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84b4c118c8
Author | SHA1 | Date | |
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84b4c118c8 | ||
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63a7e8b7f8 | ||
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acb92944d4 | ||
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098a8c1697 |
@ -55,6 +55,7 @@ video tutorials.
|
||||
- Jason Daly
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||||
- danhambleton
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||||
- Jarrod Davis
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||||
- decce
|
||||
- Olivier Delannoy
|
||||
- Paul R. Deppe
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||||
- Michael Dickens
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||||
|
@ -134,7 +134,6 @@ information on what to include when reporting a bug.
|
||||
- [Wayland] Bugfix: Ignore key repeat events when no window has keyboard focus (#2727)
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||||
- [Wayland] Bugfix: Reset key repeat timer when window destroyed (#2741,#2727)
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||||
- [Wayland] Bugfix: Memory would leak if reading a data offer failed midway
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||||
- [Wayland] Bugfix: Keyboard leave event handler now processes key repeats (#2736)
|
||||
- [Wayland] Bugfix: Retrieved cursor position would be incorrect when hovering over
|
||||
fallback decorations
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||||
- [Wayland] Bugfix: Fallback decorations would report scroll events
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||||
|
@ -255,3 +255,7 @@ hardware gamma correction, which today is typically an approximation of sRGB
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||||
gamma. This means that setting a perfectly linear ramp, or gamma 1.0, will
|
||||
produce the default (usually sRGB-like) behavior.
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||||
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||||
@note @wayland An application cannot read or modify the monitor gamma ramp. The
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||||
@ref glfwGetGammaRamp, @ref glfwSetGammaRamp and @ref glfwSetGamma functions
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||||
emit @ref GLFW_FEATURE_UNAVAILABLE.
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||||
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||||
|
@ -893,6 +893,12 @@ int xpos, ypos;
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||||
glfwGetWindowPos(window, &xpos, &ypos);
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||||
```
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||||
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||||
@note @wayland An applications cannot know the positions of its windows or
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||||
whether one has been moved. The @ref GLFW_POSITION_X and @ref GLFW_POSITION_Y
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||||
window hints are ignored. The @ref glfwGetWindowPos and @ref glfwSetWindowPos
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||||
functions emit @ref GLFW_FEATURE_UNAVAILABLE. The window position callback will
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||||
not be called.
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||||
|
||||
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||||
### Window title {#window_title}
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||||
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||||
@ -1038,6 +1044,12 @@ You can also get the current iconification state with @ref glfwGetWindowAttrib.
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int iconified = glfwGetWindowAttrib(window, GLFW_ICONIFIED);
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||||
```
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||||
|
||||
@note @wayland An application cannot know if any of its windows have been
|
||||
iconified or restore one from iconification. The @ref glfwRestoreWindow
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||||
function can only restore windows from maximization and the iconify callback
|
||||
will not be called. The [GLFW_ICONIFIED](@ref GLFW_ICONIFIED_attrib) attribute
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||||
will be false. The @ref glfwIconifyWindow function works normally.
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||||
|
||||
|
||||
### Window maximization {#window_maximize}
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||||
|
||||
|
775
examples/boing-opengles.c
Normal file
775
examples/boing-opengles.c
Normal file
@ -0,0 +1,775 @@
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||||
/*****************************************************************************
|
||||
* Title: OpenGL ES Boing
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||||
* Desc: Tribute to Amiga Boing.
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* Author: Jim Brooks <gfx@jimbrooks.org>
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* Original Amiga authors were R.J. Mical and Dale Luck.
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||||
* GLFW conversion by Marcus Geelnard
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||||
* OpenGL ES port by Mike Gorchak
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||||
* Notes: - 360' = 2*PI [radian]
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||||
*
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||||
* - Distances between objects are created by doing a relative
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||||
* Z translations.
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||||
*
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||||
* - Although OpenGL ES enticingly supports alpha-blending,
|
||||
* the shadow of the original Boing didn't affect the color
|
||||
* of the grid.
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||||
*
|
||||
* - [Marcus] Changed timing scheme from interval driven to frame-
|
||||
* time based animation steps (which results in much smoother
|
||||
* movement)
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||||
*
|
||||
* History of Amiga Boing:
|
||||
*
|
||||
* Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
|
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* 1985. According to legend, it was written ad-hoc in one night by
|
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* R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
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||||
* and smooth, attendees did not believe the Amiga prototype was really doing
|
||||
* the rendering. Suspecting a trick, they began looking around the booth for
|
||||
* a hidden computer or VCR.
