Formatting.

This commit is contained in:
Camilla Berglund 2010-10-24 14:56:35 +02:00
parent a4a2eaaa0f
commit cba8d35c65

View File

@ -50,48 +50,49 @@ static int do_redraw = 1;
#define TORUS_MAJOR_RES 32
#define TORUS_MINOR_RES 32
static void drawTorus( void )
static void drawTorus(void)
{
static GLuint torus_list = 0;
int i, j, k;
double s, t, x, y, z, nx, ny, nz, scale, twopi;
if( !torus_list )
if (!torus_list)
{
// Start recording displaylist
torus_list = glGenLists( 1 );
glNewList( torus_list, GL_COMPILE_AND_EXECUTE );
torus_list = glGenLists(1);
glNewList(torus_list, GL_COMPILE_AND_EXECUTE);
// Draw torus
twopi = 2.0 * M_PI;
for( i = 0; i < TORUS_MINOR_RES; i++ )
for (i = 0; i < TORUS_MINOR_RES; i++)
{
glBegin( GL_QUAD_STRIP );
for( j = 0; j <= TORUS_MAJOR_RES; j++ )
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= TORUS_MAJOR_RES; j++)
{
for( k = 1; k >= 0; k-- )
for (k = 1; k >= 0; k--)
{
s = (i + k) % TORUS_MINOR_RES + 0.5;
t = j % TORUS_MAJOR_RES;
// Calculate point on surface
x = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*cos(t*twopi/TORUS_MAJOR_RES);
x = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * cos(t * twopi / TORUS_MAJOR_RES);
y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES);
z = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*sin(t*twopi/TORUS_MAJOR_RES);
z = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * sin(t * twopi / TORUS_MAJOR_RES);
// Calculate surface normal
nx = x - TORUS_MAJOR*cos(t*twopi/TORUS_MAJOR_RES);
nx = x - TORUS_MAJOR * cos(t * twopi / TORUS_MAJOR_RES);
ny = y;
nz = z - TORUS_MAJOR*sin(t*twopi/TORUS_MAJOR_RES);
scale = 1.0 / sqrt( nx*nx + ny*ny + nz*nz );
nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES);
scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
nx *= scale;
ny *= scale;
nz *= scale;
glNormal3f( (float)nx, (float)ny, (float)nz );
glVertex3f( (float)x, (float)y, (float)z );
glNormal3f((float) nx, (float) ny, (float) nz);
glVertex3f((float) x, (float) y, (float) z);
}
}
glEnd();
}
@ -101,7 +102,7 @@ static void drawTorus( void )
else
{
// Playback displaylist
glCallList( torus_list );
glCallList(torus_list);
}
}
@ -110,7 +111,7 @@ static void drawTorus( void )
// Draw the scene (a rotating torus)
//========================================================================
static void drawScene( void )
static void drawScene(void)
{
const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f};
const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f};
@ -119,17 +120,17 @@ static void drawScene( void )
glPushMatrix();
// Rotate the object
glRotatef( (GLfloat)rot_x*0.5f, 1.0f, 0.0f, 0.0f );
glRotatef( (GLfloat)rot_y*0.5f, 0.0f, 1.0f, 0.0f );
glRotatef( (GLfloat)rot_z*0.5f, 0.0f, 0.0f, 1.0f );
glRotatef((GLfloat) rot_x * 0.5f, 1.0f, 0.0f, 0.0f);
glRotatef((GLfloat) rot_y * 0.5f, 0.0f, 1.0f, 0.0f);
glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f);
// Set model color (used for orthogonal views, lighting disabled)
glColor4fv( model_diffuse );
glColor4fv(model_diffuse);
// Set model material (used for perspective view, lighting enabled)
glMaterialfv( GL_FRONT, GL_DIFFUSE, model_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, model_specular );
glMaterialf( GL_FRONT, GL_SHININESS, model_shininess );
glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular);
glMaterialf(GL_FRONT, GL_SHININESS, model_shininess);
// Draw torus
drawTorus();
@ -142,55 +143,55 @@ static void drawScene( void )
// Draw a 2D grid (used for orthogonal views)
//========================================================================
static void drawGrid( float scale, int steps )
static void drawGrid(float scale, int steps)
{
int i;
int i;
float x, y;
glPushMatrix();
// Set background to some dark bluish grey
glClearColor( 0.05f, 0.05f, 0.2f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT );
