
With the switch to eglut, xegl_tri supports both X11 and EGL_MESA_screen_surface. Have it replace egltri.
142 lines
3.1 KiB
C
142 lines
3.1 KiB
C
/*
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* Copyright (C) 2008 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* Draw a triangle with X/EGL.
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* Brian Paul
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* 3 June 2008
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/gl.h>
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#include "eglut.h"
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static GLfloat view_rotx = 0.0, view_roty = 0.0, view_rotz = 0.0;
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static void
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draw(void)
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{
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static const GLfloat verts[3][2] = {
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{ -1, -1 },
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{ 1, -1 },
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{ 0, 1 }
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};
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static const GLfloat colors[3][3] = {
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{ 1, 0, 0 },
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{ 0, 1, 0 },
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{ 0, 0, 1 }
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};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(view_rotx, 1, 0, 0);
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glRotatef(view_roty, 0, 1, 0);
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glRotatef(view_rotz, 0, 0, 1);
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{
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glVertexPointer(2, GL_FLOAT, 0, verts);
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glColorPointer(3, GL_FLOAT, 0, colors);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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glPopMatrix();
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}
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/* new window size or exposure */
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static void
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reshape(int width, int height)
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{
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GLfloat ar = (GLfloat) width / (GLfloat) height;
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glViewport(0, 0, (GLint) width, (GLint) height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-ar, ar, -1, 1, 5.0, 60.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -10.0);
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}
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static void
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init(void)
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{
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glClearColor(0.4, 0.4, 0.4, 0.0);
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}
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static void
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special_key(int special)
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{
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switch (special) {
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case EGLUT_KEY_LEFT:
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view_roty += 5.0;
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break;
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case EGLUT_KEY_RIGHT:
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view_roty -= 5.0;
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break;
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case EGLUT_KEY_UP:
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view_rotx += 5.0;
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break;
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case EGLUT_KEY_DOWN:
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view_rotx -= 5.0;
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break;
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default:
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break;
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}
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}
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int
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main(int argc, char *argv[])
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{
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eglutInitWindowSize(300, 300);
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eglutInitAPIMask(EGLUT_OPENGL_BIT);
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eglutInit(argc, argv);
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eglutCreateWindow("egltri");
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eglutReshapeFunc(reshape);
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eglutDisplayFunc(draw);
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eglutSpecialFunc(special_key);
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init();
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eglutMainLoop();
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return 0;
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}
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