mesa/progs/windml/uglbounce.c

273 lines
5.2 KiB
C

/*
* Bouncing ball demo.
*
* This program is in the public domain
*
* Brian Paul
*
* Conversion to GLUT by Mark J. Kilgard
*
* Conversion to UGL/Mesa by Stephane Raimbault
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ugl/ugl.h>
#include <ugl/uglevent.h>
#include <ugl/uglinput.h>
#include <GL/uglmesa.h>
#define COS(X) cos( (X) * 3.14159/180.0 )
#define SIN(X) sin( (X) * 3.14159/180.0 )
#define RED 1
#define WHITE 2
#define CYAN 3
UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
UGL_LOCAL UGL_EVENT_Q_ID qId;
UGL_LOCAL UGL_MESA_CONTEXT umc;
UGL_LOCAL GLuint Ball;
UGL_LOCAL GLfloat Zrot, Zstep;
UGL_LOCAL GLfloat Xpos, Ypos;
UGL_LOCAL GLfloat Xvel, Yvel;
UGL_LOCAL GLfloat Xmin, Xmax;
UGL_LOCAL GLfloat Ymin;
/* UGL_LOCAL GLfloat Ymax = 4.0; */
UGL_LOCAL GLfloat G;
UGL_LOCAL GLuint make_ball(void)
{
GLuint list;
GLfloat a, b;
GLfloat da = 18.0, db = 18.0;
GLfloat radius = 1.0;
GLuint color;
GLfloat x, y, z;
list = glGenLists(1);
glNewList(list, GL_COMPILE);
color = 0;
for (a = -90.0; a + da <= 90.0; a += da)
{
glBegin(GL_QUAD_STRIP);
for (b = 0.0; b <= 360.0; b += db)
{
if (color)
{
glIndexi(RED);
glColor3f(1, 0, 0);
}
else
{
glIndexi(WHITE);
glColor3f(1, 1, 1);
}
x = radius * COS(b) * COS(a);
y = radius * SIN(b) * COS(a);
z = radius * SIN(a);
glVertex3f(x, y, z);
x = radius * COS(b) * COS(a + da);
y = radius * SIN(b) * COS(a + da);
z = radius * SIN(a + da);
glVertex3f(x, y, z);
color = 1 - color;
}
glEnd();
}
glEndList();
return list;
}
UGL_LOCAL void initGL(GLsizei width, GLsizei height)
{
float aspect = (float) width / (float) height;
glViewport(0, 0, (GLint) width, (GLint) height);
uglMesaSetColor(RED, 1.0, 0.0, 0.0);
uglMesaSetColor(WHITE, 1.0, 1.0, 1.0);
uglMesaSetColor(CYAN, 0.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-6.0 * aspect, 6.0 * aspect, -6.0, 6.0, -6.0, 6.0);
glMatrixMode(GL_MODELVIEW);
}
UGL_LOCAL void drawGL(void)
{
GLint i;
static float vel0 = -100.0;
glClear(GL_COLOR_BUFFER_BIT);
glIndexi(CYAN);
glColor3f(0, 1, 1);
glBegin(GL_LINES);
for (i = -5; i <= 5; i++)
{
glVertex2i(i, -5);
glVertex2i(i, 5);
}
for (i = -5; i <= 5; i++)
{
glVertex2i(-5, i);
glVertex2i(5, i);
}
for (i = -5; i <= 5; i++)
{
glVertex2i(i, -5);
glVertex2f(i * 1.15, -5.9);
}
glVertex2f(-5.3, -5.35);
glVertex2f(5.3, -5.35);
glVertex2f(-5.75, -5.9);
glVertex2f(5.75, -5.9);
glEnd();
glPushMatrix();
glTranslatef(Xpos, Ypos, 0.0);
glScalef(2.0, 2.0, 2.0);
glRotatef(8.0, 0.0, 0.0, 1.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glCallList(Ball);
glPopMatrix();
glFlush();
uglMesaSwapBuffers();
Zrot += Zstep;
Xpos += Xvel;
if (Xpos >= Xmax)
{
Xpos = Xmax;
Xvel = -Xvel;
Zstep = -Zstep;
}
if (Xpos <= Xmin)
{
Xpos = Xmin;
Xvel = -Xvel;
Zstep = -Zstep;
}
Ypos += Yvel;
Yvel += G;
if (Ypos < Ymin)
{
Ypos = Ymin;
if (vel0 == -100.0)
vel0 = fabs(Yvel);
Yvel = vel0;
}
}
UGL_LOCAL int getEvent(void)
{
UGL_EVENT event;
UGL_STATUS status;
int retVal = 0;
status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
while (status != UGL_STATUS_Q_EMPTY)
{
UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event;
if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
retVal = 1;
status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
}
return(retVal);
}
void windMLBounce (UGL_BOOL windMLMode);
void uglbounce (void)
{
taskSpawn("tBounce", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLBounce,
UGL_FALSE,1,2,3,4,5,6,7,8,9);
}
void windMLBounce(UGL_BOOL windMLMode)
{
GLsizei width, height;
UGL_INPUT_DEVICE_ID keyboardDevId;
Zrot = 0.0;
Zstep = 6.0;
Xpos = 0.0;
Ypos = 1.0;
Xvel = 0.2;
Yvel = 0.0;
Xmin = -4.0;
Xmax = 4.0;
Ymin = -3.8;
G = -0.1;
uglInitialize();
uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
qId = uglEventQCreate (eventServiceId, 100);
if (windMLMode)
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE
| UGL_MESA_WINDML_EXCLUSIVE, NULL);
else
umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
if (umc == NULL)
{
uglDeinitialize();
return;
}
/* Fullscreen */
uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
UGL_MESA_FULLSCREEN_HEIGHT);
Ball = make_ball();
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glDisable(GL_DITHER);
glShadeModel(GL_FLAT);
uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
initGL(width, height);
while(!getEvent())
drawGL();
uglEventQDestroy (eventServiceId, qId);
uglMesaDestroyContext();
uglDeinitialize ();
return;
}