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authorrtk0c <[email protected]>2025-08-16 11:23:49 -0700
committerrtk0c <[email protected]>2025-08-16 11:23:49 -0700
commit047f294de1b4d385b811ac9f5afc393d81cc4ae9 (patch)
treef96100a813a4ffb28dcd074455d3a2f8ee426430 /3rdparty/glfw/source/examples/boing.c
parent488fb8b4b9da7f99a5cc37e39fff9f1cb700f2a8 (diff)
Copy changes from the no-history fork, generated back in 2023
Original commit message: > commit f138311d2d2e0cc9ba0496d523bb46f2c1c9fb73 > Author: rtk0c <[email protected]> > Date: Wed Sep 20 23:58:58 2023 -0700 > > Copy from the PlasticSCM repo, replace vendored glm wtih conan In reality, this also introduced a few uncommitted changes in the original PlasticSCM repo. See the modified and new files in this patch.
Diffstat (limited to '3rdparty/glfw/source/examples/boing.c')
-rw-r--r--3rdparty/glfw/source/examples/boing.c680
1 files changed, 0 insertions, 680 deletions
diff --git a/3rdparty/glfw/source/examples/boing.c b/3rdparty/glfw/source/examples/boing.c
deleted file mode 100644
index ec118a3..0000000
--- a/3rdparty/glfw/source/examples/boing.c
+++ /dev/null
@@ -1,680 +0,0 @@
-/*****************************************************************************
- * Title: GLBoing
- * Desc: Tribute to Amiga Boing.
- * Author: Jim Brooks <[email protected]>
- * Original Amiga authors were R.J. Mical and Dale Luck.
- * GLFW conversion by Marcus Geelnard
- * Notes: - 360' = 2*PI [radian]
- *
- * - Distances between objects are created by doing a relative
- * Z translations.
- *
- * - Although OpenGL enticingly supports alpha-blending,
- * the shadow of the original Boing didn't affect the color
- * of the grid.
- *
- * - [Marcus] Changed timing scheme from interval driven to frame-
- * time based animation steps (which results in much smoother
- * movement)
- *
- * History of Amiga Boing:
- *
- * Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
- * 1985. According to legend, it was written ad-hoc in one night by
- * R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
- * and smooth, attendees did not believe the Amiga prototype was really doing
- * the rendering. Suspecting a trick, they began looking around the booth for
- * a hidden computer or VCR.
- *****************************************************************************/
-
-#if defined(_MSC_VER)
- // Make MS math.h define M_PI
- #define _USE_MATH_DEFINES
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-
-#define GLAD_GL_IMPLEMENTATION
-#include <glad/gl.h>
-#define GLFW_INCLUDE_NONE
-#include <GLFW/glfw3.h>
-
-#include <linmath.h>
-
-
-/*****************************************************************************
- * Various declarations and macros
- *****************************************************************************/
-
-/* Prototypes */
-void init( void );
-void display( void );
-void reshape( GLFWwindow* window, int w, int h );
-void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods );
-void mouse_button_callback( GLFWwindow* window, int button, int action, int mods );
-void cursor_position_callback( GLFWwindow* window, double x, double y );
-void DrawBoingBall( void );
-void BounceBall( double dt );
-void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi );
-void DrawGrid( void );
-
-#define RADIUS 70.f
-#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
-#define STEP_LATITUDE 22.5f
-
-#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f)
-
-#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */
-#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */
-#define BOUNCE_HEIGHT (RADIUS * 2.1f)
-#define BOUNCE_WIDTH (RADIUS * 2.1f)
-
-#define SHADOW_OFFSET_X -20.f
-#define SHADOW_OFFSET_Y 10.f
-#define SHADOW_OFFSET_Z 0.f
-
-#define WALL_L_OFFSET 0.f
-#define WALL_R_OFFSET 5.f
-
-/* Animation speed (50.0 mimics the original GLUT demo speed) */
-#define ANIMATION_SPEED 50.f
-
-/* Maximum allowed delta time per physics iteration */
-#define MAX_DELTA_T 0.02f
-
-/* Draw ball, or its shadow */
-typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
-
-/* Vertex type */
-typedef struct {float x; float y; float z;} vertex_t;
-
-/* Global vars */
-int windowed_xpos, windowed_ypos, windowed_width, windowed_height;
-int width, height;
-GLfloat deg_rot_y = 0.f;
-GLfloat deg_rot_y_inc = 2.f;
-int override_pos = GLFW_FALSE;
-GLfloat cursor_x = 0.f;
-GLfloat cursor_y = 0.f;
-GLfloat ball_x = -RADIUS;
-GLfloat ball_y = -RADIUS;
-GLfloat ball_x_inc = 1.f;
-GLfloat ball_y_inc = 2.f;
-DRAW_BALL_ENUM drawBallHow;
-double t;
-double t_old = 0.f;
-double dt;
-
-/* Random number generator */
-#ifndef RAND_MAX
- #define RAND_MAX 4095
-#endif
-
-
-/*****************************************************************************
- * Truncate a degree.
