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/* nextdemo.m*/
/* Demo of NEXTSTEP Mesa rendering */
/*
* See Mesa/include/GL/osmesa.h for documentation of the OSMesa functions.
*
* If you want to render BIG images you'll probably have to increase
* MAX_WIDTH and MAX_HEIGHT in src/config.h.
*
* This program is in the public domain.
*
* Brian Paul
*
* NEXTSTEP output provided by Pascal Thibaudeau
* pthibaud@frbdx11.cribx1.u-bordeaux.fr
*/
#import <dpsclient/wraps.h>
#import <appkit/Application.h>
#import <appkit/Window.h>
#import <appkit/Menu.h>
#import <appkit/View.h>
#import <appkit/color.h>
#import <appkit/NXBitmapImageRep.h>
#include <stdio.h>
#include <stdlib.h>
#include "GL/osmesa.h"
#define WIDTH 480
#define HEIGHT 480
static void render_image()
{
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat red_mat[] = { 1.0, 0.0, 0.0, 0.5 };
GLfloat green_mat[] = { 0.0, 1.0, 0.0, 0.5 };
GLfloat blue_mat[] = { 0.0, 0.0, 1.0, 0.5};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.5, 2.5, -2.5, 2.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(20.0, 1.0, 0.0, 0.0);
glPushMatrix();
glTranslatef(-0.75, 0.5, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red_mat );
auxSolidTorus(0.275, 0.85);
glPopMatrix();
glPushMatrix();
glTranslatef(-0.75, -0.5, 0.0);
glRotatef(270.0, 1.0, 0.0, 0.0);
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, green_mat );
auxSolidCone(1.0, 2.0);
glPopMatrix();
glPushMatrix();
glTranslatef(0.75, 0.0, -1.0);
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue_mat );
auxSolidSphere(1.0);
glPopMatrix();
glPopMatrix();
}
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, "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-OpenGL"];
[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;
}
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