Added a new demo (from Nigel) showing some of the basic GLUT geometry
shapes. "shapes" is the name of the demo. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@365 7f0cb862-5218-0410-a997-914c9d46530a
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@ -53,6 +53,8 @@ freeglut/freeglut/progs/demos/One/Makefile.am svn_keywords=Author+Date+Id+Revisi
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freeglut/freeglut/progs/demos/One/one.c svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/One/one.dsp svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/demos.dsw svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/shapes/Makefile.am svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/progs/demos/shapes/shapes.c svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/src/Makefile.am svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/src/freeglut_callbacks.c svn_keywords=Author+Date+Id+Revision
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freeglut/freeglut/src/freeglut_cursor.c svn_keywords=Author+Date+Id+Revision
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@ -60,6 +60,7 @@ AC_OUTPUT(\
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progs/demos/Fractals_random/Makefile \
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progs/demos/Lorenz/Makefile \
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progs/demos/One/Makefile \
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progs/demos/shapes/Makefile \
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src/Makefile \
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include/Makefile \
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include/GL/Makefile \
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@ -1,2 +1,2 @@
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EXTRA_DIST = demos.dsw
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SUBDIRS = CallbackMaker Fractals Fractals_random Lorenz One
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SUBDIRS = CallbackMaker Fractals Fractals_random Lorenz One shapes
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freeglut/freeglut/progs/demos/shapes/Makefile.am
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freeglut/freeglut/progs/demos/shapes/Makefile.am
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@ -0,0 +1,5 @@
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EXTRA_DIST = shapes.c
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noinst_PROGRAMS = shapes
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shapes_SOURCES = shapes.c
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shapes_LDFLAGS = -export-dynamic ../../../src/lib@LIBRARY@.la
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shapes_CFLAGS = -I$(top_srcdir)/include $(X_CFLAGS)
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freeglut/freeglut/progs/demos/shapes/shapes.c
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freeglut/freeglut/progs/demos/shapes/shapes.c
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#include <GL/freeglut.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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static int slices = 16;
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static int stacks = 16;
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static void
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reshape(int width, int height)
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{
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float ar;
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glViewport( 0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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ar = (float) width / (float) height;
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glFrustum ( -ar, ar, -1.0, 1.0, 2.0, 100.0);
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glMatrixMode(GL_MODELVIEW) ;
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glLoadIdentity() ;
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}
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static void
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display(void)
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{
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float t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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float a = t*90.0;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef(-2.4,1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutSolidSphere(1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutSolidCone(1,1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(2.4,1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutSolidTorus(0.2,0.8,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-2.4,-1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutWireSphere(1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(0,-1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutWireCone(1,1,slices,stacks);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(2.4,-1.2,-6);
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glRotatef(60,1,0,0);
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glRotatef(a,0,0,1);
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glColor3f(1,0,0);
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glutWireTorus(0.2,0.8,slices,stacks);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void
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key(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27 :
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case 'q':
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exit(0);
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break;
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case '+':
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slices++;
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stacks++;
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break;
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case '-':
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slices--;
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stacks--;
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break;
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}
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glutPostRedisplay();
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}
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void
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idle()
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{
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glutPostRedisplay();
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}
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GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 2.0, 5.0, 5.0, 0.0 };
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GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };
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GLfloat mat_diffuse[] = { 0.8, 0.8, 0.8, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat high_shininess[] = { 100.0 };
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowSize(640,480);
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glutInitWindowPosition (40,40);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutCreateWindow("FreeGLUT Shapes");
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glutReshapeFunc(reshape);
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glutDisplayFunc(display);
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glutKeyboardFunc(key);
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glutIdleFunc(idle);
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glClearColor(1,1,1,1);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_LIGHTING);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
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glutMainLoop();
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return EXIT_SUCCESS;
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}
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