- *****************************************************************************/
-GLfloat TruncateDeg( GLfloat deg )
-{
- if ( deg >= 360.f )
- return (deg - 360.f);
- else
- return deg;
-}
-
-/*****************************************************************************
- * Convert a degree (360-based) into a radian.
- * 360' = 2 * PI
- *****************************************************************************/
-double deg2rad( double deg )
-{
- return deg / 360 * (2 * M_PI);
-}
-
-/*****************************************************************************
- * 360' sin().
- *****************************************************************************/
-double sin_deg( double deg )
-{
- return sin( deg2rad( deg ) );
-}
-
-/*****************************************************************************
- * 360' cos().
- *****************************************************************************/
-double cos_deg( double deg )
-{
- return cos( deg2rad( deg ) );
-}
-
-/*****************************************************************************
- * Compute a cross product (for a normal vector).
- *
- * c = a x b
- *****************************************************************************/
-void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
-{
- GLfloat u1, u2, u3;
- GLfloat v1, v2, v3;
-
- u1 = b.x - a.x;
- u2 = b.y - a.y;
- u3 = b.y - a.z;
-
- v1 = c.x - a.x;
- v2 = c.y - a.y;
- v3 = c.z - a.z;
-
- n->x = u2 * v3 - v2 * u3;
- n->y = u3 * v1 - v3 * u1;
- n->z = u1 * v2 - v1 * u2;
-}
-
-
-#define BOING_DEBUG 0
-
-
-/*****************************************************************************
- * init()
- *****************************************************************************/
-void init( void )
-{
- /*
- * Clear background.
- */
- glClearColor( 0.55f, 0.55f, 0.55f, 0.f );
-
- glShadeModel( GL_FLAT );
-}
-
-
-/*****************************************************************************
- * display()
- *****************************************************************************/
-void display(void)
-{
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glPushMatrix();
-
- drawBallHow = DRAW_BALL_SHADOW;
- DrawBoingBall();
-
- DrawGrid();
-
- drawBallHow = DRAW_BALL;
- DrawBoingBall();
-
- glPopMatrix();
- glFlush();
-}
-
-
-/*****************************************************************************
- * reshape()
- *****************************************************************************/
-void reshape( GLFWwindow* window, int w, int h )
-{
- mat4x4 projection, view;
-
- glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
-
- glMatrixMode( GL_PROJECTION );
- mat4x4_perspective( projection,
- 2.f * (float) atan2( RADIUS, 200.f ),
- (float)w / (float)h,
- 1.f, VIEW_SCENE_DIST );
- glLoadMatrixf((const GLfloat*) projection);
-
- glMatrixMode( GL_MODELVIEW );
- {
- vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST };
- vec3 center = { 0.f, 0.f, 0.f };
- vec3 up = { 0.f, -1.f, 0.f };
- mat4x4_look_at( view, eye, center, up );
- }
- glLoadMatrixf((const GLfloat*) view);
-}
-
-void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods )
