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+/*
+ Copyright 2012-2020 David Robillard <http://drobilla.net>
+
+ 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 int width, const int height)
+{
+ const float aspect = (float)width / (float)height;
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glViewport(0, 0, width, height);
+
+ float projection[16];
+ perspective(projection, 1.8f, aspect, 1.0f, 100.0f);
+ glLoadMatrixf(projection);
+}
+
+static inline void
+displayCube(PuglView* const view,
+ const double distance,
+ const double xAngle,
+ const double yAngle,
+ const bool entered)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, (float)distance * -1.0f);
+ glRotatef((float)xAngle, 0.0f, 1.0f, 0.0f);
+ glRotatef((float)yAngle, 1.0f, 0.0f, 0.0f);
+
+ const float bg = entered ? 0.2f : 0.1f;
+ 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);
+}