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OS/2 Shareware BBS: 10 Tools
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vos2-121.zip
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v
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vopengl
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bounce
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bnccnv.cpp
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C/C++ Source or Header
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1998-06-22
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6KB
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269 lines
//=======================================================================
//@V@:Note: This file generated by vgen V1.04 (10:59:00 22 Jun 1998).
// bnccnv.cpp: Source for bncOGLCanvasPane class
//=======================================================================
/*
* Bouncing ball demo.
*
* This program is in the public domain
*
* Brian Paul
*/
// Conversion to V by Bruce E. Wampler
#include "bnccnv.h"
#include <math.h>
#include <stdlib.h>
#define COS(X) cos( (X) * 3.14159/180.0 )
#define SIN(X) sin( (X) * 3.14159/180.0 )
#define RED 1
#define WHITE 2
#define CYAN 3
GLuint Ball;
GLenum Mode;
GLfloat Zrot = 0.0, Zstep = 6.0;
GLfloat Xpos = 0.0, Ypos = 1.0;
GLfloat Xvel = 0.2, Yvel = 0.0;
GLfloat Xmin = -4.0, Xmax = 4.0;
GLfloat Ymin = -3.8, Ymax = 4.0;
GLfloat G = -0.1;
static GLuint
make_ball(void)
{
GLuint list;
GLfloat a, b;
GLfloat da = 18.0, db = 18.0;
GLfloat radius = 1.0;
GLuint color;
GLfloat x, y, z;
list = glGenLists(1);
glNewList(list, GL_COMPILE);
color = 0;
for (a = -90.0; a + da <= 90.0; a += da) {
glBegin(GL_QUAD_STRIP);
for (b = 0.0; b <= 360.0; b += db) {
if (color) {
glIndexi(RED);
} else {
glIndexi(WHITE);
}
x = COS(b) * COS(a);
y = SIN(b) * COS(a);
z = SIN(a);
glVertex3f(x, y, z);
x = radius * COS(b) * COS(a + da);
y = radius * SIN(b) * COS(a + da);
z = radius * SIN(a + da);
glVertex3f(x, y, z);
color = 1 - color;
}
glEnd();
}
glEndList();
return list;
}
static void
reshape(int width, int height)
{
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-6.0, 6.0, -6.0, 6.0, -6.0, 6.0);
glMatrixMode(GL_MODELVIEW);
}
static void
draw(void)
{
GLint i;
glClear(GL_COLOR_BUFFER_BIT);
glIndexi(CYAN);
glBegin(GL_LINES);
for (i = -5; i <= 5; i++) {
glVertex2i(i, -5);
glVertex2i(i, 5);
}
for (i = -5; i <= 5; i++) {
glVertex2i(-5, i);
glVertex2i(5, i);
}
for (i = -5; i <= 5; i++) {
glVertex2i(i, -5);
glVertex2f(i * 1.15, -5.9);
}
glVertex2f(-5.3, -5.35);
glVertex2f(5.3, -5.35);
glVertex2f(-5.75, -5.9);
glVertex2f(5.75, -5.9);
glEnd();
glPushMatrix();
glTranslatef(Xpos, Ypos, 0.0);
glScalef(2.0, 2.0, 2.0);
glRotatef(8.0, 0.0, 0.0, 1.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(Zrot, 0.0, 0.0, 1.0);
glCallList(Ball);
glPopMatrix();
glFlush();
}
static void
idle(void)
{
static float vel0 = -100.0;
Zrot += Zstep;
Xpos += Xvel;
if (Xpos >= Xmax) {
Xpos = Xmax;
Xvel = -Xvel;
Zstep = -Zstep;
}
if (Xpos <= Xmin) {
Xpos = Xmin;
Xvel = -Xvel;
Zstep = -Zstep;
}
Ypos += Yvel;
Yvel += G;
if (Ypos < Ymin) {
Ypos = Ymin;
if (vel0 == -100.0)
vel0 = fabs(Yvel);
Yvel = vel0;
}
}
//===================>>> bncOGLCanvasPane::bncOGLCanvasPane <<<====================
bncOGLCanvasPane::bncOGLCanvasPane(unsigned int vGLmode, PaneType pt)
{
initDone = 0;
}
//===================>>> bncOGLCanvasPane::~bncOGLCanvasPane <<<====================
bncOGLCanvasPane::~bncOGLCanvasPane()
{
}
//======================>>> bncOGLCanvasPane::TimerAnimate <<<========================
void bncOGLCanvasPane::TimerAnimate(void)
{
// **** Called by CmdWindow AuxTimer for animation.
idle();
vglMakeCurrent(); // Typically done here
draw();
vglFlush(); // After you draw, typically flush
}
//======================>>> bncOGLCanvasPane::graphicsInit <<<========================
void bncOGLCanvasPane::graphicsInit(void)
{
vBaseGLCanvasPane::graphicsInit(); // Always call the superclass first!
// **** Your OpenGL initialization code goes here!
Ball = make_ball();
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glDisable(GL_DITHER);
glShadeModel(GL_FLAT);
reshape(300,300);
initDone = 1;
}
//======================>>> bncOGLCanvasPane::HPage <<<========================
void bncOGLCanvasPane::HPage(int shown, int top)
{
vBaseGLCanvasPane::HPage(shown, top);
}
//======================>>> bncOGLCanvasPane::VPage <<<========================
void bncOGLCanvasPane::VPage(int shown, int top)
{
vBaseGLCanvasPane::VPage(shown, top);
}
//=======================>>> bncOGLCanvasPane::HScroll <<<======================
void bncOGLCanvasPane::HScroll(int step)
{
vBaseGLCanvasPane::HScroll(step);
}
//======================>>> bncOGLCanvasPane::VScroll <<<======================
void bncOGLCanvasPane::VScroll(int step)
{
vBaseGLCanvasPane::VScroll(step);
}
//======================>>> bncOGLCanvasPane::MouseDown <<<======================
void bncOGLCanvasPane::MouseDown(int X, int Y, int button)
{
vBaseGLCanvasPane::MouseDown(X,Y,button);
}
//========================>>> bncOGLCanvasPane::MouseUp <<<======================
void bncOGLCanvasPane::MouseUp(int X, int Y, int button)
{
vBaseGLCanvasPane::MouseUp(X,Y,button);
}
//======================>>> bncCanvasPane::MouseMove <<<======================
void bncOGLCanvasPane::MouseMove(int x, int y, int button)
{
vBaseGLCanvasPane::MouseMove(x,y,button);
}
//=========================>>> bncOGLCanvasPane::Redraw <<<======================
void bncOGLCanvasPane::Redraw(int x, int y, int w, int h)
{
static int inRedraw = 0;
if (inRedraw || !initDone) // Don't draw until initialized
return;
inRedraw = 1; // Don't allow recursive redraws.
vglMakeCurrent(); // Typically done here
// *** Your drawing code typically goes here. You may
// insert it here, or just call a drawing routine.
draw();
vglFlush(); // After you draw, typically flush
inRedraw = 0; // Out of Redraw
}
//======================>>> bncOGLCanvasPane::Resize <<<======================
void bncOGLCanvasPane::Resize(int w, int h)
{
vBaseGLCanvasPane::Resize(w,h);
reshape(w,h);
}