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- /*
- * one.c
- *
- * Hey! This was the original file where freeglut development started. Just
- * note what I have written here at the time. And see the creation date :)
- *
- * : This is a wrapper. I still have to figure out
- * : how to build shared libraries under *nix :)
- *
- * Copyright (c) 1999 by Pawel W. Olszta
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: czw gru 2 11:58:41 CET 1999
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <GL/freeglut.h>
- int g_LeaveGameMode = 0;
- int g_InGameMode = 0;
- int g_mainwin1, g_mainwin2, g_sw1, g_sw2, g_gamemodewin;
- /*
- * Call this function to have some text drawn at given coordinates
- */
- void PrintText( int nX, int nY, char* pszText )
- {
- int lines;
- char *p;
- /*
- * Prepare the OpenGL state
- */
- glDisable( GL_LIGHTING );
- glDisable( GL_DEPTH_TEST );
- glMatrixMode( GL_PROJECTION );
- glPushMatrix();
- glLoadIdentity();
- /*
- * Have an orthogonal projection matrix set
- */
- glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
- 0, glutGet( GLUT_WINDOW_HEIGHT ),
- -1, +1
- );
- /*
- * Now the matrix mode
- */
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glLoadIdentity();
- /*
- * Now the main text
- */
- glColor3ub( 0, 0, 0 );
- glRasterPos2i( nX, nY );
- for( p=pszText, lines=0; *p; p++ )
- {
- if( *p == '\n' )
- {
- lines++;
- glRasterPos2i( nX, nY-(lines*18) );
- }
- glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
- }
- /*
- * Revert to the old matrix modes
- */
- glMatrixMode( GL_PROJECTION );
- glPopMatrix();
- glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
- /*
- * Restore the old OpenGL states
- */
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_LIGHTING );
- }
- /*
- * This is the display routine for our sample FreeGLUT windows
- */
- void SampleDisplay( void )
- {
- int win = glutGetWindow();
- if (g_InGameMode && win!=g_gamemodewin)
- /* Don't draw other windows when in gamemode, those aren't visible
- * anyway. Drawing them continuously nonetheless can cause flicker trouble
- * on my machine. This only seems to occur only when there are child windows
- * among the non-visible windows
- */
- return;
- if (win==g_sw1)
- {
- /*
- * Clear the screen
- */
- glClearColor(0.7f,0.7f,0.7f,1);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glutPostWindowRedisplay(g_mainwin2);
- }
- else if (win==g_sw2)
- {
- /*
- * Clear the screen
- */
- glClearColor(0.3f,0.3f,0.3f,1);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glutPostWindowRedisplay(g_mainwin2);
- }
- else
- {
- const GLfloat time = glutGet(GLUT_ELAPSED_TIME) / 1000.f * 40;
- /*
- * Clear the screen
- */
- glClearColor( 0, 0.5, 1, 1 );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- /*
- * Have the cube rotated
- */
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glRotatef( time, 0, 0, 1 );
- glRotatef( time, 0, 1, 0 );
- glRotatef( time, 1, 0, 0 );
- /*
- * And then drawn...
- */
- glColor3f( 1, 1, 0 );
- /* glutWireCube( 20.0 ); */
- glutWireTeapot( 20.0 );
- /* glutWireSphere( 15.0, 15, 15 ); */
- /* glColor3f( 0, 1, 0 ); */
- /* glutWireCube( 30.0 ); */
- /* glutSolidCone( 10, 20, 10, 2 ); */
- /*
- * Don't forget about the model-view matrix
- */
- glPopMatrix( );
- /*
- * Draw a silly text
- */
- if( g_InGameMode == 0 )
- PrintText( 20, 20, "Hello there cruel world!" );
- else
- PrintText( 20, 20, "Press ESC to leave the game mode!" );
- }
- /*
- * And swap this context's buffers
- */
- glutSwapBuffers( );
- glutPostWindowRedisplay(win);
- }
- /*
- * This is a sample idle function
- */
- void SampleIdle( void )
- {
- if( g_LeaveGameMode == 1 )
- {
- /* One could do all this just as well in SampleGameModeKeyboard... */
- printf("leaving gamemode...\n");
- glutLeaveGameMode( );
- g_LeaveGameMode = 0;
- g_InGameMode = 0;
- glutPostWindowRedisplay(g_mainwin1);
- glutPostWindowRedisplay(g_mainwin2);
- glutPostWindowRedisplay(g_sw1);
- glutPostWindowRedisplay(g_sw2);
- }
- }
- void SampleEntry(int state)
- {
- int window = glutGetWindow () ;
- printf ( "Window %d Entry Callback: %d\n", window, state ) ;
- }
- /*
- * The reshape function
- */
- void SampleReshape( int nWidth, int nHeight )
- {
- GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
- GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
- GLfloat fCol[ 4 ] = { 0.5f, 1.0f, 0.0f, 1.0f };
- /*
- * Update the viewport first
- */
- glViewport( 0, 0, nWidth, nHeight );
- /*
- * Then the projection matrix
- */
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );
- /*
- * Move back the camera a bit
- */
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity( );
- glTranslatef( 0.0, 0.0, -40.0f );
- /*
- * Enable some features...