glClearColor(0.05f, 0.05f, 0.2f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Setup modelview matrix (flat XY view)
glLoadIdentity();
gluLookAt( 0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0 );
gluLookAt(0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
// We don't want to update the Z-buffer
glDepthMask( GL_FALSE );
glDepthMask(GL_FALSE);
// Set grid color
glColor3f( 0.0f, 0.5f, 0.5f );
glColor3f(0.0f, 0.5f, 0.5f);
glBegin( GL_LINES );
glBegin(GL_LINES);
// Horizontal lines
x = scale * 0.5f * (float)(steps-1);
y = -scale * 0.5f * (float)(steps-1);
for( i = 0; i < steps; i ++ )
x = scale * 0.5f * (float) (steps - 1);
y = -scale * 0.5f * (float) (steps - 1);
for (i = 0; i < steps; i++)
{
glVertex3f( -x, y, 0.0f );
glVertex3f( x, y, 0.0f );
glVertex3f(-x, y, 0.0f);
glVertex3f(x, y, 0.0f);
y += scale;
}
// Vertical lines
x = -scale * 0.5f * (float)(steps-1);
y = scale * 0.5f * (float)(steps-1);
for( i = 0; i < steps; i ++ )
x = -scale * 0.5f * (float) (steps - 1);
y = scale * 0.5f * (float) (steps - 1);
for (i = 0; i < steps; i++)
{
glVertex3f( x, -y, 0.0f );
glVertex3f( x, y, 0.0f );
glVertex3f(x, -y, 0.0f);
glVertex3f(x, y, 0.0f);
x += scale;
}
glEnd();
// Enable Z-buffer writing again
glDepthMask( GL_TRUE );
glDepthMask(GL_TRUE);
glPopMatrix();
}
@ -200,7 +201,7 @@ static void drawGrid( float scale, int steps )
// Draw all views
//========================================================================
static void drawAllViews( void )
static void drawAllViews(void)
{
const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
@ -209,145 +210,142 @@ static void drawAllViews( void )
double aspect;
// Calculate aspect of window
if( height > 0 )
{
aspect = (double)width / (double)height;
}
if (height > 0)
aspect = (double) width / (double) height;
else
{
aspect = 1.0;
}
// Clear screen
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable scissor test
glEnable( GL_SCISSOR_TEST );
glEnable(GL_SCISSOR_TEST);
// Enable depth test
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// ** ORTHOGONAL VIEWS **
// For orthogonal views, use wireframe rendering
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Enable line anti-aliasing
glEnable( GL_LINE_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Setup orthogonal projection matrix
glMatrixMode( GL_PROJECTION );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( -3.0*aspect, 3.0*aspect, -3.0, 3.0, 1.0, 50.0 );
glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 50.0);
// Upper left view (TOP VIEW)
glViewport( 0, height/2, width/2, height/2 );
glScissor( 0, height/2, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glViewport(0, height / 2, width / 2, height / 2);
glScissor(0, height / 2, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0f, 10.0f, 1e-3f, // Eye-position (above)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Lower left view (FRONT VIEW)
glViewport( 0, 0, width/2, height/2 );
glScissor( 0, 0, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glViewport(0, 0, width / 2, height / 2);
glScissor(0, 0, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 0.0f, 0.0f, 10.0f, // Eye-position (in front of)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Lower right view (SIDE VIEW)
glViewport( width/2, 0, width/2, height/2 );
glScissor( width/2, 0, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glViewport(width / 2, 0, width / 2, height / 2);
glScissor(width / 2, 0, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 10.0f, 0.0f, 0.0f, // Eye-position (to the right)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
drawGrid( 0.5, 12 );
gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
drawGrid(0.5, 12);
drawScene();
// Disable line anti-aliasing
glDisable( GL_LINE_SMOOTH );
glDisable( GL_BLEND );
glDisable(GL_LINE_SMOOTH);
glDisable(GL_BLEND);
