/* * 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; }