/*---------------------------------------------------------------- * test.c -- Allegro-GL test program *---------------------------------------------------------------- * Based on firstogl.c. */ #include /* Note: Under Windows, if you include any Windows headers (e.g. GL/gl.h), * you must include first. To save you working out when this * occurs, `alleggl.h' handles this for you, and includes . If * you need other GL headers, include them afterwards. * * Also note that user programs, outside of this library distribution, * should use <...> notation for `alleggl.h'. */ #include "alleggl.h" void display (void); struct camera { double xangle, yangle, zangle; double dist; }; struct camera camera = { 0.0, 0.0, 0.0, 20.0 }; double angle_speed = 5.0; double dist_speed = 1.0; int frames = 0; volatile int secs; void secs_timer(void) { secs++; } END_OF_FUNCTION(secs_timer); void set_camera_position (void) { glMatrixMode (GL_PROJECTION); glLoadIdentity (); glFrustum (-1.0, 1.0, -1.0, 1.0, 1.0, 40.0); glMatrixMode (GL_MODELVIEW); } void keyboard (void) { if (key[KEY_LEFT]) camera.yangle += angle_speed; if (key[KEY_RIGHT]) camera.yangle -= angle_speed; if (key[KEY_UP]) camera.xangle += angle_speed; if (key[KEY_DOWN]) camera.xangle -= angle_speed; if (key[KEY_PGUP]) camera.dist -= dist_speed; if (key[KEY_PGDN]) camera.dist += dist_speed; set_camera_position(); display(); } void display (void) { // Clear the RGB buffer and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Set the modelview matrix to be the identity matrix glLoadIdentity(); //Set the camera glTranslatef (0, 0, -camera.dist); glRotatef (camera.xangle, 1, 0, 0); glRotatef (camera.yangle, 0, 1, 0); glRotatef (camera.zangle, 0, 0, 1); // Save the camera matrix glPushMatrix(); // Translate and rotate the object glTranslatef(-2.5, 0.0, 0.0); glRotatef(-30, 1.0, 0.0, 0.0); glRotatef(30, 0.0, 1.0, 0.0); glRotatef(30, 0.0, 0.0, 1.0); glColor3f(1.0, 0.0, 1.0); // Draw the sides of the three-sided pyramid glBegin(GL_TRIANGLE_FAN); glVertex3d(0, 4, 0); glVertex3d(0, -4, -4); glVertex3d(-4, -4, 4); glVertex3d(4, -4, 4); glVertex3d(0, -4, -4); glEnd(); glColor3f(0.0, 1.0, 1.0); // Draw the base of the pyramid glBegin(GL_TRIANGLES); glVertex3d(0, -4, -4); glVertex3d(4, -4, 4); glVertex3d(-4, -4, 4); glEnd(); // Get the camera matrix back glPopMatrix(); // Translate for the cube glTranslatef(2.5, 0.0, 0.0); glRotatef(45, 1.0, 0.0, 0.0); glRotatef(45, 0.0, 1.0, 0.0); glRotatef(45, 0.0, 0.0, 1.0); glColor3f(0.0, 1.0, 0.0); // Draw the sides of the cube glBegin(GL_QUAD_STRIP); glVertex3d(3, 3, -3); glVertex3d(3, -3, -3); glVertex3d(-3, 3, -3); glVertex3d(-3, -3, -3); glVertex3d(-3, 3, 3); glVertex3d(-3, -3, 3); glVertex3d(3, 3, 3); glVertex3d(3, -3, 3); glVertex3d(3, 3, -3); glVertex3d(3, -3, -3); glEnd(); glColor3f(0.0, 0.0, 1.0); // Draw the top and bottom of the cube glBegin(GL_QUADS); glVertex3d(-3, -3, -3); glVertex3d(3, -3, -3); glVertex3d(3, -3, 3); glVertex3d(-3, -3, 3); glVertex3d(-3, 3, -3); glVertex3d(-3, 3, 3); glVertex3d(3, 3, 3); glVertex3d(3, 3, -3); glEnd(); glFlush(); allegro_gl_flip(); frames++; } int main () { allegro_init(); install_allegro_gl(); allegro_gl_clear_settings(); allegro_gl_set (AGL_COLOR_DEPTH, 32); allegro_gl_set (AGL_Z_DEPTH, 24); allegro_gl_set (AGL_FULLSCREEN, TRUE); allegro_gl_set (AGL_DOUBLEBUFFER, 1); allegro_gl_set (AGL_SUGGEST, AGL_COLOR_DEPTH | AGL_Z_DEPTH | AGL_DOUBLEBUFFER | AGL_FULLSCREEN); if (set_gfx_mode(GFX_OPENGL, 640, 480, 0, 0) < 0) { allegro_message ("Error setting OpenGL graphics mode:\n%s\n" "Allegro GL error : %s\n", allegro_error, allegro_gl_error); return -1; } install_keyboard(); install_timer(); LOCK_FUNCTION(secs_timer); LOCK_VARIABLE(secs); glShadeModel (GL_FLAT); glEnable (GL_DEPTH_TEST); glCullFace (GL_BACK); glEnable (GL_CULL_FACE); install_int (secs_timer, 1000); do { keyboard(); } while (!key[KEY_ESC]); set_gfx_mode (GFX_TEXT, 0, 0, 0, 0); allegro_message("Frames: %i, Seconds: %i, FPS: %f\n", frames, secs, (float)frames / (float)secs); return 0; } END_OF_MAIN()