// ** PERSPECTIVE VIEW **
// For perspective view, use solid rendering
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Enable face culling (faster rendering)
glEnable( GL_CULL_FACE );
glCullFace( GL_BACK );
glFrontFace( GL_CW );
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
// Setup perspective projection matrix
glMatrixMode( GL_PROJECTION );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective( 65.0f, aspect, 1.0f, 50.0f );
gluPerspective(65.0f, aspect, 1.0f, 50.0f);
// Upper right view (PERSPECTIVE VIEW)
glViewport( width/2, height/2, width/2, height/2 );
glScissor( width/2, height/2, width/2, height/2 );
glMatrixMode( GL_MODELVIEW );
glViewport(width / 2, height / 2, width / 2, height / 2);
glScissor(width / 2, height / 2, width / 2, height / 2);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( 3.0f, 1.5f, 3.0f, // Eye-position
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector
gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f); // Up-vector
// Configure and enable light source 1
glLightfv( GL_LIGHT1, GL_POSITION, light_position );
glLightfv( GL_LIGHT1, GL_AMBIENT, light_ambient );
glLightfv( GL_LIGHT1, GL_DIFFUSE, light_diffuse );
glLightfv( GL_LIGHT1, GL_SPECULAR, light_specular );
glEnable( GL_LIGHT1 );
glEnable( GL_LIGHTING );
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
// Draw scene
drawScene();
// Disable lighting
glDisable( GL_LIGHTING );
glDisable(GL_LIGHTING);
// Disable face culling
glDisable( GL_CULL_FACE );
glDisable(GL_CULL_FACE);
// Disable depth test
glDisable( GL_DEPTH_TEST );
glDisable(GL_DEPTH_TEST);
// Disable scissor test
glDisable( GL_SCISSOR_TEST );
glDisable(GL_SCISSOR_TEST);
// Draw a border around the active view
if( active_view > 0 && active_view != 2 )
if (active_view > 0 && active_view != 2)
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( 0.0, 2.0, 0.0, 2.0, 0.0, 1.0 );
glMatrixMode( GL_MODELVIEW );
glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f( 1.0f, 1.0f, 0.6f );
glTranslatef( (GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f );
glBegin( GL_LINE_STRIP );
glVertex2i( 0, 0 );
glVertex2i( 1, 0 );
glVertex2i( 1, 1 );
glVertex2i( 0, 1 );
glVertex2i( 0, 0 );
glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f);
glColor3f(1.0f, 1.0f, 0.6f);
glBegin(GL_LINE_STRIP);
glVertex2i(0, 0);
glVertex2i(1, 0);
glVertex2i(1, 1);
glVertex2i(0, 1);
glVertex2i(0, 0);
glEnd();
}
}
@ -357,7 +355,7 @@ static void drawAllViews( void )
// Window size callback function
//========================================================================
static void windowSizeFun( GLFWwindow window, int w, int h )
static void windowSizeFun(GLFWwindow window, int w, int h)
{
width = w;
height = h > 0 ? h : 1;
@ -369,7 +367,7 @@ static void windowSizeFun( GLFWwindow window, int w, int h )
// Window refresh callback function
//========================================================================
static void windowRefreshFun( GLFWwindow window )
static void windowRefreshFun(GLFWwindow window)
{
do_redraw = 1;
}
@ -379,10 +377,10 @@ static void windowRefreshFun( GLFWwindow window )
// Mouse position callback function
//========================================================================
static void mousePosFun( GLFWwindow window, int x, int y )
static void mousePosFun(GLFWwindow window, int x, int y)
{
// Depending on which view was selected, rotate around different axes
switch( active_view )
switch (active_view)
{
case 1:
rot_x += y - ypos;
@ -414,25 +412,18 @@ static void mousePosFun( GLFWwindow window, int x, int y )
// Mouse button callback function
//========================================================================
static void mouseButtonFun( GLFWwindow window, int button, int action )
static void mouseButtonFun(GLFWwindow window, int button, int action)
{
// Button clicked?