-{
- if (action != GLFW_PRESS)
- return;
-
- if (key == GLFW_KEY_ESCAPE && mods == 0)
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- if ((key == GLFW_KEY_ENTER && mods == GLFW_MOD_ALT) ||
- (key == GLFW_KEY_F11 && mods == GLFW_MOD_ALT))
- {
- if (glfwGetWindowMonitor(window))
- {
- glfwSetWindowMonitor(window, NULL,
- windowed_xpos, windowed_ypos,
- windowed_width, windowed_height, 0);
- }
- else
- {
- GLFWmonitor* monitor = glfwGetPrimaryMonitor();
- if (monitor)
- {
- const GLFWvidmode* mode = glfwGetVideoMode(monitor);
- glfwGetWindowPos(window, &windowed_xpos, &windowed_ypos);
- glfwGetWindowSize(window, &windowed_width, &windowed_height);
- glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
- }
- }
- }
-}
-
-static void set_ball_pos ( GLfloat x, GLfloat y )
-{
- ball_x = (width / 2) - x;
- ball_y = y - (height / 2);
-}
-
-void mouse_button_callback( GLFWwindow* window, int button, int action, int mods )
-{
- if (button != GLFW_MOUSE_BUTTON_LEFT)
- return;
-
- if (action == GLFW_PRESS)
- {
- override_pos = GLFW_TRUE;
- set_ball_pos(cursor_x, cursor_y);
- }
- else
- {
- override_pos = GLFW_FALSE;
- }
-}
-
-void cursor_position_callback( GLFWwindow* window, double x, double y )
-{
- cursor_x = (float) x;
- cursor_y = (float) y;
-
- if ( override_pos )
- set_ball_pos(cursor_x, cursor_y);
-}
-
-/*****************************************************************************
- * Draw the Boing ball.
- *
- * The Boing ball is sphere in which each facet is a rectangle.
- * Facet colors alternate between red and white.
- * The ball is built by stacking latitudinal circles. Each circle is composed
- * of a widely-separated set of points, so that each facet is noticeably large.
- *****************************************************************************/
-void DrawBoingBall( void )
-{
- GLfloat lon_deg; /* degree of longitude */
- double dt_total, dt2;
-
- glPushMatrix();
- glMatrixMode( GL_MODELVIEW );
-
- /*
- * Another relative Z translation to separate objects.
- */
- glTranslatef( 0.0, 0.0, DIST_BALL );
-
- /* Update ball position and rotation (iterate if necessary) */
- dt_total = dt;
- while( dt_total > 0.0 )
- {
- dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
- dt_total -= dt2;
- BounceBall( dt2 );
- deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) );
- }
-
- /* Set ball position */
- glTranslatef( ball_x, ball_y, 0.0 );
-
- /*
- * Offset the shadow.
- */
- if ( drawBallHow == DRAW_BALL_SHADOW )
- {
- glTranslatef( SHADOW_OFFSET_X,
- SHADOW_OFFSET_Y,
- SHADOW_OFFSET_Z );
- }
-
- /*
- * Tilt the ball.
- */
- glRotatef( -20.0, 0.0, 0.0, 1.0 );
-
- /*
- * Continually rotate ball around Y axis.
- */
- glRotatef( deg_rot_y, 0.0, 1.0, 0.0 );
-
- /*
- * Set OpenGL state for Boing ball.
- */
- glCullFace( GL_FRONT );
- glEnable( GL_CULL_FACE );
- glEnable( GL_NORMALIZE );
-
- /*
- * Build a faceted latitude slice of the Boing ball,
- * stepping same-sized vertical bands of the sphere.
- */
- for ( lon_deg = 0;
- lon_deg < 180;
- lon_deg += STEP_LONGITUDE )
- {
- /*
- * Draw a latitude circle at this longitude.
