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18d71c2b6d
This makes polymorphic behaviour easier to implement and avoids the problem of events being triggered before the GLFW window object is fully usable.
629 lines
18 KiB
C
629 lines
18 KiB
C
/*****************************************************************************
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* Title: GLBoing
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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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* 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 enticingly supports alpha-blending,
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* the shadow of the original Boing didn't affect the color
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* of the grid.
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*
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* - [Marcus] Changed timing scheme from interval driven to frame-
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* time based animation steps (which results in much smoother
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* movement)
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*
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* History of Amiga Boing:
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*
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* 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
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* the rendering. Suspecting a trick, they began looking around the booth for
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* a hidden computer or VCR.
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*****************************************************************************/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#define GLFW_INCLUDE_GLU
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#include <GL/glfw3.h>
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/*****************************************************************************
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* Various declarations and macros
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*****************************************************************************/
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/* Prototypes */
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void init( void );
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void display( void );
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void reshape( GLFWwindow window, int w, int h );
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void DrawBoingBall( void );
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void BounceBall( double dt );
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void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi );
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void DrawGrid( void );
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#define RADIUS 70.f
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#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
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#define STEP_LATITUDE 22.5f
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#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f)
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#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */
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#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)
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#define SHADOW_OFFSET_X -20.f
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#define SHADOW_OFFSET_Y 10.f
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#define SHADOW_OFFSET_Z 0.f
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#define WALL_L_OFFSET 0.f
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#define WALL_R_OFFSET 5.f
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/* Animation speed (50.0 mimics the original GLUT demo speed) */
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#define ANIMATION_SPEED 50.f
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/* Maximum allowed delta time per physics iteration */
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#define MAX_DELTA_T 0.02f
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/* Draw ball, or its shadow */
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typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
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/* Vertex type */
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typedef struct {float x; float y; float z;} vertex_t;
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/* Global vars */
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GLfloat deg_rot_y = 0.f;
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GLfloat deg_rot_y_inc = 2.f;
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GLfloat ball_x = -RADIUS;
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GLfloat ball_y = -RADIUS;
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GLfloat ball_x_inc = 1.f;
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GLfloat ball_y_inc = 2.f;
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DRAW_BALL_ENUM drawBallHow;
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double t;
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double t_old = 0.f;
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double dt;
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/* Random number generator */
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#ifndef RAND_MAX
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#define RAND_MAX 4095
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#endif
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/* PI */
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433832795
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#endif
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/*****************************************************************************
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* Truncate a degree.
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*****************************************************************************/
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GLfloat TruncateDeg( GLfloat deg )
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{
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if ( deg >= 360.f )
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return (deg - 360.f);
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else
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return deg;
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}
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/*****************************************************************************
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* Convert a degree (360-based) into a radian.
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* 360' = 2 * PI
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*****************************************************************************/
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double deg2rad( double deg )
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{
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return deg / 360 * (2 * M_PI);
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}
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/*****************************************************************************
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* 360' sin().
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*****************************************************************************/
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double sin_deg( double deg )
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{
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return sin( deg2rad( deg ) );
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}
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/*****************************************************************************
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* 360' cos().
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*****************************************************************************/
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double cos_deg( double deg )
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{
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return cos( deg2rad( deg ) );
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}
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/*****************************************************************************
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* Compute a cross product (for a normal vector).
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*
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* c = a x b
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*****************************************************************************/
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void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
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{
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GLfloat u1, u2, u3;
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GLfloat v1, v2, v3;
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u1 = b.x - a.x;
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u2 = b.y - a.y;
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u3 = b.y - a.z;
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v1 = c.x - a.x;
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v2 = c.y - a.y;
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v3 = c.z - a.z;
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n->x = u2 * v3 - v2 * v3;
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n->y = u3 * v1 - v3 * u1;
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n->z = u1 * v2 - v1 * u2;
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}
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/*****************************************************************************
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* Calculate the angle to be passed to gluPerspective() so that a scene
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* is visible. This function originates from the OpenGL Red Book.
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*
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* Parms : size
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* The size of the segment when the angle is intersected at "dist"
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* (ie at the outermost edge of the angle of vision).
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*
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* dist
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* Distance from viewpoint to scene.
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*****************************************************************************/
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GLfloat PerspectiveAngle( GLfloat size,
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GLfloat dist )
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{
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GLfloat radTheta, degTheta;
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radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist );
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degTheta = (180.f * radTheta) / (GLfloat) M_PI;
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return degTheta;
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}
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#define BOING_DEBUG 0
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/*****************************************************************************
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* init()
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*****************************************************************************/
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void init( void )
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{
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/*
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* Clear background.
