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📄 demo.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/***** Demo.c *****//* Ken Shoemake, 1993 */#include <gl/gl.h>#include <gl/device.h>#include "BallAux.h"#include "Body.h"#include "Ball.h"typedef struct {long x, y;} Place;#define RADIUS	  (0.75)#define CNTRLDN	  1#define SHIFTDN	  2void main(void){    int gid;    short active;    /* TRUE if window is attached */    Device dev;    short val;    Place winsize, winorig;    Place mouseNow, mouseDown;    int keysDown;    HVect vNow;    BallData ball;    keepaspect(1, 1);    prefposition(50, 950, 50, 950);    gid = winopen("Arcball Demo");    doublebuffer();    RGBmode();    gconfig();    qdevice(WINSHUT);    qdevice(MOUSEX); qdevice(MOUSEY); qdevice(LEFTMOUSE);    qdevice(LEFTCTRLKEY); qdevice(RIGHTCTRLKEY);    qdevice(LEFTSHIFTKEY); qdevice(RIGHTSHIFTKEY);    qdevice(CAPSLOCKKEY);    /* perspective(400, 1.0, 0.001, 100000.0); */    ortho(-1.0, 1.0, -1.0, 1.0, 0.001, 100000.0);    translate(0.0, 0.0, -3.0);    active = 0;    getsize(&winsize.x, &winsize.y);    getorigin(&winorig.x, &winorig.y);    keysDown = 0;    Ball_Init(&ball);    Ball_Place(&ball, qOne, RADIUS);    while (TRUE) {	while (qtest()) {	 /* process queued events */	    dev = qread(&val);	    switch (dev) {		case WINSHUT:	 /* exit program */		    gexit();		    exit(0);		    break;		case INPUTCHANGE:		    active = val;		    break;		case REDRAW:		    reshapeviewport();		    getsize(&winsize.x, &winsize.y);		    getorigin(&winorig.x, &winorig.y);		    break;		case MOUSEX:		    mouseNow.x = val;		    vNow.x = 2.0*(mouseNow.x - winorig.x)/winsize.x - 1.0;		    break;		case MOUSEY:		    mouseNow.y = val;		    vNow.y = 2.0*(mouseNow.y - winorig.y)/winsize.y - 1.0;		    break;		case LEFTMOUSE:		    if (val) Ball_BeginDrag(&ball);		    else     Ball_EndDrag(&ball);		    break;		case LEFTCTRLKEY: case RIGHTCTRLKEY:		    keysDown = (keysDown&~CNTRLDN)|(val? CNTRLDN : 0);		    break;		case LEFTSHIFTKEY: case RIGHTSHIFTKEY:		    keysDown = (keysDown&~SHIFTDN)|(val? SHIFTDN : 0);		    break;		case CAPSLOCKKEY:		    if (val) Ball_ShowResult(&ball);		    else     Ball_HideResult(&ball);		    break;		default:		    break;	    }			 /* end of switch */	    Ball_Mouse(&ball, vNow);	    switch (keysDown) {		case CNTRLDN+SHIFTDN: Ball_UseSet(&ball, OtherAxes);  break;		case CNTRLDN:	      Ball_UseSet(&ball, BodyAxes);   break;		case	     SHIFTDN: Ball_UseSet(&ball, CameraAxes); break;		default:	      Ball_UseSet(&ball, NoAxes);     break;	    }	}			 /* end of while on qtest */	Ball_Update(&ball);	scene_Draw(&ball);	 /* draw into the back buffer */	swapbuffers();		 /* and show it in the front buffer */    }    /* NOT REACHED */}/* Draw whole window, including controller. */void scene_Draw(BallData *ball){    RGBcolor(0, 0, 0);    clear();    body_Draw(ball);    Ball_Draw(ball);}/* Draw the object being controlled. */void body_Draw(BallData *ball){    HMatrix mNow;    Ball_Value(ball, mNow);    pushmatrix();    multmatrix(mNow);    scale(RADIUS, RADIUS, RADIUS);    drawbody(mNow);    popmatrix();}

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