mirror of
https://github.com/glfw/glfw.git
synced 2024-11-25 22:14:34 +00:00
Merge branch 'master' of ssh://glfw.git.sourceforge.net/gitroot/glfw/glfw
This commit is contained in:
commit
37d366dc9f
@ -8,8 +8,7 @@ set(GLFW_VERSION_MINOR "0")
|
||||
set(GLFW_VERSION_PATCH "0")
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||||
set(GLFW_VERSION_EXTRA "")
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||||
set(GLFW_VERSION "${GLFW_VERSION_MAJOR}.${GLFW_VERSION_MINOR}")
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||||
set(GLFW_VERSION_FULL
|
||||
"${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")
|
||||
set(GLFW_VERSION_FULL "${GLFW_VERSION}.${GLFW_VERSION_PATCH}${GLFW_VERSION_EXTRA}")
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||||
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include(CheckFunctionExists)
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include(CheckSymbolExists)
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||||
@ -159,8 +158,7 @@ install(FILES COPYING.txt readme.html
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# Uninstall operation
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||||
#--------------------------------------------------------------------
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configure_file(${GLFW_SOURCE_DIR}/cmake_uninstall.cmake.in
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${GLFW_BINARY_DIR}/cmake_uninstall.cmake
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IMMEDIATE @ONLY)
|
||||
${GLFW_BINARY_DIR}/cmake_uninstall.cmake IMMEDIATE @ONLY)
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||||
|
||||
add_custom_target(uninstall
|
||||
${CMAKE_COMMAND} -P
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|
@ -1,122 +0,0 @@
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//========================================================================
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||||
// This is an example program for the GLFW library
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//
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// It shows texture loading with mipmap generation and rendering with
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// trilienar texture filtering
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//========================================================================
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#include <stdio.h>
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#include <stdlib.h>
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#include <GL/glfw.h>
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int main( void )
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{
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int width, height, x;
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double time;
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GLboolean running;
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GLuint textureID;
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char* texturePath = "mipmaps.tga";
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// Initialise GLFW
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if( !glfwInit() )
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||||
{
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fprintf( stderr, "Failed to initialize GLFW\n" );
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exit( EXIT_FAILURE );
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}
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||||
// Open OpenGL window
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if( !glfwOpenWindow( 640, 480, 0,0,0,0, 0,0, GLFW_WINDOW ) )
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{
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fprintf( stderr, "Failed to open GLFW window\n" );
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glfwTerminate();
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exit( EXIT_FAILURE );
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}
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glfwSetWindowTitle( "Trilinear interpolation" );
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// Enable sticky keys
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glfwEnable( GLFW_STICKY_KEYS );
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// Enable vertical sync (on cards that support it)
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glfwSwapInterval( 1 );
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// Generate and bind our texture ID
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glGenTextures( 1, &textureID );
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glBindTexture( GL_TEXTURE_2D, textureID );
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|
||||
// Load texture from file into video memory, including mipmap levels
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if( !glfwLoadTexture2D( texturePath, GLFW_BUILD_MIPMAPS_BIT ) )
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{
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fprintf( stderr, "Failed to load texture %s\n", texturePath );
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glfwTerminate();
|
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exit( EXIT_FAILURE );
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}
|
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|
||||
// Use trilinear interpolation (GL_LINEAR_MIPMAP_LINEAR)
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR );
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|
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// Enable plain 2D texturing
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glEnable( GL_TEXTURE_2D );
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|
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running = GL_TRUE;
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while( running )
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{
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// Get time and mouse position
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time = glfwGetTime();
|
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glfwGetMousePos( &x, NULL );
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|
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// Get window size (may be different than the requested size)
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glfwGetWindowSize( &width, &height );
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||||
height = height > 0 ? height : 1;
|
||||
|
||||
// Set viewport
|
||||
glViewport( 0, 0, width, height );
|
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|
||||
// Clear color buffer
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear( GL_COLOR_BUFFER_BIT );
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// Select and setup the projection matrix
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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||||
gluPerspective( 65.0f, (GLfloat)width / (GLfloat)height, 1.0f,
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50.0f );
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// Select and setup the modelview matrix
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glMatrixMode( GL_MODELVIEW );
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||||
glLoadIdentity();
|
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gluLookAt( 0.0f, 3.0f, -20.0f, // Eye-position
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0.0f, -4.0f, -11.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f ); // Up-vector
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||||
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||||
// Draw a textured quad
|
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glRotatef( 0.05f * (GLfloat)x + (GLfloat)time * 5.0f, 0.0f, 1.0f, 0.0f );
|
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glBegin( GL_QUADS );
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glTexCoord2f( -20.0f, 20.0f );
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glVertex3f( -50.0f, 0.0f, -50.0f );
|
||||
glTexCoord2f( 20.0f, 20.0f );
|
||||
glVertex3f( 50.0f, 0.0f, -50.0f );
|
||||
glTexCoord2f( 20.0f, -20.0f );
|
||||
glVertex3f( 50.0f, 0.0f, 50.0f );
|
||||
glTexCoord2f( -20.0f, -20.0f );
|
||||
glVertex3f( -50.0f, 0.0f, 50.0f );
|
||||
glEnd();
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers();
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||||
|
||||
// Check if the ESC key was pressed or the window was closed
|
||||
running = !glfwGetKey( GLFW_KEY_ESC ) &&
|
||||
glfwGetWindowParam( GLFW_OPENED );
|
||||
}
|
||||
|
||||
// Close OpenGL window and terminate GLFW
|
||||
glfwTerminate();
|
||||
|
||||
exit( EXIT_SUCCESS );
|
||||
}
|
||||
|
Binary file not shown.
