mac opengl support. proper coordinate flipping
All checks were successful
pyrite-dev/milsko/pipeline/head This commit looks good

This commit is contained in:
IoI_xD 2026-03-04 22:56:04 -07:00
commit db577bb01f
7 changed files with 610 additions and 390 deletions

View file

@ -1,78 +1,89 @@
#define TITLE "cube"
#include "glutlayer.c"
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
static double deg = 0;
static void draw(void) {
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(deg, 1, 0, 0);
glRotatef(deg, 0, 1, 0);
glRotatef(deg, 0, 0, 1);
glPushMatrix();
glRotatef(deg, 1, 0, 0);
glRotatef(deg, 0, 1, 0);
glRotatef(deg, 0, 0, 1);
for(i = 0; i < 6; i++) {
if(i == 0) glColor3f(1, 0, 0);
if(i == 1) glColor3f(0, 1, 0);
if(i == 2) glColor3f(1, 1, 0);
if(i == 3) glColor3f(0, 0, 1);
if(i == 4) glColor3f(1, 0, 1);
if(i == 5) glColor3f(0, 1, 1);
for (i = 0; i < 6; i++) {
if (i == 0)
glColor3f(1, 0, 0);
if (i == 1)
glColor3f(0, 1, 0);
if (i == 2)
glColor3f(1, 1, 0);
if (i == 3)
glColor3f(0, 0, 1);
if (i == 4)
glColor3f(1, 0, 1);
if (i == 5)
glColor3f(0, 1, 1);
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glVertex3f(-1, 1, -1);
glVertex3f(-1, 1, 1);
glVertex3f(1, 1, 1);
glVertex3f(1, 1, -1);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glVertex3f(-1, 1, -1);
glVertex3f(-1, 1, 1);
glVertex3f(1, 1, 1);
glVertex3f(1, 1, -1);
glEnd();
if(i < 3) glRotatef(90, 0, 0, 1);
if(i == 3) glRotatef(90, 1, 0, 0);
if(i == 4) glRotatef(180, 0, 0, 1);
}
glPopMatrix();
if (i < 3)
glRotatef(90, 0, 0, 1);
if (i == 3)
glRotatef(90, 1, 0, 0);
if (i == 4)
glRotatef(180, 0, 0, 1);
}
glPopMatrix();
}
static void idle(void) {
deg += 1.0;
}
static void idle(void) { deg += 1.0; }
static void reshape(int width, int height) {
GLfloat lpos[4];
GLfloat lpos[4];
lpos[0] = 1;
lpos[1] = 1;
lpos[2] = 1;
lpos[3] = 0;
lpos[0] = 1;
lpos[1] = 1;
lpos[2] = 1;
lpos[3] = 0;
glViewport(0, 0, width, height);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (double)width / height, 1, 100);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (double)width / height, 1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2, 2, 2, 0, 0, 0, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2, 2, 2, 0, 0, 0, 0, 1, 0);
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
}
static void init(void) {
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
}
static void key(int k) {
(void)k;
}
static void key(int k) { (void)k; }