/*
* 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
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* including, but not limited to, any warranty that the Source Code
* will conform to specifications, any implied warranties of
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*
* zrgb.c: basic libpr z-buffered polygons with mouse input.
* based on ~4Dgifts/examples/grafix/misc/zrgb.c
*
*/
#include <Performer/pr.h>
#include <X11/X.h>
#include <X11/keysym.h>
pfVec3 polygon1[] = { {-10.0, -10.0, 0.0,},
{ 10.0, -10.0, 0.0,},
{-10.0, 10.0, 0.0,},
{ 0.0, -10.0, -10.0,},
{ 0.0, -10.0, 10.0,},
{ 0.0, 5.0, -10.0,} };
pfVec3 polygon2[] = { {-10.0, 6.0, 4.0,},
{-10.0, 3.0, 4.0,},
{ 4.0, -9.0, -10.0,},
{ 4.0, -6.0, -10.0,} };
pfVec4 colors1[] = { { 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.5f, 0.5f, 0.5f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.5f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f } };
pfVec4 colors2[] = { { 1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f, 0.0f } };
int main(void)
{
pfWindow *win;
pfFrustum *frust;
Display *dsp;
Window xwin;
pfGeoSet *gset1,*gset2;
int mx=0, my=0;
int mousedown=0;
int winSizeX, winSizeY;
float scrnaspect;
pfInit();
pfInitState(NULL);
/* Initialize GL */
win = pfNewWin(NULL);
pfWinOriginSize(win, 100, 100, 500, 500);
pfWinName(win, "OpenGL Performer");
pfWinType(win, PFWIN_TYPE_X);
pfOpenWin(win);
pfGetWinSize(win, &winSizeX, &winSizeY);
/* set up the window */
frust = pfNewFrust(NULL);
pfFrustNearFar(frust, 30, 60);
pfMakeSimpleFrust(frust, 40);
pfApplyFrust(frust);
pfDelete(frust);
/* set up X input event handling */
dsp = pfGetCurWSConnection();
xwin = pfGetWinWSWindow(win);
XSelectInput(dsp, xwin, StructureNotifyMask | KeyPressMask |
PointerMotionMask | ButtonPressMask | ButtonReleaseMask );
XMapWindow(dsp, xwin);
XSync(dsp,FALSE);
gset1 = pfNewGSet(NULL);
pfGSetAttr (gset1, PFGS_COORD3, PFGS_PER_VERTEX, polygon1, NULL);
pfGSetAttr (gset1, PFGS_COLOR4, PFGS_PER_VERTEX, colors1, NULL);
pfGSetPrimType (gset1, PFGS_TRIS);
pfGSetNumPrims (gset1, 2);
gset2 = pfNewGSet(NULL);
pfGSetAttr (gset2, PFGS_COORD3, PFGS_PER_VERTEX, polygon2, NULL);
pfGSetAttr (gset2, PFGS_COLOR4, PFGS_PER_VERTEX, colors2, NULL);
pfGSetPrimType (gset2, PFGS_QUADS);
pfGSetNumPrims (gset2, 1);
while (TRUE)
{
int dev;
short val;
static pfVec4 clr = {0.15f, 0.39f, 0.78f, 1.0f};
pfClear(PFCL_COLOR | PFCL_DEPTH, clr);
pfPushMatrix();
pfTranslate(0.0, 0.0, -40.0);
pfRotate(PF_X, (float) mx);
pfRotate(PF_Y, (float) my - 60.0f);
pfDrawGSet (gset1);
pfDrawGSet (gset2);
pfPopMatrix();
pfSwapWinBuffers(win);
while (XPending(dsp))
{
XEvent event;
XNextEvent(dsp, &event);
switch (event.type)
{
case ConfigureNotify: /* Have a move/resize event */
{
XConfigureEvent *config_event = (XConfigureEvent *) &event;
pfWinSize(win, config_event->width, config_event->height);
pfSelectWin(win);
break;
}
case KeyPress:
{
char buf[100];
int rv;
KeySym ks;
rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);
switch(ks)
{
case XK_Escape:
exit(0);
break;
}
}
case ButtonPress: /* Have a mouse button push event */
{
XButtonEvent *button_event = (XButtonEvent *) &event;
if (button_event->button == Button1)
{
mousedown = 1;
mx = event.xbutton.x;
my = winSizeY - event.xbutton.y;
}
break;
}
case ButtonRelease: /* Have a mouse button release event */
{
XButtonEvent *button_event = (XButtonEvent *) &event;
if (button_event->button == Button1)
mousedown = 0;
break;
}
case MotionNotify: /* Have a mouse motion event */
if (mousedown)
{
XMotionEvent *motion_event = (XMotionEvent *) &event;
/* get window relative mouse coordinates */
mx = motion_event->x;
/* reverse Y coord so 0 is at bottom of window */
my = winSizeY - motion_event->y;
}
break;
} /* switch */
} /* while have event */
}
return 0;
}