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diff --git a/demos/modules/gwin/gl3d/main.c b/demos/modules/gwin/gl3d/main.c
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+/*
+ * Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
+ * Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the <organization> nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "gfx.h"
+
+/* The handles for our two Windows */
+GHandle gh;
+
+static GLfloat Xrot, Xstep;
+static GLfloat Yrot, Ystep;
+static GLfloat Zrot, Zstep;
+static GLfloat Step = 5.0;
+static GLfloat Scale = 1.0;
+static GLuint Object;
+
+static GLuint make_object( void )
+{
+ GLuint list;
+
+ list = glGenLists( 1 );
+
+ glNewList( list, GL_COMPILE );
+
+ glBegin( GL_LINE_LOOP );
+ glColor3f( 1.0, 1.0, 1.0 );
+ glVertex3f( 1.0, 0.5, -0.4 );
+ glColor3f( 1.0, 0.0, 0.0 );
+ glVertex3f( 1.0, -0.5, -0.4 );
+ glColor3f( 0.0, 1.0, 0.0 );
+ glVertex3f( -1.0, -0.5, -0.4 );
+ glColor3f( 0.0, 0.0, 1.0 );
+ glVertex3f( -1.0, 0.5, -0.4 );
+ glEnd();
+
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ glBegin( GL_LINE_LOOP );
+ glVertex3f( 1.0, 0.5, 0.4 );
+ glVertex3f( 1.0, -0.5, 0.4 );
+ glVertex3f( -1.0, -0.5, 0.4 );
+ glVertex3f( -1.0, 0.5, 0.4 );
+ glEnd();
+
+ glBegin( GL_LINES );
+ glVertex3f( 1.0, 0.5, -0.4 ); glVertex3f( 1.0, 0.5, 0.4 );
+ glVertex3f( 1.0, -0.5, -0.4 ); glVertex3f( 1.0, -0.5, 0.4 );
+ glVertex3f( -1.0, -0.5, -0.4 ); glVertex3f( -1.0, -0.5, 0.4 );
+ glVertex3f( -1.0, 0.5, -0.4 ); glVertex3f( -1.0, 0.5, 0.4 );
+ glEnd();
+
+
+ glEndList();
+
+ return list;
+}
+
+static void draw( void )
+{
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ glPushMatrix();
+
+ glTranslatef( 0.0, 0.0, -10.0 );
+ glScalef( Scale, Scale, Scale );
+ if (Xstep) {
+ glRotatef( Xrot, 1.0, 0.0, 0.0 );
+ }
+ else if (Ystep) {
+ glRotatef( Yrot, 0.0, 1.0, 0.0 );
+ }
+ else {
+ glRotatef( Zrot, 0.0, 0.0, 1.0 );
+ }
+
+ glCallList( Object );
+
+ glPopMatrix();
+
+ glFlush();
+ gwinRedraw(gh);
+}
+
+
+static void idle( void )
+{
+ Xrot += Xstep;
+ Yrot += Ystep;
+ Zrot += Zstep;
+
+ if (Xrot>=360.0) {
+ Xrot = Xstep = 0.0;
+ Ystep = Step;
+ }
+ else if (Yrot>=360.0) {
+ Yrot = Ystep = 0.0;
+ Zstep = Step;
+ }
+ else if (Zrot>=360.0) {
+ Zrot = Zstep = 0.0;
+ Xstep = Step;
+ }
+ draw();
+}
+
+int main(void) {
+ /* Initialize and clear the display */
+ gfxInit();
+ gdispClear(White);
+
+ /* Create the 3D window */
+ {
+ GWindowInit wi;
+
+ gwinClearInit(&wi);
+ wi.show = TRUE; wi.x = 20; wi.y = 10; wi.width = 200; wi.height = 150;
+ gh = gwinGL3DCreate(0, &wi);
+ }
+
+ /* Set fore- and background colors */
+ gwinSetColor(gh, White);
+ gwinSetBgColor(gh, Blue);
+
+ /* Clear the window */
+ gwinClear(gh);
+
+ /* Init the 3D stuff */
+ glViewport(0, 0, (GLint)gwinGetWidth(gh), (GLint)gwinGetHeight(gh));
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
+ glMatrixMode(GL_MODELVIEW);
+
+ Object = make_object();
+ glCullFace( GL_BACK );
+ // glEnable( GL_CULL_FACE );
+ glDisable( GL_DITHER );
+ glShadeModel( GL_FLAT );
+ // glEnable( GL_DEPTH_TEST );
+ Xrot = Yrot = Zrot = 0.0;
+ Xstep = Step;
+ Ystep = Zstep = 0.0;
+
+
+ while(TRUE) {
+
+ // rate control
+ gfxSleepMilliseconds(10);
+
+ // move and redraw
+ idle();
+ }
+}
+