c9d8d4d57d
* Represent pointer parameters of C functions as `CValuesRef`. * Represent struct value parameters as `CValue`. * Implement some helper methods to make the new approach more useful. * Migrate some code to new interop approach for pointers and values. Also do not map to `String?`: - pointers to 8-bit integers; - pointers to non-const chars.
109 lines
2.8 KiB
Kotlin
109 lines
2.8 KiB
Kotlin
import kotlinx.cinterop.*
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import opengl.*
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// Ported from http://openglsamples.sourceforge.net/projects/index.php/blog/index/
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private var rotation: GLfloat = 0.0f
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private val rotationSpeed: GLfloat = 0.2f
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private val windowWidth = 640
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private val windowHeight = 480
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fun display() {
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// Clear Screen and Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
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glLoadIdentity()
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// Define a viewing transformation
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gluLookAt(4.0, 2.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
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// Push and pop the current matrix stack.
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// This causes that translations and rotations on this matrix wont influence others.
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glPushMatrix()
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glColor3f(1.0f, 0.0f, 0.0f)
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glTranslatef(0.0f, 0.0f, 0.0f)
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glRotatef(rotation, 0.0f, 1.0f, 0.0f)
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glRotatef(90.0f, 0.0f, 1.0f, 0.0f)
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// Draw the teapot
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glutSolidTeapot(1.0)
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glPopMatrix()
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rotation += rotationSpeed
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glutSwapBuffers()
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}
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fun initialize() {
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// select projection matrix
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glMatrixMode(GL_PROJECTION)
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// set the viewport
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glViewport(0, 0, windowWidth, windowHeight)
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// set matrix mode
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glMatrixMode(GL_PROJECTION)
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// reset projection matrix
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glLoadIdentity()
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val aspect = windowWidth.toDouble() / windowHeight
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// set up a perspective projection matrix
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gluPerspective(45.0, aspect, 1.0, 500.0)
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// specify which matrix is the current matrix
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glMatrixMode(GL_MODELVIEW)
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glShadeModel(GL_SMOOTH)
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// specify the clear value for the depth buffer
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glClearDepth(1.0)
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glEnable(GL_DEPTH_TEST)
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glDepthFunc(GL_LEQUAL)
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// specify implementation-specific hints
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, cValuesOf(0.1f, 0.1f, 0.1f, 1.0f))
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glLightfv(GL_LIGHT0, GL_DIFFUSE, cValuesOf(0.6f, 0.6f, 0.6f, 1.0f))
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glLightfv(GL_LIGHT0, GL_SPECULAR, cValuesOf(0.7f, 0.7f, 0.3f, 1.0f))
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glEnable(GL_LIGHT0)
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glEnable(GL_COLOR_MATERIAL)
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glShadeModel(GL_SMOOTH)
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE)
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glDepthFunc(GL_LEQUAL)
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
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}
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fun main(args: Array<String>) {
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// initialize and run program
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memScoped {
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val argc = alloc<CInt32Var>().apply { value = 0 }
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glutInit(argc.ptr, null) // TODO: pass real args
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}
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// Display Mode
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glutInitDisplayMode(GLUT_RGB or GLUT_DOUBLE or GLUT_DEPTH)
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// Set window size
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glutInitWindowSize(windowWidth, windowHeight)
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// create Window
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glutCreateWindow("The GLUT Teapot")
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// register Display Function
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glutDisplayFunc(staticCFunction(::display))
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// register Idle Function
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glutIdleFunc(staticCFunction(::display))
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initialize()
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// run GLUT mainloop
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glutMainLoop()
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} |