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/*
Copyright 2012-2020 David Robillard <http://drobilla.net>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define GL_SILENCE_DEPRECATION 1
#include "demo_utils.h"
#include "pugl/gl.h"
static inline void
reshapeCube(const int width, const int height)
{
const float aspect = (float)width / (float)height;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
float projection[16];
perspective(projection, 1.8f, aspect, 1.0f, 100.0f);
glLoadMatrixf(projection);
}
static inline void
displayCube(PuglView* const view,
const double distance,
const double xAngle,
const double yAngle,
const bool entered)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, (float)distance * -1.0f);
glRotatef((float)xAngle, 0.0f, 1.0f, 0.0f);
glRotatef((float)yAngle, 1.0f, 0.0f, 0.0f);
const float bg = entered ? 0.2f : 0.0f;
glClearColor(bg, bg, bg, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (puglHasFocus(view)) {
// Draw cube surfaces
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cubeStripVertices);
glColorPointer(3, GL_FLOAT, 0, cubeStripVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 14);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glColor3f(0.0f, 0.0f, 0.0f);
} else {
glColor3f(1.0f, 1.0f, 1.0f);
}
// Draw cube wireframe
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cubeFrontLineLoop);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, cubeBackLineLoop);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, cubeSideLines);
glDrawArrays(GL_LINES, 0, 8);
glDisableClientState(GL_VERTEX_ARRAY);
}
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