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-rw-r--r--progs/windml/uglbounce.c272
1 files changed, 272 insertions, 0 deletions
diff --git a/progs/windml/uglbounce.c b/progs/windml/uglbounce.c
new file mode 100644
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+++ b/progs/windml/uglbounce.c
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+/*
+ * 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;
+ }