windows-nt/Source/XPSP1/NT/multimedia/opengl/test/profiler/square.cpp

98 lines
2.2 KiB
C++
Raw Normal View History

2020-09-26 03:20:57 -05:00
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <windows.h>
#include <gl\gl.h>
#include "skeltest.h"
#include "square.h"
SquareTest::SquareTest()
{
static BOOL b = FALSE;
if (!b) {
srand((unsigned)time(NULL));
b = TRUE;
}
td.swapbuffers = FALSE;
td.iDuration = 10000;
td.iX = 0;
td.iY = 0;
td.iW = 640;
td.iH = 480;
sprintf(td.acName,"Bouncing Square (demo only)");
bd.cColorBits = 8;
bd.cDepthBits = 16;
iRsize = 50;
fXstep = 1.0f;
fYstep = 1.0f;
}
void SquareTest::INITFUNCTION()
{
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0) h = 1;
fX1 = (GLfloat) rand()/100.0f;
fY1 = (GLfloat) rand()/150.0f;
// Set the viewport to be the entire window
glViewport(0, 0, w, h);
// Reset the coordinate system before modifying
glLoadIdentity();
// Keep the square square, this time, save calculated
// width and height for later use
if (w <= h) {
fWindowHeight = 250.0f*h/w;
fWindowWidth = 250.0f;
} else {
fWindowWidth = 250.0f*w/h;
fWindowHeight = 250.0f;
}
// Set the clipping volume
glOrtho(0.0f, fWindowWidth, 0.0f, fWindowHeight, 1.0f, -1.0f);
}
void SquareTest::IDLEFUNCTION()
{
// Reverse direction when you reach left or right edge
if(fX1 > fWindowWidth-iRsize || fX1 < 0)
fXstep = -fXstep;
// Reverse direction when you reach top or bottom edge
if(fY1 > fWindowHeight-iRsize || fY1 < 0)
fYstep = -fYstep;
// Check bounds. This is incase the window is made
// smaller and the rectangle is outside the new
// clipping volume
if(fX1 > fWindowWidth-iRsize)
fX1 = fWindowWidth-iRsize-1;
if(fY1 > fWindowHeight-iRsize)
fY1 = fWindowHeight-iRsize-1;
// Actually move the square
fX1 += fXstep;
fY1 += fYstep;
}
void SquareTest::RENDFUNCTION()
{
// Set background clearing color to blue
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT);
// Set drawing color to Red, and draw rectangle at
// current position.
glColor3f(1.0f, 0.0f, 0.0f);
glRectf(fX1, fY1, fX1+iRsize, fY1+iRsize);
glFlush();
}