620 lines
15 KiB
C
620 lines
15 KiB
C
/*
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* Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc.
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that (i) the above copyright notices and this permission notice appear in
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* all copies of the software and related documentation, and (ii) the name of
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* Silicon Graphics may not be used in any advertising or
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* publicity relating to the software without the specific, prior written
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* permission of Silicon Graphics.
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*
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* THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF
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* ANY KIND,
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* EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
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* WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
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*
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* IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR
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* ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND,
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* OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
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* WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF
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* LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include <stdio.h>
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#include <string.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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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
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#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))
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GLenum rgb, doubleBuffer;
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#include "tkmap.c"
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GLint colorIndexes1[3];
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GLint colorIndexes2[3];
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GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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GLenum smooth = GL_FALSE;
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GLenum lighting = GL_TRUE;
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GLenum depth = GL_TRUE;
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GLenum stepMode = GL_FALSE;
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GLenum spinMode = GL_FALSE;
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GLint contouring = 0;
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GLint widthX, widthY;
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GLint checkerSize;
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float height;
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GLint frames, curFrame = 0, nextFrame = 0;
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struct facet {
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float color[3];
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float normal[3];
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};
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struct coord {
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float vertex[3];
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float normal[3];
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};
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struct mesh {
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GLint widthX, widthY;
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GLint numFacets;
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GLint numCoords;
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GLint frames;
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struct coord *coords;
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struct facet *facets;
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} theMesh;
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GLubyte contourTexture1[] = {
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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127, 127, 127, 127,
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};
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GLubyte contourTexture2[] = {
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255, 255, 255, 255,
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255, 127, 127, 127,
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255, 127, 127, 127,
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255, 127, 127, 127,
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};
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#if !defined(GLUTCALLBACK)
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#define GLUTCALLBACK
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#endif
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void GLUTCALLBACK glut_post_redisplay_p(void)
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{
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static double t0 = -1.;
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double t, dt;
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t = glutGet(GLUT_ELAPSED_TIME) / 1000.;
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if (t0 < 0.)
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t0 = t;
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dt = t - t0;
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if (dt < 1./30.)
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return;
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t0 = t;
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glutPostRedisplay();
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}
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static void Animate(void)
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{
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struct coord *coord;
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struct facet *facet;
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float *lastColor;
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float *thisColor;
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GLint i, j;
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glClear(clearMask);
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if (nextFrame || !stepMode) {
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curFrame++;
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}
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if (curFrame >= theMesh.frames) {
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curFrame = 0;
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}
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if ((nextFrame || !stepMode) && spinMode) {
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glRotatef(5.0, 0.0, 0.0, 1.0);
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}
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nextFrame = 0;
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for (i = 0; i < theMesh.widthX; i++) {
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glBegin(GL_QUAD_STRIP);
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lastColor = NULL;
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for (j = 0; j < theMesh.widthY; j++) {
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facet = GETFACET(curFrame, i, j);
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if (!smooth && lighting) {
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glNormal3fv(facet->normal);
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}
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if (lighting) {
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if (rgb) {
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thisColor = facet->color;
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glColor3fv(facet->color);
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} else {
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thisColor = facet->color;
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glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES,
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facet->color);
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}
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} else {
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if (rgb) {
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thisColor = facet->color;
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glColor3fv(facet->color);
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} else {
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thisColor = facet->color;
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glIndexf(facet->color[1]);
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}
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}
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if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) {
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if (lastColor) {
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glEnd();
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glBegin(GL_QUAD_STRIP);
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}
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coord = GETCOORD(curFrame, i, j);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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coord = GETCOORD(curFrame, i+1, j);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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}
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coord = GETCOORD(curFrame, i, j+1);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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coord = GETCOORD(curFrame, i+1, j+1);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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lastColor = thisColor;