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||||
*****************************************************************************/
|
||||
|
||||
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
|
||||
|
||||
#include <math.h>
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||||
|
||||
#define GLAD_GLES2_IMPLEMENTATION
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||||
#include <glad/gles2.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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||||
|
||||
#include <linmath.h>
|
||||
|
||||
/*****************************************************************************
|
||||
* Various declarations and macros
|
||||
*****************************************************************************/
|
||||
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||||
/* Draw ball, or its shadow */
|
||||
typedef enum
|
||||
{
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||||
DRAW_BALL,
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||||
DRAW_BALL_SHADOW
|
||||
} DRAW_BALL_ENUM;
|
||||
|
||||
/* Prototypes */
|
||||
void init(void);
|
||||
void display(void);
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||||
void reshape(GLFWwindow* window, int w, int h);
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||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
|
||||
void cursor_position_callback(GLFWwindow* window, double x, double y);
|
||||
void GenerateBoingBall(void);
|
||||
void GenerateGrid(void);
|
||||
void DrawBoingBall(DRAW_BALL_ENUM drawBallHow);
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void DrawGrid(void);
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||||
void BounceBall(float dt);
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||||
|
||||
#define RADIUS 70.0f
|
||||
#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
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||||
#define STEP_LATITUDE 22.5f
|
||||
|
||||
#define DIST_BALL (RADIUS * 2.0f + RADIUS * 0.1f)
|
||||
|
||||
#define VIEW_SCENE_DIST (DIST_BALL * 3.0f + 200.0f) /* distance from viewer to middle of boing area */
|
||||
#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */
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||||
#define BOUNCE_HEIGHT (RADIUS * 2.1f)
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||||
#define BOUNCE_WIDTH (RADIUS * 2.1f)
|
||||
|
||||
#define SHADOW_OFFSET_X -20.0f
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||||
#define SHADOW_OFFSET_Y 10.f
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||||
#define SHADOW_OFFSET_Z 0.0f
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||||
|
||||
#define WALL_L_OFFSET 0.0f
|
||||
#define WALL_R_OFFSET 5.0f
|
||||
|
||||
/* Animation speed (50.0 mimics the original GLUT demo speed) */
|
||||
#define ANIMATION_SPEED 50.0f
|
||||
|
||||
/* Maximum allowed delta time per physics iteration */
|
||||
#define MAX_DELTA_T 0.02f
|
||||
|
||||
/* Global vars */
|
||||
int windowed_xpos, windowed_ypos, windowed_width, windowed_height;
|
||||
int width, height;
|
||||
int override_pos = GLFW_FALSE;
|
||||
|
||||
float deg_rot_y = 0.0f;
|
||||
float deg_rot_y_inc = 2.0f;
|
||||
float cursor_x = 0.0f;
|
||||
float cursor_y = 0.0f;
|
||||
float ball_x = -RADIUS;
|
||||
float ball_y = -RADIUS;
|
||||
float ball_x_inc = 1.0f;
|
||||
float ball_y_inc = 2.0f;
|
||||
float t;
|
||||
float t_old = 0.0f;
|
||||
float dt;
|
||||
|
||||
/* Random number generator */
|
||||
#ifndef RAND_MAX
|
||||
#define RAND_MAX 4095
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||||
#endif
|
||||
|
||||
static mat4x4 projection;
|
||||
static mat4x4 modelview_orig;
|
||||
static mat4x4 modelview;
|
||||
static mat4x4 mvp;
|
||||
|
||||
static vec3* ball_color1_vertices = NULL;
|
||||
static vec3* ball_color2_vertices = NULL;
|
||||
static vec3* grid_vertices = NULL;
|
||||
static vec3 color1 = {0.8f, 0.1f, 0.1f}; /* reddish */
|
||||
static vec3 color2 = {0.95f, 0.95f, 0.95f}; /* almost white */
|
||||
static vec3 color_shadow = {0.35f, 0.35f, 0.35f}; /* dark grey */
|
||||
static vec3 grid_color = {0.6f, 0.1f, 0.6f}; /* purple */
|
||||
|
||||
static int facet_array_size = 0;
|
||||
static int grid_array_size = 0;
|
||||
|
||||
static GLuint buffer;
|
||||
static GLuint program;
|
||||
static GLuint mvp_matrix_loc = -1;
|
||||
static GLuint vertex_color_loc = -1;
|
||||
static GLuint vertex_attr_index = -1;
|
||||
|
||||
/*****************************************************************************
|
||||
* Truncate a degree.
|
||||
*****************************************************************************/
|
||||
float TruncateDeg(float deg)
|
||||
{
|
||||
if (deg >= 360.0f)
|
||||
return (deg - 360.0f);
|
||||
else
|
||||
return deg;
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Convert a degree (360-based) into a radian.
|
||||
* 360' = 2 * PI
|
||||
*****************************************************************************/
|
||||
float deg2rad(float deg)
|
||||
{
|
||||
return deg / 360.0f * (2.0f * M_PI);
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* 360' sin().
|
||||
*****************************************************************************/
|
||||
float sin_deg(float deg)
|
||||
{
|
||||
return sin(deg2rad(deg));
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* 360' cos().
