--- /dev/null
+/* Spaceball demo\r
+ *\r
+ * Written by John Tsiombikas <nuclear@member.fsf.org>\r
+ * (converted from the libspnav cube example)\r
+ *\r
+ * Use the spaceball to move and rotate the colored cube.\r
+ * Pressing any button will reset the cube at its original location.\r
+ *\r
+ * Press escape or q to exit.\r
+ */\r
+\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <math.h>\r
+#include <GL/freeglut.h>\r
+#include "vmath.h"\r
+\r
+void draw_cube(void);\r
+\r
+/* callbacks */\r
+void disp(void);\r
+void reshape(int x, int y);\r
+void keyb(unsigned char key, int x, int y);\r
+void sbmot(int x, int y, int z); /* spaceball translation */\r
+void sbrot(int x, int y, int z); /* spaceball rotation */\r
+void sbbut(int bn, int state); /* spaceball button */\r
+\r
+vec3_t pos = {0, 0, -6};\r
+quat_t rot = {0, 0, 0, 1};\r
+\r
+int main(int argc, char **argv)\r
+{\r
+ glutInit(&argc, argv);\r
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);\r
+ glutCreateWindow("spaceball demo");\r
+\r
+ glutDisplayFunc(disp);\r
+ glutReshapeFunc(reshape);\r
+ glutKeyboardFunc(keyb);\r
+ glutSpaceballMotionFunc(sbmot);\r
+ glutSpaceballRotateFunc(sbrot);\r
+ glutSpaceballButtonFunc(sbbut);\r
+\r
+ glEnable(GL_CULL_FACE);\r
+\r
+ glutMainLoop();\r
+ return 0;\r
+}\r
+\r
+void disp(void)\r
+{\r
+ mat4_t xform;\r
+\r
+ quat_to_mat(xform, rot);\r
+\r
+ glClear(GL_COLOR_BUFFER_BIT);\r
+\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+ glTranslatef(pos.x, pos.y, pos.z);\r
+ glMultTransposeMatrixf((float*)xform);\r
+\r
+ draw_cube();\r
+\r
+ glutSwapBuffers();\r
+}\r
+\r
+void draw_cube(void)\r
+{\r
+ glBegin(GL_QUADS);\r
+ /* face +Z */\r
+ glNormal3f(0, 0, 1);\r
+ glColor3f(1, 0, 0);\r
+ glVertex3f(-1, -1, 1);\r
+ glVertex3f(1, -1, 1);\r
+ glVertex3f(1, 1, 1);\r
+ glVertex3f(-1, 1, 1);\r
+ /* face +X */\r
+ glNormal3f(1, 0, 0);\r
+ glColor3f(0, 1, 0);\r
+ glVertex3f(1, -1, 1);\r
+ glVertex3f(1, -1, -1);\r
+ glVertex3f(1, 1, -1);\r
+ glVertex3f(1, 1, 1);\r
+ /* face -Z */\r
+ glNormal3f(0, 0, -1);\r
+ glColor3f(0, 0, 1);\r
+ glVertex3f(1, -1, -1);\r
+ glVertex3f(-1, -1, -1);\r
+ glVertex3f(-1, 1, -1);\r
+ glVertex3f(1, 1, -1);\r
+ /* face -X */\r
+ glNormal3f(-1, 0, 0);\r
+ glColor3f(1, 1, 0);\r
+ glVertex3f(-1, -1, -1);\r
+ glVertex3f(-1, -1, 1);\r
+ glVertex3f(-1, 1, 1);\r
+ glVertex3f(-1, 1, -1);\r
+ /* face +Y */\r
+ glNormal3f(0, 1, 0);\r
+ glColor3f(0, 1, 1);\r
+ glVertex3f(-1, 1, 1);\r
+ glVertex3f(1, 1, 1);\r
+ glVertex3f(1, 1, -1);\r
+ glVertex3f(-1, 1, -1);\r
+ /* face -Y */\r
+ glNormal3f(0, -1, 0);\r
+ glColor3f(1, 0, 1);\r
+ glVertex3f(-1, -1, -1);\r
+ glVertex3f(1, -1, -1);\r
+ glVertex3f(1, -1, 1);\r
+ glVertex3f(-1, -1, 1);\r
+ glEnd();\r
+}\r
+\r
+/* 45deg fov */\r
+#define FOV (M_PI / 4.0)\r
+\r
+void reshape(int x, int y)\r
+{\r
+ float aspect = (float)x / (float)y;\r
+ float halfy = tan(FOV / 2.0);\r
+ float halfx = halfy * aspect;\r
+\r
+ glViewport(0, 0, x, y);\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ glFrustum(-halfx, halfx, -halfy, halfy, 1.0, 1000.0);\r
+}\r
+\r
+void keyb(unsigned char key, int x, int y)\r
+{\r
+ switch(key) {\r
+ case 'q':\r
+ case 'Q':\r
+ case 27:\r
+ exit(0);\r
+\r
+ case ' ':\r
+ /* reset initial view */\r
+ pos = v3_cons(0, 0, -6);\r
+ rot = quat_cons(1, 0, 0, 0);\r
+ glutPostRedisplay();\r
+\r
+ default:\r
+ break;\r
+ }\r
+}\r
+\r
+void sbmot(int x, int y, int z)\r
+{\r
+ pos.x += x * 0.001;\r
+ pos.y += y * 0.001;\r
+ pos.z -= z * 0.001;\r
+ glutPostRedisplay();\r
+}\r
+\r
+void sbrot(int x, int y, int z)\r
+{\r
+ float axis_len = sqrt(x * x + y * y + z * z);\r
+ rot = quat_rotate(rot, axis_len * 0.001, -x / axis_len, -y / axis_len, z / axis_len);\r
+ glutPostRedisplay();\r
+}\r
+\r
+void sbbut(int bn, int state)\r
+{\r
+ if(state == GLUT_DOWN) {\r
+ pos = v3_cons(0, 0, -6);\r
+ rot = quat_cons(1, 0, 0, 0);\r
+ glutPostRedisplay();\r
+ }\r
+}\r