/* * 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, * Creation date: czw gru 2 11:58:41 CET 1999 */ #include #include #include 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 ***/