- */
- glEnable( GL_CULL_FACE );
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_NORMALIZE );
- /*
- * Set up some lighting
- */
- glLightfv( GL_LIGHT0, GL_POSITION, fPos );
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
- /*
- * Set up a sample material
- */
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
- }
- /*
- * A sample keyboard callback
- */
- void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
- {
- printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
- cChar, nMouseX, nMouseY );
- }
- /*
- * A sample keyboard callback (for game mode window)
- */
- void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
- {
- if( cChar == 27 )
- g_LeaveGameMode = 1;
- }
- /*
- * A sample special callback
- */
- void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
- {
- printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
- nSpecial, nMouseX, nMouseY );
- }
- /*
- * A sample menu callback
- */
- void SampleMenu( int menuID )
- {
- printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
- }
- /*
- * A sample menu status callback
- */
- void SampleMenuStatus( int status, int x, int y )
- {
- printf ( "SampleMenu() callback executed, MenuStatus is %i at (%i,%i)\n", status, x, y );
- }
- /*
- * The sample's entry point
- */
- int main( int argc, char** argv )
- {
- int menuID, subMenuA, subMenuB;
- glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
- glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
- glutInitWindowPosition( 100, 100 );
- glutInit( &argc, argv );
- glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS);
- glutMenuStatusFunc( SampleMenuStatus );
- glutIdleFunc( SampleIdle );
- subMenuA = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Sub menu A1 (01)", 1 );
- glutAddMenuEntry( "Sub menu A2 (02)", 2 );
- glutAddMenuEntry( "Sub menu A3 (03)", 3 );
- subMenuB = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Sub menu B1 (04)", 4 );
- glutAddMenuEntry( "Sub menu B2 (05)", 5 );
- glutAddMenuEntry( "Sub menu B3 (06)", 6 );
- glutAddSubMenu( "Going to sub menu A", subMenuA );
- menuID = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Entry one", 1 );
- glutAddMenuEntry( "Entry two", 2 );
- glutAddMenuEntry( "Entry three", 3 );
- glutAddMenuEntry( "Entry four", 4 );
- glutAddMenuEntry( "Entry five", 5 );
- glutAddSubMenu( "Enter sub menu A", subMenuA );
- glutAddSubMenu( "Enter sub menu B", subMenuB );
- g_mainwin1 = glutCreateWindow( "Hello world!" );
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleKeyboard );
- glutSpecialFunc( SampleSpecial );
- glutEntryFunc( SampleEntry );
- glutAttachMenu( GLUT_LEFT_BUTTON );
- glutInitWindowPosition( 200, 200 );
- g_mainwin2 = glutCreateWindow( "I am not Jan B." );
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleKeyboard );
- glutSpecialFunc( SampleSpecial );
- glutEntryFunc( SampleEntry );
- glutAttachMenu( GLUT_LEFT_BUTTON );
- glutSetMenu(subMenuA);
- glutAttachMenu( GLUT_RIGHT_BUTTON );
- g_sw1=glutCreateSubWindow(g_mainwin2,200,0,100,100);
- glutDisplayFunc( SampleDisplay );
- glutSetMenu(subMenuB);
- glutAttachMenu( GLUT_LEFT_BUTTON );
- g_sw2=glutCreateSubWindow(g_sw1,50,0,50,50);
- glutDisplayFunc( SampleDisplay );
- glutSetMenu(menuID);
- glutAttachMenu( GLUT_RIGHT_BUTTON );
- printf( "Testing game mode string parsing, don't panic!\n" );
- glutGameModeString( "320x240:32@100" );
- glutGameModeString( "640x480:16@72" );
- glutGameModeString( "1024x768" );
- glutGameModeString( ":32@120" );
- glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
-
- glutGameModeString( "640x480:37@300" ); /* this one should fail */
- glutEnterGameMode();
- glutGameModeString( "800x600" ); /* this one is likely to succeed */
- g_gamemodewin = glutEnterGameMode();
- if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE))
- g_InGameMode = 1;
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleGameModeKeyboard );
- glutEntryFunc( SampleEntry );
- glutSetMenu(menuID);
- glutAttachMenu( GLUT_LEFT_BUTTON );
- printf( "current window is %ix%i at (%i,%i)\n",
- glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ),
- glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y )
- );
- /*
- * Describe pixel format
- */
- printf("The current window has %i red bits, %i green bits, %i blue bits and %i alpha bits for a total buffer size of %i bits\n",glutGet(GLUT_WINDOW_RED_SIZE),glutGet(GLUT_WINDOW_GREEN_SIZE),glutGet(GLUT_WINDOW_BLUE_SIZE),glutGet(GLUT_WINDOW_ALPHA_SIZE),glutGet(GLUT_WINDOW_BUFFER_SIZE));
- printf("It furthermore has %i depth bits and %i stencil bits\n",glutGet(GLUT_WINDOW_DEPTH_SIZE),glutGet(GLUT_WINDOW_STENCIL_SIZE));
- /*
- * Enter the main FreeGLUT processing loop
- */
- glutMainLoop();
- /*
- * returned from mainloop after window closed
- * see glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS); above
- */
- printf( "glutMainLoop() termination works fine!\n" );
- return EXIT_SUCCESS;
- }
- /*** END OF FILE ***/
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