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*/
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glClearColor( 0.55f, 0.55f, 0.55f, 0.f );
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glShadeModel( GL_FLAT );
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}
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/*****************************************************************************
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* display()
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*****************************************************************************/
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void display(void)
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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drawBallHow = DRAW_BALL_SHADOW;
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DrawBoingBall();
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DrawGrid();
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drawBallHow = DRAW_BALL;
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DrawBoingBall();
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glPopMatrix();
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glFlush();
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}
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/*****************************************************************************
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* reshape()
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*****************************************************************************/
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void reshape( GLFWwindow window, int w, int h )
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{
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glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ),
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(GLfloat)w / (GLfloat)h,
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1.0,
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VIEW_SCENE_DIST );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */
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0.0, 0.0, 0.0, /* center of vision */
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0.0, -1.0, 0.0 ); /* up vector */
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}
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/*****************************************************************************
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* Draw the Boing ball.
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*
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* The Boing ball is sphere in which each facet is a rectangle.
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* Facet colors alternate between red and white.
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* The ball is built by stacking latitudinal circles. Each circle is composed
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* of a widely-separated set of points, so that each facet is noticably large.
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*****************************************************************************/
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void DrawBoingBall( void )
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{
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GLfloat lon_deg; /* degree of longitude */
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double dt_total, dt2;
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glPushMatrix();
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glMatrixMode( GL_MODELVIEW );
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/*
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* Another relative Z translation to separate objects.
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*/
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glTranslatef( 0.0, 0.0, DIST_BALL );
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/* Update ball position and rotation (iterate if necessary) */
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dt_total = dt;
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while( dt_total > 0.0 )
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{
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dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
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dt_total -= dt2;
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BounceBall( dt2 );
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deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) );
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}
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/* Set ball position */
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glTranslatef( ball_x, ball_y, 0.0 );
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/*
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* Offset the shadow.
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*/
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if ( drawBallHow == DRAW_BALL_SHADOW )
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{
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glTranslatef( SHADOW_OFFSET_X,
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SHADOW_OFFSET_Y,
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SHADOW_OFFSET_Z );
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}
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/*
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* Tilt the ball.
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*/
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glRotatef( -20.0, 0.0, 0.0, 1.0 );
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/*
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* Continually rotate ball around Y axis.
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*/
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glRotatef( deg_rot_y, 0.0, 1.0, 0.0 );
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/*
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* Set OpenGL state for Boing ball.
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*/
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glCullFace( GL_FRONT );
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glEnable( GL_CULL_FACE );
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glEnable( GL_NORMALIZE );
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/*
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* Build a faceted latitude slice of the Boing ball,
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* stepping same-sized vertical bands of the sphere.
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*/
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for ( lon_deg = 0;
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lon_deg < 180;
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lon_deg += STEP_LONGITUDE )
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{
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/*
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* Draw a latitude circle at this longitude.
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*/
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DrawBoingBallBand( lon_deg,
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lon_deg + STEP_LONGITUDE );
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}
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glPopMatrix();
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return;
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}
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/*****************************************************************************
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* Bounce the ball.
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*****************************************************************************/
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void BounceBall( double delta_t )
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{
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GLfloat sign;
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GLfloat deg;
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/* Bounce on walls */
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if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) )
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{
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ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
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deg_rot_y_inc = -deg_rot_y_inc;
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}
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if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) )
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{
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ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
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deg_rot_y_inc = -deg_rot_y_inc;
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}
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/* Bounce on floor / roof */
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if ( ball_y > BOUNCE_HEIGHT/2 )
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{
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ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
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}
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if ( ball_y < -BOUNCE_HEIGHT/2*0.85 )
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{
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ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
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}
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/* Update ball position */
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ball_x += ball_x_inc * ((float)delta_t*ANIMATION_SPEED);
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ball_y += ball_y_inc * ((float)delta_t*ANIMATION_SPEED);
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/*
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* Simulate the effects of gravity on Y movement.
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*/
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if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0;
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deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT;
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if ( deg > 80 ) deg = 80;
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if ( deg < 10 ) deg = 10;
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ball_y_inc = sign * 4.f * (float) sin_deg( deg );
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}
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/*****************************************************************************
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* Draw a faceted latitude band of the Boing ball.
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*
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* Parms: long_lo, long_hi
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* Low and high longitudes of slice, resp.
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*****************************************************************************/
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void DrawBoingBallBand( GLfloat long_lo,
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GLfloat long_hi )
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{
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vertex_t vert_ne; /* "ne" means south-east, so on */
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vertex_t vert_nw;
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vertex_t vert_sw;
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vertex_t vert_se;
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vertex_t vert_norm;
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GLfloat lat_deg;
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static int colorToggle = 0;
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/*
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* Iterate thru the points of a latitude circle.
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* A latitude circle is a 2D set of X,Z points.
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*/
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for ( lat_deg = 0;
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lat_deg <= (360 - STEP_LATITUDE);
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lat_deg += STEP_LATITUDE )
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{
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/*
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* Color this polygon with red or white.
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*/
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if ( colorToggle )
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glColor3f( 0.8f, 0.1f, 0.1f );
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else
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glColor3f( 0.95f, 0.95f, 0.95f );
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#if 0
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if ( lat_deg >= 180 )
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if ( colorToggle )
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glColor3f( 0.1f, 0.8f, 0.1f );
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else
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glColor3f( 0.5f, 0.5f, 0.95f );
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#endif
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colorToggle = ! colorToggle;
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/*
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* Change color if drawing shadow.
