190 lines
4.0 KiB
C
190 lines
4.0 KiB
C
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/*
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* Example of how one might use GLUT with the 3Dfx driver in full-screen mode.
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* Note: this only works with X since we're using Mesa's GLX "hack" for
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* using Glide.
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*
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* Goals:
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* easy setup and input event handling with GLUT
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* use 3Dfx hardware
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* automatically set MESA environment variables
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* don't lose mouse input focus
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*
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* Brian Paul This file is in the public domain.
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*/
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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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#include <GL/glut.h>
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#define WIDTH 640
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#define HEIGHT 480
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static int Window = 0;
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static int ScreenWidth, ScreenHeight;
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static GLuint Torus = 0;
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static GLfloat Xrot = 0.0, Yrot = 0.0;
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static void Display( void )
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{
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static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
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static GLfloat red[4] = {1.0, 0.2, 0.2, 1.0};
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static GLfloat green[4] = {0.2, 1.0, 0.2, 1.0};
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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glCallList(Torus);
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glRotatef(90.0, 1, 0, 0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red);
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glCallList(Torus);
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glRotatef(90.0, 0, 1, 0);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, green);
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glCallList(Torus);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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float ratio = (float) width / (float) height;
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ScreenWidth = width;
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ScreenHeight = height;
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/*
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* The 3Dfx driver is limited to 640 x 480 but the X window may be larger.
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* Enforce that here.
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*/
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if (width > WIDTH)
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width = WIDTH;
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if (height > HEIGHT)
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height = HEIGHT;
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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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glFrustum( -ratio, ratio, -1.0, 1.0, 5.0, 30.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -20.0 );
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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glutDestroyWindow(Window);
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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break;
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case GLUT_KEY_DOWN:
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break;
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case GLUT_KEY_LEFT:
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break;
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case GLUT_KEY_RIGHT:
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break;
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}
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glutPostRedisplay();
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}
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static void MouseMove( int x, int y )
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{
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Xrot = y - ScreenWidth / 2;
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Yrot = x - ScreenHeight / 2;
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glutPostRedisplay();
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}
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static void Init( void )
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{
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Torus = glGenLists(1);
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glNewList(Torus, GL_COMPILE);
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glutSolidTorus(0.5, 2.0, 10, 20);
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glEndList();
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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int main( int argc, char *argv[] )
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{
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#ifndef _WIN32
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printf("NOTE: if you've got 3Dfx VooDoo hardware you must run this");
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printf(" program as root.\n\n");
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printf("Move the mouse. Press ESC to exit.\n\n");
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#endif
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/* Tell Mesa GLX to use 3Dfx driver in fullscreen mode. */
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putenv("MESA_GLX_FX=fullscreen");
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/* Disable 3Dfx Glide splash screen */
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putenv("FX_GLIDE_NO_SPLASH=");
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/* Give an initial size and position so user doesn't have to place window */
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glutInitWindowPosition(0, 0);
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glutInitWindowSize(WIDTH, HEIGHT);
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glutInit( &argc, argv );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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Window = glutCreateWindow(argv[0]);
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if (!Window) {
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printf("Error, couldn't open window\n");
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exit(1);
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}
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/*
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* Want the X window to fill the screen so that we don't have to
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* worry about losing the mouse input focus.
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* Note that we won't actually see the X window since we never draw
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* to it, hence, the original X screen's contents aren't disturbed.
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*/
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glutFullScreen();
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Init();
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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glutPassiveMotionFunc( MouseMove );
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glutMainLoop();
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return 0;
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}
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