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/*----------------------------------------------------------------
* test.c -- Allegro-GL test program
*----------------------------------------------------------------
* Based on firstogl.c.
*/
#include <allegro.h>
/* Note: Under Windows, if you include any Windows headers (e.g. GL/gl.h),
* you must include <winalleg.h> first. To save you working out when this
* occurs, `alleggl.h' handles this for you, and includes <GL/gl.h>. If
* you need other GL headers, include them afterwards.
*
* Also note that user programs, outside of this library distribution,
* should use <...> notation for `alleggl.h'.
*/
#include "alleggl.h"
void display (void);
struct camera {
double xangle, yangle, zangle;
double dist;
};
struct camera camera = {
0.0, 0.0, 0.0,
20.0
};
double angle_speed = 5.0;
double dist_speed = 1.0;
int frames = 0;
volatile int secs;
void secs_timer(void)
{
secs++;
}
END_OF_FUNCTION(secs_timer);
void set_camera_position (void)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glFrustum (-1.0, 1.0, -1.0, 1.0, 1.0, 40.0);
glMatrixMode (GL_MODELVIEW);
}
void keyboard (void)
{
if (key[KEY_LEFT]) camera.yangle += angle_speed;
if (key[KEY_RIGHT]) camera.yangle -= angle_speed;
if (key[KEY_UP]) camera.xangle += angle_speed;
if (key[KEY_DOWN]) camera.xangle -= angle_speed;
if (key[KEY_PGUP]) camera.dist -= dist_speed;
if (key[KEY_PGDN]) camera.dist += dist_speed;
set_camera_position();
display();
}
void display (void)
{
// Clear the RGB buffer and the depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the modelview matrix to be the identity matrix
glLoadIdentity();
//Set the camera
glTranslatef (0, 0, -camera.dist);
glRotatef (camera.xangle, 1, 0, 0);
glRotatef (camera.yangle, 0, 1, 0);
glRotatef (camera.zangle, 0, 0, 1);
// Save the camera matrix
glPushMatrix();
// Translate and rotate the object
glTranslatef(-2.5, 0.0, 0.0);
glRotatef(-30, 1.0, 0.0, 0.0);
glRotatef(30, 0.0, 1.0, 0.0);
glRotatef(30, 0.0, 0.0, 1.0);
glColor3f(1.0, 0.0, 1.0);
// Draw the sides of the three-sided pyramid
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0, 4, 0);
glVertex3d(0, -4, -4);
glVertex3d(-4, -4, 4);
glVertex3d(4, -4, 4);
glVertex3d(0, -4, -4);
glEnd();
glColor3f(0.0, 1.0, 1.0);
// Draw the base of the pyramid
glBegin(GL_TRIANGLES);
glVertex3d(0, -4, -4);
glVertex3d(4, -4, 4);
glVertex3d(-4, -4, 4);
glEnd();
// Get the camera matrix back
glPopMatrix();
// Translate for the cube
glTranslatef(2.5, 0.0, 0.0);
glRotatef(45, 1.0, 0.0, 0.0);
glRotatef(45, 0.0, 1.0, 0.0);
glRotatef(45, 0.0, 0.0, 1.0);
glColor3f(0.0, 1.0, 0.0);
// Draw the sides of the cube
glBegin(GL_QUAD_STRIP);
glVertex3d(3, 3, -3);
glVertex3d(3, -3, -3);
glVertex3d(-3, 3, -3);
glVertex3d(-3, -3, -3);
glVertex3d(-3, 3, 3);
glVertex3d(-3, -3, 3);
glVertex3d(3, 3, 3);
glVertex3d(3, -3, 3);
glVertex3d(3, 3, -3);
glVertex3d(3, -3, -3);
glEnd();
glColor3f(0.0, 0.0, 1.0);
// Draw the top and bottom of the cube
glBegin(GL_QUADS);
glVertex3d(-3, -3, -3);
glVertex3d(3, -3, -3);
glVertex3d(3, -3, 3);
glVertex3d(-3, -3, 3);
glVertex3d(-3, 3, -3);
glVertex3d(-3, 3, 3);
glVertex3d(3, 3, 3);
glVertex3d(3, 3, -3);
glEnd();
glFlush();
allegro_gl_flip();
frames++;
}
int main ()
{
allegro_init();
install_allegro_gl();
allegro_gl_clear_settings();
allegro_gl_set (AGL_COLOR_DEPTH, 32);
allegro_gl_set (AGL_Z_DEPTH, 24);
allegro_gl_set (AGL_FULLSCREEN, TRUE);
allegro_gl_set (AGL_DOUBLEBUFFER, 1);
allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH
| AGL_DOUBLEBUFFER | AGL_FULLSCREEN);
if (set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0) < 0) {
allegro_message ("Error setting OpenGL graphics mode:\n%s\n"
"Allegro GL error : %s\n",
allegro_error, allegro_gl_error);
return -1;
}
install_keyboard();
install_timer();
LOCK_FUNCTION(secs_timer);
LOCK_VARIABLE(secs);
glShadeModel (GL_FLAT);
glEnable (GL_DEPTH_TEST);
glCullFace (GL_BACK);
glEnable (GL_CULL_FACE);
install_int (secs_timer, 1000);
do {
keyboard();
} while (!key[KEY_ESC]);
set_gfx_mode (GFX_TEXT, 0, 0, 0, 0);
allegro_message("Frames: %i, Seconds: %i, FPS: %f\n",
frames, secs, (float)frames / (float)secs);
return 0;
}
END_OF_MAIN()
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