- */
- DrawBoingBallBand( lon_deg,
- lon_deg + STEP_LONGITUDE );
- }
-
- glPopMatrix();
-
- return;
-}
-
-
-/*****************************************************************************
- * Bounce the ball.
- *****************************************************************************/
-void BounceBall( double delta_t )
-{
- GLfloat sign;
- GLfloat deg;
-
- if ( override_pos )
- return;
-
- /* Bounce on walls */
- if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) )
- {
- ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
- deg_rot_y_inc = -deg_rot_y_inc;
- }
- if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) )
- {
- ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
- deg_rot_y_inc = -deg_rot_y_inc;
- }
-
- /* Bounce on floor / roof */
- if ( ball_y > BOUNCE_HEIGHT/2 )
- {
- ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
- }
- if ( ball_y < -BOUNCE_HEIGHT/2*0.85 )
- {
- ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
- }
-
- /* Update ball position */
- ball_x += ball_x_inc * ((float)delta_t*ANIMATION_SPEED);
- ball_y += ball_y_inc * ((float)delta_t*ANIMATION_SPEED);
-
- /*
- * Simulate the effects of gravity on Y movement.
- */
- if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0;
-
- deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT;
- if ( deg > 80 ) deg = 80;
- if ( deg < 10 ) deg = 10;
-
- ball_y_inc = sign * 4.f * (float) sin_deg( deg );
-}
-
-
-/*****************************************************************************
- * Draw a faceted latitude band of the Boing ball.
- *
- * Parms: long_lo, long_hi
- * Low and high longitudes of slice, resp.
- *****************************************************************************/
-void DrawBoingBallBand( GLfloat long_lo,
- GLfloat long_hi )
-{
- vertex_t vert_ne; /* "ne" means south-east, so on */
- vertex_t vert_nw;
- vertex_t vert_sw;
- vertex_t vert_se;
- vertex_t vert_norm;
- GLfloat lat_deg;
- static int colorToggle = 0;
-
- /*
- * Iterate through the points of a latitude circle.
- * A latitude circle is a 2D set of X,Z points.
- */
- for ( lat_deg = 0;
- lat_deg <= (360 - STEP_LATITUDE);
- lat_deg += STEP_LATITUDE )
- {
- /*
- * Color this polygon with red or white.
- */
- if ( colorToggle )
- glColor3f( 0.8f, 0.1f, 0.1f );
- else
- glColor3f( 0.95f, 0.95f, 0.95f );
-#if 0
- if ( lat_deg >= 180 )
- if ( colorToggle )
- glColor3f( 0.1f, 0.8f, 0.1f );
- else
- glColor3f( 0.5f, 0.5f, 0.95f );
-#endif
- colorToggle = ! colorToggle;
-
- /*
- * Change color if drawing shadow.
- */
- if ( drawBallHow == DRAW_BALL_SHADOW )
- glColor3f( 0.35f, 0.35f, 0.35f );
-
- /*
- * Assign each Y.
- */
- vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS;
- vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS;
-
- /*
- * Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
- * Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
- * while long=90 (sin(90)=1) is at equator.
- */
- vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
- vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
- vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
- vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
-
- vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
- vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
- vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
- vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
-
- /*
- * Draw the facet.
- */
- glBegin( GL_POLYGON );
-
- CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm );
- glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z );
-
- glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z );
- glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z );
- glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z );
- glVertex3f( vert_se.x, vert_se.y, vert_se.z );
-
- glEnd();
-
-#if BOING_DEBUG
- printf( "----------------------------------------------------------- \n" );
- printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi );
- printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
- printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
- printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
- printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
-#endif
-
- }
-
- /*
- * Toggle color so that next band will opposite red/white colors than this one.
- */
- colorToggle = ! colorToggle;
-
- /*
- * This circular band is done.
- */
- return;
-}
-
-
-/*****************************************************************************
- * Draw the purple grid of lines, behind the Boing ball.