if( ( button == GLFW_MOUSE_BUTTON_LEFT ) && action == GLFW_PRESS )
if ((button == GLFW_MOUSE_BUTTON_LEFT) && action == GLFW_PRESS)
{
// Detect which of the four views was clicked
active_view = 1;
if( xpos >= width/2 )
{
if (xpos >= width / 2)
active_view += 1;
}
if( ypos >= height/2 )
{
if (ypos >= height / 2)
active_view += 2;
}
}
// Button released?
else if( button == GLFW_MOUSE_BUTTON_LEFT )
else if (button == GLFW_MOUSE_BUTTON_LEFT)
{
// Deselect any previously selected view
active_view = 0;
@ -443,51 +434,50 @@ static void mouseButtonFun( GLFWwindow window, int button, int action )
//========================================================================
// main()
// main
//========================================================================
int main( void )
int main(void)
{
GLFWwindow window;
// Initialise GLFW
if( !glfwInit() )
if (!glfwInit())
{
fprintf( stderr, "Failed to initialize GLFW\n" );
exit( EXIT_FAILURE );
fprintf(stderr, "Failed to initialize GLFW\n");
exit(EXIT_FAILURE);
}
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
// Open OpenGL window
window = glfwOpenWindow( 500, 500, GLFW_WINDOWED, "Split view demo", NULL );
window = glfwOpenWindow(500, 500, GLFW_WINDOWED, "Split view demo", NULL);
if (!window)
{
fprintf( stderr, "Failed to open GLFW window\n" );
glfwTerminate();
exit( EXIT_FAILURE );
fprintf(stderr, "Failed to open GLFW window\n");
exit(EXIT_FAILURE);
}
// Enable vsync
glfwSwapInterval( 1 );
glfwSwapInterval(1);
// Enable sticky keys
glfwEnable( window, GLFW_STICKY_KEYS );
glfwEnable(window, GLFW_STICKY_KEYS);
// Enable mouse cursor (only needed for fullscreen mode)
glfwEnable( window, GLFW_MOUSE_CURSOR );
glfwEnable(window, GLFW_MOUSE_CURSOR);
// Set callback functions
glfwSetWindowSizeCallback( window, windowSizeFun );
glfwSetWindowRefreshCallback( window, windowRefreshFun );
glfwSetMousePosCallback( window, mousePosFun );
glfwSetMouseButtonCallback( window, mouseButtonFun );
glfwSetWindowSizeCallback(window, windowSizeFun);
glfwSetWindowRefreshCallback(window, windowRefreshFun);
glfwSetMousePosCallback(window, mousePosFun);
glfwSetMouseButtonCallback(window, mouseButtonFun);
// Main loop
do
{
// Only redraw if we need to
if( do_redraw )
if (do_redraw)
{
// Draw all views
drawAllViews();
@ -502,12 +492,12 @@ int main( void )
glfwWaitEvents();
} // Check if the ESC key was pressed or the window was closed
while( glfwIsWindow(window) &&
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS );
while (glfwIsWindow(window) &&
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS);
// Close OpenGL window and terminate GLFW
glfwTerminate();
exit( EXIT_SUCCESS );
exit(EXIT_SUCCESS);
}