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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"
#define GL3D_WINDOW_SIZE 120 // Limits zbuffer size to program runs in 192k limit on STMF407
#define FRAME_DELAY 20 // 20ms should be approx 50 frames per second less CPU overheads.
/* The handle for our Window */
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 spin( 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 = (gdispGetWidth()-GL3D_WINDOW_SIZE)/2; wi.y = (gdispGetHeight()-GL3D_WINDOW_SIZE)/2; wi.width = GL3D_WINDOW_SIZE; wi.height = GL3D_WINDOW_SIZE;
gh = gwinGL3DCreate(0, &wi);
}
/* Init the 3D stuff */
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(FRAME_DELAY);
// move and redraw
spin();
}
}
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