|
||||
*****************************************************************************/
|
||||
float cos_deg(float deg)
|
||||
{
|
||||
return cos(deg2rad(deg));
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* init_shaders()
|
||||
*****************************************************************************/
|
||||
static int init_shaders(void)
|
||||
{
|
||||
GLenum error;
|
||||
GLuint vertex_shader, fragment_shader;
|
||||
char log[8192];
|
||||
GLsizei len;
|
||||
GLint processing_done = GL_TRUE;
|
||||
|
||||
error = glGetError();
|
||||
|
||||
const char *vtx_shdr_src =
|
||||
"attribute vec3 vertex_position; \n"
|
||||
" \n"
|
||||
"uniform mat4 mvp_matrix; \n"
|
||||
"uniform vec4 vertex_color; \n"
|
||||
" \n"
|
||||
"varying vec4 fs_color; \n"
|
||||
" \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" fs_color = vertex_color; \n"
|
||||
" gl_Position = mvp_matrix * vec4(vertex_position, 1.0); \n"
|
||||
"} \n";
|
||||
|
||||
const char *frg_shdr_src =
|
||||
"varying vec4 fs_color; \n"
|
||||
" \n"
|
||||
"void main(void) \n"
|
||||
"{ \n"
|
||||
" gl_FragColor = fs_color; \n"
|
||||
"} \n";
|
||||
|
||||
program = glCreateProgram();
|
||||
|
||||
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||
glAttachShader(program, vertex_shader);
|
||||
glShaderSource(vertex_shader, 1, (const char**)&vtx_shdr_src, NULL);
|
||||
glCompileShader(vertex_shader);
|
||||
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &processing_done);
|
||||
if (processing_done != GL_TRUE)
|
||||
{
|
||||
glGetShaderInfoLog(vertex_shader, sizeof(log), &len, log);
|
||||
fprintf(stderr, "Vertex Shader: %s", log);
|
||||
return -1;
|
||||
}
|
||||
|
||||
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glAttachShader(program, fragment_shader);
|
||||
glShaderSource(fragment_shader, 1, (const char**)&frg_shdr_src, NULL);
|
||||
glCompileShader(fragment_shader);
|
||||
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &processing_done);
|
||||
if (processing_done != GL_TRUE)
|
||||
{
|
||||
glGetShaderInfoLog(fragment_shader, sizeof(log), &len, log);
|
||||
fprintf(stderr, "Fragment Shader: %s", log);
|
||||
return -1;
|
||||
}
|
||||
|
||||
glLinkProgram(program);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &processing_done);
|
||||
if (processing_done != GL_TRUE)
|
||||
{
|
||||
glGetProgramInfoLog(program, sizeof(log), &len, log);
|
||||
fprintf(stderr, "Linker: %s", log);
|
||||
return -1;
|
||||
}
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
mvp_matrix_loc = glGetUniformLocation(program, "mvp_matrix");
|
||||
if ((mvp_matrix_loc == -1))
|
||||
{
|
||||
fprintf(stderr, "Can't locate location of MVP matrix uniform!\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
vertex_color_loc = glGetUniformLocation(program, "vertex_color");
|
||||
if (vertex_color_loc == -1)
|
||||
{
|
||||
fprintf(stderr, "Can't locate location of fog color uniform!\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
vertex_attr_index = glGetAttribLocation(program, "vertex_position");
|
||||
if (vertex_attr_index == -1)
|
||||
{
|
||||
fprintf(stderr, "Can't locate location of vertex attribute!\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* We do not change VBO and use index offsets to the array elements */
|
||||
glEnableVertexAttribArray(vertex_attr_index);
|
||||
glVertexAttribPointer(vertex_attr_index, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)(uintptr_t)0);
|
||||
|
||||
error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
fprintf(stderr, "GL Error: 0x%04X in shaders setup\n", error);
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* init()
|
||||
*****************************************************************************/
|
||||
void init(void)
|
||||
{
|
||||
int offset = 0;
|
||||
|
||||
/* Clear background. */
|
||||
glClearColor(0.55f, 0.55f, 0.55f, 0.0f);
|
||||
|
||||
/* Generate initial modelview matrix */
|
||||
vec3 eye = {0.0f, 0.0f, VIEW_SCENE_DIST};
|
||||
vec3 center = {0.0f, 0.0f, 0.0f};
|
||||
vec3 up = {0.0f, -1.0f, 0.0f};
|
||||
mat4x4_look_at(modelview_orig, eye, center, up);
|
||||
|
||||
GenerateBoingBall();
|
||||
GenerateGrid();
|
||||
|
||||
/* Setup VBO */
|
||||
glGenBuffers(1, &buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, facet_array_size + facet_array_size + grid_array_size,
|
||||
NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, facet_array_size, ball_color1_vertices);
|
||||
offset += facet_array_size;
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, facet_array_size, ball_color2_vertices);
|
||||
offset += facet_array_size;
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, grid_array_size, grid_vertices);
|
||||