- * When the Workbench is dropped to the bottom, Boing shows 12 rows.
- *****************************************************************************/
-void DrawGrid( void )
-{
- int row, col;
- const int rowTotal = 12; /* must be divisible by 2 */
- const int colTotal = rowTotal; /* must be same as rowTotal */
- const GLfloat widthLine = 2.0; /* should be divisible by 2 */
- const GLfloat sizeCell = GRID_SIZE / rowTotal;
- const GLfloat z_offset = -40.0;
- GLfloat xl, xr;
- GLfloat yt, yb;
-
- glPushMatrix();
- glDisable( GL_CULL_FACE );
-
- /*
- * Another relative Z translation to separate objects.
- */
- glTranslatef( 0.0, 0.0, DIST_BALL );
-
- /*
- * Draw vertical lines (as skinny 3D rectangles).
- */
- for ( col = 0; col <= colTotal; col++ )
- {
- /*
- * Compute co-ords of line.
- */
- xl = -GRID_SIZE / 2 + col * sizeCell;
- xr = xl + widthLine;
-
- yt = GRID_SIZE / 2;
- yb = -GRID_SIZE / 2 - widthLine;
-
- glBegin( GL_POLYGON );
-
- glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
-
- glVertex3f( xr, yt, z_offset ); /* NE */
- glVertex3f( xl, yt, z_offset ); /* NW */
- glVertex3f( xl, yb, z_offset ); /* SW */
- glVertex3f( xr, yb, z_offset ); /* SE */
-
- glEnd();
- }
-
- /*
- * Draw horizontal lines (as skinny 3D rectangles).
- */
- for ( row = 0; row <= rowTotal; row++ )
- {
- /*
- * Compute co-ords of line.
- */
- yt = GRID_SIZE / 2 - row * sizeCell;
- yb = yt - widthLine;
-
- xl = -GRID_SIZE / 2;
- xr = GRID_SIZE / 2 + widthLine;
-
- glBegin( GL_POLYGON );
-
- glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
-
- glVertex3f( xr, yt, z_offset ); /* NE */
- glVertex3f( xl, yt, z_offset ); /* NW */
- glVertex3f( xl, yb, z_offset ); /* SW */
- glVertex3f( xr, yb, z_offset ); /* SE */
-
- glEnd();
- }
-
- glPopMatrix();
-
- return;
-}
-
-
-/*======================================================================*
- * main()
- *======================================================================*/
-
-int main( void )
-{
- GLFWwindow* window;
-
- /* Init GLFW */
- if( !glfwInit() )
- exit( EXIT_FAILURE );
-
- window = glfwCreateWindow( 400, 400, "Boing (classic Amiga demo)", NULL, NULL );
- if (!window)
- {
- glfwTerminate();
- exit( EXIT_FAILURE );
- }
-
- glfwSetWindowAspectRatio(window, 1, 1);
-
- glfwSetFramebufferSizeCallback(window, reshape);
- glfwSetKeyCallback(window, key_callback);
- glfwSetMouseButtonCallback(window, mouse_button_callback);
- glfwSetCursorPosCallback(window, cursor_position_callback);
-
- glfwMakeContextCurrent(window);
- gladLoadGL(glfwGetProcAddress);
- glfwSwapInterval( 1 );
-
- glfwGetFramebufferSize(window, &width, &height);
- reshape(window, width, height);
-
- glfwSetTime( 0.0 );
-
- init();
-
- /* Main loop */
- for (;;)
- {
- /* Timing */
- t = glfwGetTime();
- dt = t - t_old;
- t_old = t;
-
- /* Draw one frame */
- display();
-
- /* Swap buffers */
- glfwSwapBuffers(window);
- glfwPollEvents();
-
- /* Check if we are still running */
- if (glfwWindowShouldClose(window))
- break;
- }
-
- glfwTerminate();
- exit( EXIT_SUCCESS );
-}
-