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