offset += grid_array_size;
|
||||
|
||||
/* We don't need vertices in a heap, they were uploaded as VBO */
|
||||
free(ball_color1_vertices);
|
||||
free(ball_color2_vertices);
|
||||
free(grid_vertices);
|
||||
|
||||
init_shaders();
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* display()
|
||||
*****************************************************************************/
|
||||
void display(void)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
DrawBoingBall(DRAW_BALL_SHADOW);
|
||||
DrawGrid();
|
||||
DrawBoingBall(DRAW_BALL);
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* reshape()
|
||||
*****************************************************************************/
|
||||
void reshape(GLFWwindow* window, int w, int h)
|
||||
{
|
||||
width = w;
|
||||
height = h;
|
||||
|
||||
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
|
||||
|
||||
mat4x4_perspective(projection, 2.0f * (float)atan2(RADIUS, 200.0f), (float)w / (float)h, 1.0f, VIEW_SCENE_DIST);
|
||||
}
|
||||
|
||||
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (action != GLFW_PRESS)
|
||||
return;
|
||||
|
||||
if (key == GLFW_KEY_ESCAPE && mods == 0)
|
||||
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
||||
if ((key == GLFW_KEY_ENTER && mods == GLFW_MOD_ALT) ||
|
||||
(key == GLFW_KEY_F11 && mods == GLFW_MOD_ALT))
|
||||
{
|
||||
if (glfwGetWindowMonitor(window))
|
||||
{
|
||||
glfwSetWindowMonitor(window, NULL,
|
||||
windowed_xpos, windowed_ypos,
|
||||
windowed_width, windowed_height, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
|
||||
if (monitor)
|
||||
{
|
||||
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
||||
glfwGetWindowPos(window, &windowed_xpos, &windowed_ypos);
|
||||
glfwGetWindowSize(window, &windowed_width, &windowed_height);
|
||||
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void set_ball_pos(float x, float y)
|
||||
{
|
||||
ball_x = (width / 2) - x;
|
||||
ball_y = y - (height / 2);
|
||||
}
|
||||
|
||||
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
if (button != GLFW_MOUSE_BUTTON_LEFT)
|
||||
return;
|
||||
|
||||
if (action == GLFW_PRESS)
|
||||
{
|
||||
override_pos = GLFW_TRUE;
|
||||
set_ball_pos(cursor_x, cursor_y);
|
||||
}
|
||||
else
|
||||
{
|
||||
override_pos = GLFW_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
void cursor_position_callback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
cursor_x = (float)x;
|
||||
cursor_y = (float)y;
|
||||
|
||||
if (override_pos)
|
||||
set_ball_pos(cursor_x, cursor_y);
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Generate the Boing ball.
|
||||
*
|
||||
* The Boing ball is sphere in which each facet is a rectangle.
|
||||
* Facet colors alternate between red and white.
|
||||
* The ball is built by stacking latitudinal circles. Each circle is composed
|
||||
* of a widely-separated set of points, so that each facet is noticeably large.
|
||||
*****************************************************************************/
|
||||
void GenerateBoingBall(void)
|
||||
{
|
||||
/* degree of longitude */
|
||||
float lon_deg;
|
||||
float lat_deg;
|
||||
int vertex_idx_c1 = 0;
|
||||
int vertex_idx_c2 = 0;
|
||||
bool colorToggle = 0;
|
||||
|
||||
/* "ne" means south-east, so on */
|
||||
vec3 vert_ne;
|
||||
vec3 vert_nw;
|
||||
vec3 vert_sw;
|
||||
vec3 vert_se;
|
||||
|
||||
/* "/ 2" - half facets of one color */
|
||||
/* "* 6" - 6 vertices per facet (two triangles) */
|
||||
facet_array_size = (int)((180.0f / STEP_LONGITUDE) * (360.0f / STEP_LATITUDE) / 2) * 6 * sizeof(vec3);
|
||||
ball_color1_vertices = calloc(1, facet_array_size);
|
||||
ball_color2_vertices = calloc(1, facet_array_size);
|
||||
if ((ball_color1_vertices == NULL) || (ball_color2_vertices == NULL))
|
||||
{
|
||||
fprintf(stderr, "Can't allocate memory for ball vertices!\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
/*
|
||||
* Build a faceted latitude slice of the Boing ball,
|
||||
* stepping same-sized vertical bands of the sphere.
|
||||
*/
|
||||
for (lon_deg = 0; lon_deg < 180; lon_deg += STEP_LONGITUDE)
|
||||
{
|
||||
/*
|
||||
* Iterate through the points of a latitude circle.
|
||||
* A latitude circle is a 2D set of X,Z points.
|
||||
*/
|
||||
for (lat_deg = 0; lat_deg <= (360 - STEP_LATITUDE); lat_deg += STEP_LATITUDE)
|
||||
{
|
||||
/* Assign each Y. */
|
||||
vert_ne[1] = vert_nw[1] = (float) cos_deg((lon_deg + STEP_LONGITUDE)) * RADIUS;
|
||||
vert_sw[1] = vert_se[1] = (float) cos_deg(lon_deg) * RADIUS;
|
||||
|
||||
/*
|
||||
* Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
|
||||
* Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
|
||||
* while long=90 (sin(90)=1) is at equator.