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*/
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if ( drawBallHow == DRAW_BALL_SHADOW )
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glColor3f( 0.35f, 0.35f, 0.35f );
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/*
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* Assign each Y.
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*/
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vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS;
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vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS;
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/*
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* Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
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* Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
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* while long=90 (sin(90)=1) is at equator.
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*/
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vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
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vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
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vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
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vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
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vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
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vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
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vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
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vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
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/*
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* Draw the facet.
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*/
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glBegin( GL_POLYGON );
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CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm );
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glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z );
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glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z );
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glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z );
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glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z );
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glVertex3f( vert_se.x, vert_se.y, vert_se.z );
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glEnd();
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#if BOING_DEBUG
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printf( "----------------------------------------------------------- \n" );
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printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi );
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printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
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printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
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printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
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printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
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#endif
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}
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/*
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* Toggle color so that next band will opposite red/white colors than this one.
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*/
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colorToggle = ! colorToggle;
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/*
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* This circular band is done.
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*/
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return;
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}
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/*****************************************************************************
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* Draw the purple grid of lines, behind the Boing ball.
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* When the Workbench is dropped to the bottom, Boing shows 12 rows.
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*****************************************************************************/
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void DrawGrid( void )
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{
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int row, col;
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const int rowTotal = 12; /* must be divisible by 2 */
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const int colTotal = rowTotal; /* must be same as rowTotal */
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const GLfloat widthLine = 2.0; /* should be divisible by 2 */
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const GLfloat sizeCell = GRID_SIZE / rowTotal;
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const GLfloat z_offset = -40.0;
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GLfloat xl, xr;
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GLfloat yt, yb;
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glPushMatrix();
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glDisable( GL_CULL_FACE );
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/*
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* Another relative Z translation to separate objects.
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*/
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glTranslatef( 0.0, 0.0, DIST_BALL );
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/*
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* Draw vertical lines (as skinny 3D rectangles).
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*/
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for ( col = 0; col <= colTotal; col++ )
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{
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/*
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* Compute co-ords of line.
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*/
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xl = -GRID_SIZE / 2 + col * sizeCell;
|
|
xr = xl + widthLine;
|
|
|
|
yt = GRID_SIZE / 2;
|
|
yb = -GRID_SIZE / 2 - widthLine;
|
|
|
|
glBegin( GL_POLYGON );
|
|
|
|
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
|
|
|
|
glVertex3f( xr, yt, z_offset ); /* NE */
|
|
glVertex3f( xl, yt, z_offset ); /* NW */
|
|
glVertex3f( xl, yb, z_offset ); /* SW */
|
|
glVertex3f( xr, yb, z_offset ); /* SE */
|
|
|
|
glEnd();
|
|
}
|
|
|
|
/*
|
|
* Draw horizontal lines (as skinny 3D rectangles).
|
|
*/
|
|
for ( row = 0; row <= rowTotal; row++ )
|
|
{
|
|
/*
|
|
* Compute co-ords of line.
|
|
*/
|
|
yt = GRID_SIZE / 2 - row * sizeCell;
|
|
yb = yt - widthLine;
|
|
|
|
xl = -GRID_SIZE / 2;
|
|
xr = GRID_SIZE / 2 + widthLine;
|
|
|
|
glBegin( GL_POLYGON );
|
|
|
|
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
|
|
|
|
glVertex3f( xr, yt, z_offset ); /* NE */
|
|
glVertex3f( xl, yt, z_offset ); /* NW */
|
|
glVertex3f( xl, yb, z_offset ); /* SW */
|
|
glVertex3f( xr, yb, z_offset ); /* SE */
|
|
|
|
glEnd();
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
/*======================================================================*
|
|
* main()
|
|
*======================================================================*/
|
|
|
|
int main( void )
|
|
{
|
|
GLFWwindow window;
|
|
int width, height;
|
|
|
|
/* Init GLFW */
|
|
if( !glfwInit() )
|
|
{
|
|
fprintf( stderr, "Failed to initialize GLFW\n" );
|
|
exit( EXIT_FAILURE );
|
|
}
|
|
|
|
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
|
|
|
window = glfwCreateWindow( 400, 400, GLFW_WINDOWED, "Boing (classic Amiga demo)", NULL );
|
|
if (!window)
|
|
{
|
|
fprintf( stderr, "Failed to open GLFW window\n" );
|
|
glfwTerminate();
|
|
exit( EXIT_FAILURE );
|
|
}
|
|
|
|
glfwSetWindowSizeCallback(window, reshape);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
glfwSwapInterval( 1 );
|
|
|
|
glfwGetWindowSize(window, &width, &height);
|
|
reshape(window, width, height);
|
|
|
|
glfwSetInputMode( window, GLFW_STICKY_KEYS, GL_TRUE );
|
|
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 (glfwGetKey( window, GLFW_KEY_ESCAPE ))
|
|
break;
|
|
if (glfwGetWindowParam(window, GLFW_CLOSE_REQUESTED))
|
|
break;
|
|
}
|
|
|
|
glfwTerminate();
|
|
exit( EXIT_SUCCESS );
|
|
}
|
|
|