXTURE, 1);
pfGStateMode (gstate, PFSTATE_ENTEXMAT, 1);
pfGStateMode (gstate, PFSTATE_ENLIGHTING, 0);
pfGStateMode (gstate, PFSTATE_CULLFACE, PFCF_OFF);
tev = pfNewTEnv (arena);
/*
pfTEnvMode(tev, PFTE_BLEND);
pfTEnvBlendColor(tev, 0.0f, 0.0f, 0.0f, 1.0f);
*/
pfGStateAttr (gstate, PFSTATE_TEXENV, tev);
numTextures++;
}
/* Set up geosets */
gset = pfNewGSet(arena);
pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, coords, vertexlist);
pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, texlist);
pfGSetAttr(gset, PFGS_COLOR4, PFGS_PER_VERTEX, colors, colorlist);
pfGSetPrimType(gset, PFGS_QUADS);
pfGSetNumPrims(gset, 1);
pfGSetGState (gset, gstate);
/* set up scene graph */
geode1 = pfNewGeode();
pfAddGSet(geode1, gset);
if (argc > 2)
{
tex = pfNewTex (arena);
if (pfLoadTexFile (tex, argv[2]))
{
uint *i;
int nc, sx, sy, sz;
gstate = pfNewGState (arena);
pfGetTexImage(tex, &i, &nc, &sx, &sy, &sz);
/* if have alpha channel, enable transparency */
if (nc != 3)
pfGStateMode (gstate, PFSTATE_TRANSPARENCY, PFTR_FAST);
/* set alpha function to block pixels of 0 alpha for
transparent textures */
pfGStateMode (gstate, PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);
pfGStateVal (gstate, PFSTATE_ALPHAREF, 0.0f);
pfGStateAttr (gstate, PFSTATE_TEXTURE, tex);
tev = pfNewTEnv (arena);
pfGStateAttr (gstate, PFSTATE_TEXENV, tev);
pfGStateMode (gstate, PFSTATE_ENTEXTURE, 1);
pfGStateMode (gstate, PFSTATE_ENLIGHTING, 0);
pfGStateMode (gstate, PFSTATE_CULLFACE, PFCF_OFF);
numTextures++;
}
}
gset = pfNewGSet(arena);
pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, coords, vertexlist);
pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, texlist);
pfGSetAttr(gset, PFGS_COLOR4, PFGS_PER_VERTEX, colors, colorlist);
pfGSetPrimType(gset, PFGS_QUADS);
pfGSetNumPrims(gset, 1);
pfGSetGState (gset, gstate);
geode2 = pfNewGeode();
pfAddGSet(geode2, gset);
dcs1 = pfNewDCS();
pfDCSTrans (dcs1, -2.0f, 0.1f, 0.5f);
pfAddChild(dcs1, geode1);
dcs2 = pfNewDCS();
pfAddChild(dcs2, geode2);
pfDCSTrans (dcs2, 2.0f, 0.1f, 0.5f);
root = pfNewGroup();
pfAddChild(root, dcs1); /* first child is base */
pfAddChild(root, dcs2); /* subsequent children are offset-layered */
scene = pfNewScene();
pfAddChild(scene, root);
/* determine extent of scene's geometry */
pfGetNodeBSphere (scene, &bsphere);
/* Create and configure a pfChannel. */
chan = pfNewChan(p);
pfChanScene(chan, scene);
pfChanNearFar(chan, 1.0f, 10.0f * bsphere.radius);
/* 45 degrees wide, vertical=-1 to signal match window aspect */
pfChanFOV(chan, 45.0f, -1.0f);
/* Create an earth/sky model that draws sky/ground/horizon */
{
pfEarthSky *esky = pfNewESky();
#if 0
pfESkyMode(esky, PFES_BUFFER_CLEAR, PFES_SKY_GRND );
pfESkyAttr(esky, PFES_GRND_HT, -1.0f * bsphere.radius);
pfESkyColor(esky, PFES_GRND_FAR, 0.3f, 0.1f, 0.0f, 1.0f);
pfESkyColor(esky, PFES_GRND_NEAR, 0.5f, 0.3f, 0.1f, 1.0f);
#endif
pfESkyMode(esky, PFES_BUFFER_CLEAR, PFES_FAST);
pfESkyColor(esky, PFES_CLEAR, .3f, .3f, .7f, 0.5f);
pfChanESky(chan, esky);
}
/* Simulate for twenty seconds. */
while (1)
{
float s, c, r=0;
pfCoord view;
/* Go to sleep until next frame time. */
pfSync();
/* Initiate cull/draw for this frame. */
pfFrame();
t = pfGetTime();
/* roll polygons around y axis */
r += 5.0f;
if (r >= 360.0f)
r = 0.0f;
pfDCSRot (dcs1, 0.0f, 0.0f, r);
pfDCSRot (dcs2, 0.0f, 0.0f, -r);
/* Compute new view position for next frame. */
pfSinCos(45.0f*t, &s, &c);
pfSetVec3(view.hpr, 45.0f*t, -15.0f, 0);
pfSetVec3(view.xyz, 2.0f * bsphere.radius * s,
-2.0f * bsphere.radius *c,
0.5f * bsphere.radius);
/* set view position for next frame */
pfChanView(chan, view.xyz, view.hpr);
}
/* Terminate parallel processes and exit. */
pfExit();
return 0;
}