|
||||
*/
|
||||
vert_ne[0] = (float)cos_deg(lat_deg ) * (RADIUS * (float)sin_deg(lon_deg + STEP_LONGITUDE));
|
||||
vert_se[0] = (float)cos_deg(lat_deg ) * (RADIUS * (float)sin_deg(lon_deg ));
|
||||
vert_nw[0] = (float)cos_deg(lat_deg + STEP_LATITUDE) * (RADIUS * (float)sin_deg(lon_deg + STEP_LONGITUDE));
|
||||
vert_sw[0] = (float)cos_deg(lat_deg + STEP_LATITUDE) * (RADIUS * (float)sin_deg(lon_deg ));
|
||||
|
||||
vert_ne[2] = (float)sin_deg(lat_deg ) * (RADIUS * (float)sin_deg(lon_deg + STEP_LONGITUDE));
|
||||
vert_se[2] = (float)sin_deg(lat_deg ) * (RADIUS * (float)sin_deg(lon_deg ));
|
||||
vert_nw[2] = (float)sin_deg(lat_deg + STEP_LATITUDE) * (RADIUS * (float)sin_deg(lon_deg + STEP_LONGITUDE));
|
||||
vert_sw[2] = (float)sin_deg(lat_deg + STEP_LATITUDE) * (RADIUS * (float)sin_deg(lon_deg ));
|
||||
|
||||
/*
|
||||
* Color this polygon with red or white. Replace polygons with
|
||||
* triangles to perform a batch draw operation.
|
||||
*/
|
||||
if (colorToggle)
|
||||
{
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 0], vert_ne, sizeof(vec3)); /* V0 */
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 1], vert_nw, sizeof(vec3)); /* V1 */
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 2], vert_sw, sizeof(vec3)); /* V2 */
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 3], vert_ne, sizeof(vec3)); /* V0 */
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 4], vert_sw, sizeof(vec3)); /* V2 */
|
||||
memcpy(ball_color1_vertices[vertex_idx_c1 + 5], vert_se, sizeof(vec3)); /* V3 */
|
||||
vertex_idx_c1 += 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 0], vert_ne, sizeof(vec3)); /* V0 */
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 1], vert_nw, sizeof(vec3)); /* V1 */
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 2], vert_sw, sizeof(vec3)); /* V2 */
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 3], vert_ne, sizeof(vec3)); /* V0 */
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 4], vert_sw, sizeof(vec3)); /* V2 */
|
||||
memcpy(ball_color2_vertices[vertex_idx_c2 + 5], vert_se, sizeof(vec3)); /* V3 */
|
||||
vertex_idx_c2 += 6;
|
||||
}
|
||||
|
||||
colorToggle = ! colorToggle;
|
||||
}
|
||||
|
||||
/* Toggle color so that next band will opposite red/white colors than this one. */
|
||||
colorToggle = ! colorToggle;
|
||||
}
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Bounce the ball.
|
||||
*****************************************************************************/
|
||||
void BounceBall(float delta_t)
|
||||
{
|
||||
float sign;
|
||||
float deg;
|
||||
|
||||
if (override_pos)
|
||||
return;
|
||||
|
||||
/* Bounce on walls */
|
||||
if (ball_x > (BOUNCE_WIDTH / 2 + WALL_R_OFFSET))
|
||||
{
|
||||
ball_x_inc = -0.5f - 0.75f * (float)rand() / (float)RAND_MAX;
|
||||
deg_rot_y_inc = -deg_rot_y_inc;
|
||||
}
|
||||
if (ball_x < -(BOUNCE_HEIGHT / 2 + WALL_L_OFFSET))
|
||||
{
|
||||
ball_x_inc = 0.5f + 0.75f * (float)rand() / (float)RAND_MAX;
|
||||
deg_rot_y_inc = -deg_rot_y_inc;
|
||||
}
|
||||
|
||||
/* Bounce on floor / roof */
|
||||
if (ball_y > BOUNCE_HEIGHT / 2)
|
||||
{
|
||||
ball_y_inc = -0.75f - 1.0f * (float)rand() / (float)RAND_MAX;
|
||||
}
|
||||
if (ball_y < -BOUNCE_HEIGHT / 2 * 0.85)
|
||||
{
|
||||
ball_y_inc = 0.75f + 1.0f * (float)rand() / (float)RAND_MAX;
|
||||
}
|
||||
|
||||
/* Update ball position */
|
||||
ball_x += ball_x_inc * ((float)delta_t * ANIMATION_SPEED);
|
||||
ball_y += ball_y_inc * ((float)delta_t * ANIMATION_SPEED);
|
||||
|
||||
/* Simulate the effects of gravity on Y movement. */
|
||||
if (ball_y_inc < 0) sign = -1.0; else sign = 1.0;
|
||||
|
||||
deg = (ball_y + BOUNCE_HEIGHT / 2) * 90 / BOUNCE_HEIGHT;
|
||||
if (deg > 80) deg = 80;
|
||||
if (deg < 10) deg = 10;
|
||||
|
||||
ball_y_inc = sign * 4.0f * (float)sin_deg(deg);
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Draw the ball.
