kolibrios/contrib/sdk/samples/Mesa/osdemo.c

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/*
* Demo of off-screen 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
*
* PPM output provided by Joerg Schmalzl.
* ASCII PPM output added by Brian Paul.
*
* Usage: osdemo [filename]
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#define GL_GLEXT_PROTOTYPES
#include "GL/osmesa.h"
#include <GL/glext.h>
#include "GL/glu.h"
#include "shaderutil.h"
#include <kos32sys.h>
int _CRT_MT=0;
static int Width = 500;
static int Height = 400;
int check_events();
GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
GLfloat angle = 0.0;
GLboolean animate = GL_TRUE; /* Animation */
GLfloat eyesep = 5.0; /* Eye separation. */
GLfloat fix_point = 40.0; /* Fixation point distance. */
GLfloat left, right, asp; /* Stereo frustum params. */
void Init( void );
void Reshape( int width, int height );
void Draw( void );
void Idle();
void Key(unsigned char key, int x, int y);
inline void Blit(void *bitmap, int dst_x, int dst_y,
int src_x, int src_y, int w, int h,
int src_w, int src_h, int stride)
{
volatile struct blit_call bc;
bc.dstx = dst_x;
bc.dsty = dst_y;
bc.w = w;
bc.h = h;
bc.srcx = src_x;
bc.srcy = src_y;
bc.srcw = src_w;
bc.srch = src_h;
bc.stride = stride;
bc.bitmap = bitmap;
__asm__ __volatile__(
"int $0x40"
::"a"(73),"b"(0),"c"(&bc.dstx));
};
static inline uint32_t wait_os_event(int time)
{
uint32_t val;
__asm__ __volatile__(
"int $0x40"
:"=a"(val)
:"a"(23),"b"(time));
return val;
};
int main(int argc, char *argv[])
{
OSMesaContext ctx;
void *buffer;
char *filename = NULL;
int ev;
int repeat=1;
/* Create an RGBA-mode context */
/* specify Z, stencil, accum sizes */
ctx = OSMesaCreateContextExt( OSMESA_RGBA, 16, 0, 0, NULL );
if (!ctx) {
printf("OSMesaCreateContext failed!\n");
return 0;
}
/* Allocate the image buffer */
buffer = malloc( Width * Height * 4 * sizeof(GLubyte) );
if (!buffer) {
printf("Alloc image buffer failed!\n");
return 0;
}
// __asm__ __volatile__("int3");
/* Bind the buffer to the context and make it current */
if (!OSMesaMakeCurrent( ctx, buffer, GL_UNSIGNED_BYTE, Width, Height )) {
printf("OSMesaMakeCurrent failed!\n");
return 0;
}
{
int z, s, a;
glGetIntegerv(GL_DEPTH_BITS, &z);
glGetIntegerv(GL_STENCIL_BITS, &s);
glGetIntegerv(GL_ACCUM_RED_BITS, &a);
printf("Depth=%d Stencil=%d Accum=%d\n", z, s, a);
}
Reshape(Width, Height);
Init();
Draw();
printf("all done\n");
DrawWindow(10, 10, Width+9, Height+26, "OpenGL Engine Demo", 0x000000, 0x74);
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
while(repeat)
{
oskey_t key;
ev = wait_os_event(1);
switch(ev)
{
case 1:
DrawWindow(10, 10, Width+9, Width+26, NULL, 0x000000,0x74);
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
continue;
case 2:
key = get_key();
Key(key.code, 0, 0);
Draw();
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
continue;
case 3:
if(get_os_button()==1)
repeat=0;
continue;
};
Idle();
Draw();
Blit(buffer, 5, 22, 0, 0, Width, Height, Width,Height,Width*4);
};
/* free the image buffer */
free( buffer );
/* destroy the context */
OSMesaDestroyContext( ctx );
return 0;
}
int atexit(void (*func)(void))
{
return 0;
};