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}
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glEnd();
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}
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glFlush();
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if (doubleBuffer) {
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glutSwapBuffers();
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}
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}
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static void SetColorMap(void)
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{
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static float green[3] = {0.2, 1.0, 0.2};
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static float red[3] = {1.0, 0.2, 0.2};
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float *color = 0, percent;
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GLint *indexes = 0, entries, i, j;
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entries = glutGet(GLUT_WINDOW_COLORMAP_SIZE);
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colorIndexes1[0] = 1;
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colorIndexes1[1] = 1 + (GLint)((entries - 1) * 0.3);
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colorIndexes1[2] = (GLint)((entries - 1) * 0.5);
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colorIndexes2[0] = 1 + (GLint)((entries - 1) * 0.5);
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colorIndexes2[1] = 1 + (GLint)((entries - 1) * 0.8);
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colorIndexes2[2] = entries - 1;
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for (i = 0; i < 2; i++) {
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switch (i) {
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case 0:
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color = green;
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indexes = colorIndexes1;
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break;
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case 1:
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color = red;
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indexes = colorIndexes2;
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break;
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}
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for (j = indexes[0]; j < indexes[1]; j++) {
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percent = 0.2 + 0.8 * (j - indexes[0]) /
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(float)(indexes[1] - indexes[0]);
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glutSetColor(j, percent*color[0], percent*color[1],
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percent*color[2]);
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}
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for (j=indexes[1]; j<=indexes[2]; j++) {
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percent = (j - indexes[1]) / (float)(indexes[2] - indexes[1]);
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glutSetColor(j, percent*(1-color[0])+color[0],
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percent*(1-color[1])+color[1],
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percent*(1-color[2])+color[2]);
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}
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}
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}
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static void InitMesh(void)
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{
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struct coord *coord;
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struct facet *facet;
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float dp1[3], dp2[3];
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float *pt1, *pt2, *pt3;
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float angle, d, x, y;
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GLint numFacets, numCoords, frameNum, i, j;
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theMesh.widthX = widthX;
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theMesh.widthY = widthY;
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theMesh.frames = frames;
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numFacets = widthX * widthY;
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numCoords = (widthX + 1) * (widthY + 1);
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theMesh.numCoords = numCoords;
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theMesh.numFacets = numFacets;
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theMesh.coords = (struct coord *)malloc(frames*numCoords*
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sizeof(struct coord));
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theMesh.facets = (struct facet *)malloc(frames*numFacets*
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sizeof(struct facet));
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if (theMesh.coords == NULL || theMesh.facets == NULL) {
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printf("Out of memory.\n");
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exit(1);
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}
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for (frameNum = 0; frameNum < frames; frameNum++) {
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for (i = 0; i <= widthX; i++) {
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x = i / (float)widthX;
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for (j = 0; j <= widthY; j++) {
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y = j / (float)widthY;
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d = sqrt(x*x+y*y);
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if (d == 0.0) {
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d = 0.0001;
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}
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angle = 2 * PI * d + (2 * PI / frames * frameNum);
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coord = GETCOORD(frameNum, i, j);
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coord->vertex[0] = x - 0.5;
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coord->vertex[1] = y - 0.5;
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coord->vertex[2] = (height - height * d) * cos(angle);
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coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI *
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sin(angle) + cos(angle));
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coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI *
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sin(angle) + cos(angle));
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coord->normal[2] = -1;
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d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+
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coord->normal[1]*coord->normal[1]+1);
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coord->normal[0] *= d;
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coord->normal[1] *= d;
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coord->normal[2] *= d;
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}
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}
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for (i = 0; i < widthX; i++) {
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for (j = 0; j < widthY; j++) {
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facet = GETFACET(frameNum, i, j);
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if (((i/checkerSize)%2)^(j/checkerSize)%2) {
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if (rgb) {
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facet->color[0] = 1.0;
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facet->color[1] = 0.2;
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facet->color[2] = 0.2;
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} else {
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facet->color[0] = colorIndexes1[0];
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facet->color[1] = colorIndexes1[1];
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facet->color[2] = colorIndexes1[2];
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}
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} else {
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if (rgb) {
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facet->color[0] = 0.2;
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facet->color[1] = 1.0;
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facet->color[2] = 0.2;
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} else {
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facet->color[0] = colorIndexes2[0];
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facet->color[1] = colorIndexes2[1];
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facet->color[2] = colorIndexes2[2];
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}
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}
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pt1 = GETCOORD(frameNum, i, j)->vertex;
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pt2 = GETCOORD(frameNum, i, j+1)->vertex;
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pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;
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dp1[0] = pt2[0] - pt1[0];
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dp1[1] = pt2[1] - pt1[1];
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dp1[2] = pt2[2] - pt1[2];
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dp2[0] = pt3[0] - pt2[0];
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dp2[1] = pt3[1] - pt2[1];
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dp2[2] = pt3[2] - pt2[2];
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facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1];
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facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2];
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facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];