|
||||
*****************************************************************************/
|
||||
void DrawBoingBall(DRAW_BALL_ENUM drawBallHow)
|
||||
{
|
||||
float dt_total, dt2;
|
||||
GLenum error;
|
||||
|
||||
/* Reset error */
|
||||
error = glGetError();
|
||||
|
||||
memcpy(modelview, modelview_orig, sizeof(modelview));
|
||||
|
||||
/* Another relative Z translation to separate objects. */
|
||||
mat4x4_translate_in_place(modelview, 0.0f, 0.0f, DIST_BALL);
|
||||
|
||||
/* Update ball position and rotation (iterate if necessary) */
|
||||
dt_total = dt;
|
||||
while (dt_total > 0.0)
|
||||
{
|
||||
dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
|
||||
dt_total -= dt2;
|
||||
BounceBall(dt2);
|
||||
deg_rot_y = TruncateDeg(deg_rot_y + deg_rot_y_inc * ((float)dt2 * ANIMATION_SPEED));
|
||||
}
|
||||
|
||||
/* Set ball position */
|
||||
mat4x4_translate_in_place(modelview, ball_x, ball_y, 0.0f);
|
||||
|
||||
/* Offset the shadow. */
|
||||
if (drawBallHow == DRAW_BALL_SHADOW)
|
||||
{
|
||||
mat4x4_translate_in_place(modelview, SHADOW_OFFSET_X, SHADOW_OFFSET_Y, SHADOW_OFFSET_Z);
|
||||
}
|
||||
|
||||
/* Tilt the ball. */
|
||||
mat4x4_rotate(modelview, modelview, 0.0f, 0.0f, 1.0f, deg2rad(-20.0f));
|
||||
|
||||
/* Continually rotate ball around Y axis. */
|
||||
mat4x4_rotate(modelview, modelview, 0.0f, 1.0f, 0.0f, deg2rad(deg_rot_y));
|
||||
|
||||
/* Set OpenGL state for Boing ball. */
|
||||
glCullFace(GL_FRONT);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
mat4x4_mul(mvp, projection, modelview);
|
||||
glUniformMatrix4fv(mvp_matrix_loc, 1, GL_FALSE, (GLfloat*)mvp);
|
||||
|
||||
if (drawBallHow == DRAW_BALL_SHADOW)
|
||||
{
|
||||
glUniform4fv(vertex_color_loc, 1, color_shadow);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUniform4fv(vertex_color_loc, 1, color1);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, facet_array_size / sizeof(vec3));
|
||||
|
||||
if (drawBallHow == DRAW_BALL_SHADOW)
|
||||
{
|
||||
glUniform4fv(vertex_color_loc, 1, color_shadow);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUniform4fv(vertex_color_loc, 1, color2);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, facet_array_size / sizeof(vec3), facet_array_size / sizeof(vec3));
|
||||
|
||||
error = glGetError();
|
||||
if (error != GL_NO_ERROR)
|
||||
{
|
||||
fprintf(stderr, "GL Error: 0x%04X in ball draw function\n", error);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Generate grid of lines
|
||||
*****************************************************************************/
|
||||
void GenerateGrid(void)
|
||||
{
|
||||
const int rowTotal = 12; /* must be divisible by 2 */
|
||||
const int colTotal = rowTotal; /* must be same as rowTotal */
|
||||
const float widthLine = 2.0f; /* should be divisible by 2 */
|
||||
const float sizeCell = GRID_SIZE / rowTotal;
|
||||
const float z_offset = -40.0f;
|
||||
int row, col;
|
||||
float xl, xr;
|
||||
float yt, yb;
|
||||
int grid_idx = 0;
|
||||
|
||||
/* "* 6" - 6 vertices per line (two triangles) */
|
||||
grid_array_size = ((rowTotal + 1) + (colTotal + 1)) * 6 * sizeof(vec3);
|
||||
grid_vertices = calloc(1, facet_array_size);
|
||||
if (grid_vertices == NULL)
|
||||
{
|
||||
fprintf(stderr, "Can't allocate memory for grid vertices!\n");
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
/* Generate vertical lines (as skinny 3D rectangles). */
|
||||
for (col = 0; col <= colTotal; col++)
|
||||
{
|
||||
/* Compute coords of line. */
|
||||
xl = -GRID_SIZE / 2 + col * sizeCell;
|
||||
xr = xl + widthLine;
|
||||
|
||||
yt = GRID_SIZE / 2;
|
||||
yb = -GRID_SIZE / 2 - widthLine;
|
||||
|
||||
memcpy(grid_vertices[grid_idx + 0], (vec3){xr, yt, z_offset}, sizeof(vec3)); /* NE, V0 */
|
||||
memcpy(grid_vertices[grid_idx + 1], (vec3){xl, yt, z_offset}, sizeof(vec3)); /* NW, V1 */
|
||||
memcpy(grid_vertices[grid_idx + 2], (vec3){xl, yb, z_offset}, sizeof(vec3)); /* SW, V2 */
|
||||
memcpy(grid_vertices[grid_idx + 3], (vec3){xr, yt, z_offset}, sizeof(vec3)); /* NE, V0 */
|
||||
memcpy(grid_vertices[grid_idx + 4], (vec3){xl, yb, z_offset}, sizeof(vec3)); /* SW, V2 */
|
||||
memcpy(grid_vertices[grid_idx + 5], (vec3){xr, yb, z_offset}, sizeof(vec3)); /* SE, V3 */
|
||||
grid_idx += 6;
|
||||
}
|
||||
|
||||
/* Generate horizontal lines (as skinny 3D rectangles). */
