/* * (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "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, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ /* chess.c * This program texture maps a checkerboard image onto * two rectangles. The texture coordinates for the * rectangles are 0.0 to 3.0. * * NEXTSTEP output provided by Pascal Thibaudeau * pthibaud@frbdx11.cribx1.u-bordeaux.fr */ #import #import #import #import #import #import #import #include #include #include #include #include "GL/osmesa.h" #define WIDTH 500 #define HEIGHT 500 #define checkImageWidth 64 #define checkImageHeight 64 GLubyte checkImage[checkImageWidth][checkImageHeight][3]; void makecheckimage(void) { int i, j, r, c; for (i = 0; i < checkImageWidth; i++) { for (j = 0; j < checkImageHeight; j++) { c = ((((i&0x8)==0)^((j&0x8))==0))*255; checkImage[i][j][0] = (GLubyte) c; checkImage[i][j][1] = (GLubyte) c; checkImage[i][j][2] = (GLubyte) c; } } } static void render_image(void) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); makecheckimage(); glTexImage2D(GL_TEXTURE_2D, 0, 3, checkImageWidth, checkImageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, &checkImage[0][0][0]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glEnable(GL_TEXTURE_2D); glShadeModel(GL_FLAT); glViewport(0, 0, WIDTH, HEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, 1.0*(GLfloat)WIDTH/(GLfloat)HEIGHT, 1.0, 30.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -3.6); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(-2.0, -1.0, 0.0); glTexCoord2f(0.0, 3.0); glVertex3f(-2.0, 1.0, 0.0); glTexCoord2f(3.0, 3.0); glVertex3f(0.0, 1.0, 0.0); glTexCoord2f(3.0, 0.0); glVertex3f(0.0, -1.0, 0.0); glTexCoord2f(0.0, 0.0); glVertex3f(1.0, -1.0, 0.0); glTexCoord2f(0.0, 3.0); glVertex3f(1.0, 1.0, 0.0); glTexCoord2f(3.0, 3.0); glVertex3f(2.41421, 1.0, -1.41421); glTexCoord2f(3.0, 0.0); glVertex3f(2.41421, -1.0, -1.41421); glEnd(); glFlush(); } /* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { OSMesaContext ctx; void *buffer; id myWindow, myView, myMenu, image; char name[50]; NXRect GR; NXPoint position; NXApp=[Application new]; /* Create an RGBA-mode context */ ctx = OSMesaCreateContext( GL_RGBA, NULL ); /* Allocate the image buffer */ buffer = malloc( WIDTH * HEIGHT * 4 ); /* Bind the buffer to the context and make it current */ OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, WIDTH, HEIGHT ); image = [ [ NXBitmapImageRep alloc] initData: buffer pixelsWide: WIDTH pixelsHigh: HEIGHT bitsPerSample: 8 samplesPerPixel: 4 hasAlpha: YES isPlanar: NO colorSpace: 2 bytesPerRow: WIDTH*4 bitsPerPixel: 32]; NXSetRect(&GR,100,100,WIDTH,HEIGHT); myWindow = [ [ Window alloc] initContent: &GR style: NX_TITLEDSTYLE backing: NX_BUFFERED buttonMask: NX_MINIATURIZEBUTTONMASK defer: NO]; sprintf(name, "OpenGL Graphic Rectangle %d", getpid()); myView = [ [ View alloc] initFrame:&GR]; [myView setOpaque: NO]; [myView setDrawOrigin: -WIDTH: -HEIGHT]; [myView rotate: 180.0]; myMenu = [ [ Menu alloc] initTitle: "NeXT-Mesa"]; [myMenu addItem: "Quit" action: @selector(terminate:) keyEquivalent: 'q']; [myMenu sizeToFit]; [myWindow setTitle: name]; [myWindow display]; [myWindow setContentView: myView]; [myWindow makeKeyAndOrderFront: nil]; [NXApp setMainMenu: myMenu]; [myView lockFocus]; /* here is the Mesa call */ render_image(); [image draw]; [image free]; [myWindow flushWindow]; [myView unlockFocus]; /* free the image buffer */ free( buffer ); /* destroy the context */ OSMesaDestroyContext( ctx ); [NXApp run]; [NXApp free]; return 0; }