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