|
||||
for (row = 0; row <= rowTotal; row++)
|
||||
{
|
||||
/* Compute coords of line. */
|
||||
yt = GRID_SIZE / 2 - row * sizeCell;
|
||||
yb = yt - widthLine;
|
||||
|
||||
xl = -GRID_SIZE / 2;
|
||||
xr = GRID_SIZE / 2 + widthLine;
|
||||
|
||||
memcpy(grid_vertices[grid_idx + 0], (vec3){xr, yt, z_offset}, sizeof(vec3)); /* NE, V0 */
|
||||
memcpy(grid_vertices[grid_idx + 1], (vec3){xl, yt, z_offset}, sizeof(vec3)); /* NW, V1 */
|
||||
memcpy(grid_vertices[grid_idx + 2], (vec3){xl, yb, z_offset}, sizeof(vec3)); /* SW, V2 */
|
||||
memcpy(grid_vertices[grid_idx + 3], (vec3){xr, yt, z_offset}, sizeof(vec3)); /* NE, V0 */
|
||||
memcpy(grid_vertices[grid_idx + 4], (vec3){xl, yb, z_offset}, sizeof(vec3)); /* SW, V2 */
|
||||
memcpy(grid_vertices[grid_idx + 5], (vec3){xr, yb, z_offset}, sizeof(vec3)); /* SE, V3 */
|
||||
grid_idx += 6;
|
||||
}
|
||||
}
|
||||
|
||||
/*****************************************************************************
|
||||
* Draw the purple grid of lines, behind the Boing ball.
|
||||
* When the Workbench is dropped to the bottom, Boing shows 12 rows.
|
||||
*****************************************************************************/
|
||||
void DrawGrid(void)
|
||||
{
|
||||
memcpy(modelview, modelview_orig, sizeof(modelview));
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
/* Another relative Z translation to separate objects. */
|
||||
mat4x4_translate_in_place(modelview, 0.0f, 0.0f, DIST_BALL);
|
||||
|
||||
mat4x4_mul(mvp, projection, modelview);
|
||||
glUniformMatrix4fv(mvp_matrix_loc, 1, GL_FALSE, (GLfloat*)mvp);
|
||||
|
||||
glUniform4fv(vertex_color_loc, 1, grid_color);
|
||||
glDrawArrays(GL_TRIANGLES, (facet_array_size + facet_array_size) / sizeof(vec3),
|
||||
(facet_array_size + facet_array_size) / sizeof(vec3));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
/*======================================================================*
|
||||
* main()
|
||||
*======================================================================*/
|
||||
|
||||
int main(void)
|
||||
{
|
||||
GLFWwindow* window;
|
||||
|
||||
/* Init GLFW */
|
||||
if (!glfwInit())
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
window = glfwCreateWindow(400, 400, "Boing OpenGL ES 2.x (classic Amiga demo)", NULL, NULL);
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwSetWindowAspectRatio(window, 1, 1);
|
||||
|
||||
glfwSetFramebufferSizeCallback(window, reshape);
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
||||
glfwSetCursorPosCallback(window, cursor_position_callback);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
gladLoadGLES2(glfwGetProcAddress);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
reshape(window, width, height);
|
||||
|
||||
glfwSetTime(0.0);
|
||||
|
||||
init();
|
||||
|
||||
/* Main loop */
|
||||
for (;;)
|
||||
{
|
||||
/* Timing */
|
||||
t = glfwGetTime();
|
||||
dt = t - t_old;
|
||||
t_old = t;
|
||||
|
||||
/* Draw one frame */
|
||||
display();
|
||||
|
||||
/* Swap buffers */
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
/* Check if we are still running */
|
||||
if (glfwWindowShouldClose(window))
|
||||
break;
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
@ -2915,8 +2915,8 @@ GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor);
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_INVALID_VALUE,
|
||||
* @ref GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
|
||||
*
|
||||
* @remark @wayland Gamma handling is a privileged protocol, this function
|
||||
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
|
||||
* @remark @wayland Monitor gamma is a privileged protocol, so this function
|
||||
* cannot be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
@ -2939,8 +2939,8 @@ GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma);
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref GLFW_PLATFORM_ERROR
|
||||
* and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
|
||||
*
|
||||
* @remark @wayland Gamma handling is a privileged protocol, this function
|
||||
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE while
|
||||
* @remark @wayland Monitor gamma is a privileged protocol, so this function
|
||||
* cannot be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE while
|
||||
* returning `NULL`.
