/* Copyright 2012-2020 David Robillard Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted, provided that the above copyright notice and this permission notice appear in all copies. THIS SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #define GL_SILENCE_DEPRECATION 1 #include "demo_utils.h" #include "pugl/gl.h" static inline void reshapeCube(const float width, const float height) { const float aspect = width / height; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glViewport(0, 0, (int)width, (int)height); float projection[16]; perspective(projection, 1.8f, aspect, 1.0f, 100.0f); glLoadMatrixf(projection); } static inline void displayCube(PuglView* const view, const float distance, const float xAngle, const float yAngle, const bool entered) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, distance * -1.0f); glRotatef(xAngle, 0.0f, 1.0f, 0.0f); glRotatef(yAngle, 1.0f, 0.0f, 0.0f); const float bg = entered ? 0.2f : 0.0f; glClearColor(bg, bg, bg, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (puglHasFocus(view)) { // Draw cube surfaces glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeStripVertices); glColorPointer(3, GL_FLOAT, 0, cubeStripVertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 14); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glColor3f(0.0f, 0.0f, 0.0f); } else { glColor3f(1.0f, 1.0f, 1.0f); } // Draw cube wireframe glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeFrontLineLoop); glDrawArrays(GL_LINE_LOOP, 0, 4); glVertexPointer(3, GL_FLOAT, 0, cubeBackLineLoop); glDrawArrays(GL_LINE_LOOP, 0, 4); glVertexPointer(3, GL_FLOAT, 0, cubeSideLines); glDrawArrays(GL_LINES, 0, 8); glDisableClientState(GL_VERTEX_ARRAY); }