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cube_view.h
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// Copyright 2012-2020 David Robillard <[email protected]>
// SPDX-License-Identifier: ISC
#ifndef EXAMPLES_CUBE_VIEW_H
#define EXAMPLES_CUBE_VIEW_H
#define GL_SILENCE_DEPRECATION 1 // NOLINT(*-macro-to-enum)
#include "demo_utils.h"
#include "pugl/gl.h"
#include "pugl/pugl.h"
#include <stdbool.h>
// clang-format off
static const float cubeStripVertices[] = {
-1.0f, 1.0f, 1.0f, // Front top left
1.0f, 1.0f, 1.0f, // Front top right
-1.0f, -1.0f, 1.0f, // Front bottom left
1.0f, -1.0f, 1.0f, // Front bottom right
1.0f, -1.0f, -1.0f, // Back bottom right
1.0f, 1.0f, 1.0f, // Front top right
1.0f, 1.0f, -1.0f, // Back top right
-1.0f, 1.0f, 1.0f, // Front top left
-1.0f, 1.0f, -1.0f, // Back top left
-1.0f, -1.0f, 1.0f, // Front bottom left
-1.0f, -1.0f, -1.0f, // Back bottom left
1.0f, -1.0f, -1.0f, // Back bottom right
-1.0f, 1.0f, -1.0f, // Back top left
1.0f, 1.0f, -1.0f, // Back top right
};
static const float cubeStripColorVertices[] = {
0.25f, 0.75f, 0.75f, // Front top left
0.75f, 0.75f, 0.75f, // Front top right
0.25f, 0.25f, 0.75f, // Front bottom left
0.75f, 0.25f, 0.75f, // Front bottom right
0.75f, 0.25f, 0.25f, // Back bottom right
0.75f, 0.75f, 0.75f, // Front top right
0.75f, 0.75f, 0.25f, // Back top right
0.25f, 0.75f, 0.75f, // Front top left
0.25f, 0.75f, 0.25f, // Back top left
0.25f, 0.25f, 0.75f, // Front bottom left
0.25f, 0.25f, 0.25f, // Back bottom left
0.75f, 0.25f, 0.25f, // Back bottom right
0.25f, 0.75f, 0.25f, // Back top left
0.75f, 0.75f, 0.25f, // Back top right
};
static const float cubeFrontLineLoop[] = {
-1.0f, 1.0f, 1.0f, // Front top left
1.0f, 1.0f, 1.0f, // Front top right
1.0f, -1.0f, 1.0f, // Front bottom right
-1.0f, -1.0f, 1.0f, // Front bottom left
};
static const float cubeFrontLineLoopColors[] = {
0.25f, 0.75f, 0.75f, // Front top left
0.75f, 0.75f, 0.75f, // Front top right
0.75f, 0.25f, 0.75f, // Front bottom right
0.25f, 0.25f, 0.75f, // Front bottom left
};
static const float cubeBackLineLoop[] = {
-1.0f, 1.0f, -1.0f, // Back top left
1.0f, 1.0f, -1.0f, // Back top right
1.0f, -1.0f, -1.0f, // Back bottom right
-1.0f, -1.0f, -1.0f, // Back bottom left
};
static const float cubeBackLineLoopColors[] = {
0.25f, 0.75f, 0.25f, // Back top left
0.75f, 0.75f, 0.25f, // Back top right
0.75f, 0.25f, 0.25f, // Back bottom right
0.25f, 0.25f, 0.25f, // Back bottom left
};
static const float cubeSideLines[] = {
-1.0f, 1.0f, 1.0f, // Front top left
-1.0f, 1.0f, -1.0f, // Back top left
-1.0f, -1.0f, 1.0f, // Front bottom left
-1.0f, -1.0f, -1.0f, // Back bottom left
1.0f, 1.0f, 1.0f, // Front top right
1.0f, 1.0f, -1.0f, // Back top right
1.0f, -1.0f, 1.0f, // Front bottom right
1.0f, -1.0f, -1.0f, // Back bottom right
};
static const float cubeSideLineColors[] = {
0.25f, 0.75f, 0.75f, // Front top left
0.25f, 0.75f, 0.25f, // Back top left
0.25f, 0.25f, 0.75f, // Front bottom left
0.25f, 0.25f, 0.25f, // Back bottom left
0.75f, 0.75f, 0.75f, // Front top right
0.75f, 0.75f, 0.25f, // Back top right
0.75f, 0.25f, 0.75f, // Front bottom right
0.75f, 0.25f, 0.25f, // Back bottom right
};
// clang-format on
static inline void
reshapeCube(const float width, const float height)
{
const float aspect = width / height;
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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);
if (entered) {
glClearColor(0.13f, 0.14f, 0.14f, 1.0f);
} else {
glClearColor(0.0f, 0.0f, 0.0f, 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, cubeStripColorVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 14);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glColor3f(0.0f, 0.0f, 0.0f);
} else {
// Draw cube wireframe
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cubeFrontLineLoop);
glColorPointer(3, GL_FLOAT, 0, cubeFrontLineLoopColors);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, cubeBackLineLoop);
glColorPointer(3, GL_FLOAT, 0, cubeBackLineLoopColors);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, cubeSideLines);
glColorPointer(3, GL_FLOAT, 0, cubeSideLineColors);
glDrawArrays(GL_LINES, 0, 8);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
#endif // EXAMPLES_CUBE_VIEW_H