|
||||
*
|
||||
* @pointer_lifetime The returned structure and its arrays are allocated and
|
||||
@ -2983,8 +2983,8 @@ GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor);
|
||||
*
|
||||
* @remark @win32 The gamma ramp size must be 256.
|
||||
*
|
||||
* @remark @wayland Gamma handling is a privileged protocol, this function
|
||||
* will thus never be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
|
||||
* @remark @wayland Monitor gamma is a privileged protocol, so this function
|
||||
* cannot be implemented and emits @ref GLFW_FEATURE_UNAVAILABLE.
|
||||
*
|
||||
* @pointer_lifetime The specified gamma ramp is copied before this function
|
||||
* returns.
|
||||
@ -3430,8 +3430,8 @@ GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* i
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
|
||||
* GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
|
||||
*
|
||||
* @remark @wayland There is no way for an application to retrieve the global
|
||||
* position of its windows. This function will emit @ref
|
||||
* @remark @wayland Window positions are not currently part of any common
|
||||
* Wayland protocol, so this function cannot be implemented and will emit @ref
|
||||
* GLFW_FEATURE_UNAVAILABLE.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
@ -3464,8 +3464,8 @@ GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos);
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref
|
||||
* GLFW_PLATFORM_ERROR and @ref GLFW_FEATURE_UNAVAILABLE (see remarks).
|
||||
*
|
||||
* @remark @wayland There is no way for an application to set the global
|
||||
* position of its windows. This function will emit @ref
|
||||
* @remark @wayland Window positions are not currently part of any common
|
||||
* Wayland protocol, so this function cannot be implemented and will emit @ref
|
||||
* GLFW_FEATURE_UNAVAILABLE.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
@ -3807,10 +3807,6 @@ GLFWAPI void glfwSetWindowOpacity(GLFWwindow* window, float opacity);
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
|
||||
* GLFW_PLATFORM_ERROR.
|
||||
*
|
||||
* @remark @wayland Once a window is iconified, @ref glfwRestoreWindow won’t
|
||||
* be able to restore it. This is a design decision of the xdg-shell
|
||||
* protocol.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
* @sa @ref window_iconify
|
||||
@ -3838,6 +3834,10 @@ GLFWAPI void glfwIconifyWindow(GLFWwindow* window);
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
|
||||
* GLFW_PLATFORM_ERROR.
|
||||
*
|
||||
* @remark @wayland Restoring a window from maximization is not currently part
|
||||
* of any common Wayland protocol, so this function can only restore windows
|
||||
* from maximization.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
* @sa @ref window_iconify
|
||||
@ -4058,8 +4058,8 @@ GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window);
|
||||
* affected by any resizing or mode switching, although you may need to update
|
||||
* your viewport if the framebuffer size has changed.
|
||||
*
|
||||
* @remark @wayland The desired window position is ignored, as there is no way
|
||||
* for an application to set this property.
|
||||
* @remark @wayland Window positions are not currently part of any common
|
||||
* Wayland protocol. The window position arguments are ignored.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
@ -4096,8 +4096,9 @@ GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int
|
||||
* errors. However, this function should not fail as long as it is passed
|
||||
* valid arguments and the library has been [initialized](@ref intro_init).
|
||||
*
|
||||
* @remark @wayland The Wayland protocol provides no way to check whether a
|
||||
* window is iconfied, so @ref GLFW_ICONIFIED always returns `GLFW_FALSE`.
|
||||
* @remark @wayland Checking whether a window is iconified is not currently
|
||||
* part of any common Wayland protocol, so the @ref GLFW_ICONIFIED attribute
|
||||
* cannot be implemented and is always `GLFW_FALSE`.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
@ -4219,8 +4220,8 @@ GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window);
|
||||
*
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
|
||||
*
|
||||
* @remark @wayland This callback will never be called, as there is no way for
|
||||
* an application to know its global position.
|
||||
* @remark @wayland This callback will not be called. The Wayland protocol
|
||||
* provides no way to be notified of when a window is moved.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
@ -4395,6 +4396,10 @@ GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwi
|
||||
*
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED.
|
||||
*
|
||||
* @remark @wayland This callback will not be called. The Wayland protocol
|
||||
* provides no way to be notified of when a window is iconified, and no way to
|
||||
* check whether a window is currently iconified.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
* @sa @ref window_iconify
|
||||
|
Loading…
Reference in New Issue
Block a user