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d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+
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facet->normal[1]*facet->normal[1]+
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facet->normal[2]*facet->normal[2]);
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facet->normal[0] *= d;
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facet->normal[1] *= d;
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facet->normal[2] *= d;
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}
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}
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}
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}
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static void InitMaterials(void)
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{
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static float ambient[] = {0.1, 0.1, 0.1, 1.0};
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static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
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static float position[] = {90.0, 90.0, 150.0, 0.0};
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static float front_mat_shininess[] = {60.0};
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static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
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static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
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static float back_mat_shininess[] = {60.0};
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static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
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static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
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static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
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static float lmodel_twoside[] = {GL_TRUE};
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glMatrixMode(GL_PROJECTION);
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gluPerspective(90.0, 1.0, 0.5, 10.0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
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glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
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glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
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glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
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glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
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if (rgb) {
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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}
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if (rgb) {
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glEnable(GL_COLOR_MATERIAL);
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} else {
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SetColorMap();
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}
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}
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static void InitTexture(void)
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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static void Init(void)
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{
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_FLAT);
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glFrontFace(GL_CW);
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glEnable(GL_DEPTH_TEST);
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InitMaterials();
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InitTexture();
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InitMesh();
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glMatrixMode(GL_MODELVIEW);
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glTranslatef(0.0, 0.4, -1.8);
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glScalef(2.0, 2.0, 2.0);
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glRotatef(-35.0, 1.0, 0.0, 0.0);
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glRotatef(35.0, 0.0, 0.0, 1.0);
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}
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static void Reshape(int width, int height)
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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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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switch (key) {
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case 27:
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exit(1);
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case 'c':
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contouring++;
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if (contouring == 1) {
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static GLfloat map[4] = {0, 0, 20, 0};
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE,
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GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1);
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGenfv(GL_S, GL_OBJECT_PLANE, map);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, map);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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} else if (contouring == 2) {
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static GLfloat map[4] = {0, 0, 20, 0};
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, map);
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glTexGenfv(GL_T, GL_EYE_PLANE, map);
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glPopMatrix();
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} else {
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contouring = 0;
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_2D);
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}
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break;
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case 's':
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smooth = !smooth;
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if (smooth) {
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glShadeModel(GL_SMOOTH);
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} else {
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glShadeModel(GL_FLAT);
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}
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break;
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case 'l':
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lighting = !lighting;
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if (lighting) {
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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if (rgb) {
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glEnable(GL_COLOR_MATERIAL);
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}
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} else {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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if (rgb) {
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glDisable(GL_COLOR_MATERIAL);
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}
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}
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break;
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case 'd':
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depth = !depth;
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if (depth) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
clearMask |= GL_DEPTH_BUFFER_BIT;
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
clearMask &= ~GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
break;
|
|
case 32:
|
|
stepMode = !stepMode;
|
|
if (stepMode) {
|
|
glutIdleFunc(0);
|
|
} else {
|
|
glutIdleFunc(glut_post_redisplay_p);
|
|
}
|
|
break;
|
|
case 'n':
|
|
if (stepMode) {
|
|
nextFrame = 1;
|
|
}
|
|
break;
|
|
case 'a':
|
|
spinMode = !spinMode;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
static GLenum Args(int argc, char **argv)
|
|
{
|
|
GLint i;
|
|
|
|
rgb = GL_TRUE;
|
|
doubleBuffer = GL_TRUE;
|
|
frames = 10;
|
|
widthX = 10;
|
|
widthY = 10;
|
|
checkerSize = 2;
|
|
height = 0.2;
|
|
|
|
for (i = 1; i < argc; i++) {
|
|
if (strcmp(argv[i], "-ci") == 0) {
|
|
rgb = GL_FALSE;
|
|
} else if (strcmp(argv[i], "-rgb") == 0) {
|
|
rgb = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-sb") == 0) {
|
|
doubleBuffer = GL_FALSE;
|
|
} else if (strcmp(argv[i], "-db") == 0) {
|
|
doubleBuffer = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-grid") == 0) {
|
|
if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') {
|
|
printf("-grid (No numbers).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
widthX = atoi(argv[++i]);
|
|
widthY = atoi(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-size") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-checker (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
checkerSize = atoi(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-wave") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-wave (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
height = atof(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-frames") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-frames (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
frames = atoi(argv[++i]);
|
|
}
|
|
} else {
|
|
printf("%s (Bad option).\n", argv[i]);
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
GLenum type;
|
|
|
|
glutInit(&argc, argv);
|
|
|
|
if (Args(argc, argv) == GL_FALSE) {
|
|
exit(1);
|
|
}
|
|
|
|
glutInitWindowPosition(0, 0); glutInitWindowSize( 300, 300);
|
|
|
|
type = GLUT_DEPTH;
|
|
type |= (rgb) ? GLUT_RGB : GLUT_INDEX;
|
|
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
|
|
glutInitDisplayMode(type);
|
|
|
|
if (glutCreateWindow("Wave Demo") == GL_FALSE) {
|
|
exit(1);
|
|
}
|
|
|
|
InitMap();
|
|
|
|
Init();
|
|
|
|
glutReshapeFunc(Reshape);
|
|
glutKeyboardFunc(Key);
|
|
glutDisplayFunc(Animate);
|
|
glutIdleFunc(glut_post_redisplay_p);
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|