@ -50,48 +50,49 @@ static int do_redraw = 1;
|
||||
#define TORUS_MAJOR_RES 32
|
||||
#define TORUS_MINOR_RES 32
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||||
|
||||
static void drawTorus( void )
|
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static void drawTorus(void)
|
||||
{
|
||||
static GLuint torus_list = 0;
|
||||
int i, j, k;
|
||||
double s, t, x, y, z, nx, ny, nz, scale, twopi;
|
||||
|
||||
if( !torus_list )
|
||||
if (!torus_list)
|
||||
{
|
||||
// Start recording displaylist
|
||||
torus_list = glGenLists( 1 );
|
||||
glNewList( torus_list, GL_COMPILE_AND_EXECUTE );
|
||||
torus_list = glGenLists(1);
|
||||
glNewList(torus_list, GL_COMPILE_AND_EXECUTE);
|
||||
|
||||
// Draw torus
|
||||
twopi = 2.0 * M_PI;
|
||||
for( i = 0; i < TORUS_MINOR_RES; i++ )
|
||||
for (i = 0; i < TORUS_MINOR_RES; i++)
|
||||
{
|
||||
glBegin( GL_QUAD_STRIP );
|
||||
for( j = 0; j <= TORUS_MAJOR_RES; j++ )
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
for (j = 0; j <= TORUS_MAJOR_RES; j++)
|
||||
{
|
||||
for( k = 1; k >= 0; k-- )
|
||||
for (k = 1; k >= 0; k--)
|
||||
{
|
||||
s = (i + k) % TORUS_MINOR_RES + 0.5;
|
||||
t = j % TORUS_MAJOR_RES;
|
||||
|
||||
// Calculate point on surface
|
||||
x = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*cos(t*twopi/TORUS_MAJOR_RES);
|
||||
x = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * cos(t * twopi / TORUS_MAJOR_RES);
|
||||
y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES);
|
||||
z = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*sin(t*twopi/TORUS_MAJOR_RES);
|
||||
z = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * sin(t * twopi / TORUS_MAJOR_RES);
|
||||
|
||||
// Calculate surface normal
|
||||
nx = x - TORUS_MAJOR*cos(t*twopi/TORUS_MAJOR_RES);
|
||||
nx = x - TORUS_MAJOR * cos(t * twopi / TORUS_MAJOR_RES);
|
||||
ny = y;
|
||||
nz = z - TORUS_MAJOR*sin(t*twopi/TORUS_MAJOR_RES);
|
||||
scale = 1.0 / sqrt( nx*nx + ny*ny + nz*nz );
|
||||
nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES);
|
||||
scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
|
||||
nx *= scale;
|
||||
ny *= scale;
|
||||
nz *= scale;
|
||||
|
||||
glNormal3f( (float)nx, (float)ny, (float)nz );
|
||||
glVertex3f( (float)x, (float)y, (float)z );
|
||||
glNormal3f((float) nx, (float) ny, (float) nz);
|
||||
glVertex3f((float) x, (float) y, (float) z);
|
||||
}
|
||||
}
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
@ -101,7 +102,7 @@ static void drawTorus( void )
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||||
else
|
||||
{
|
||||
// Playback displaylist
|
||||
glCallList( torus_list );
|
||||
glCallList(torus_list);
|
||||
}
|
||||
}
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||||
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||||
@ -110,7 +111,7 @@ static void drawTorus( void )
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||||
// Draw the scene (a rotating torus)
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||||
//========================================================================
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||||
|
||||
static void drawScene( void )
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||||
static void drawScene(void)
|
||||
{
|
||||
const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f};
|
||||
const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f};
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@ -119,17 +120,17 @@ static void drawScene( void )
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||||
glPushMatrix();
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||||
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||||
// Rotate the object
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||||
glRotatef( (GLfloat)rot_x*0.5f, 1.0f, 0.0f, 0.0f );
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||||
glRotatef( (GLfloat)rot_y*0.5f, 0.0f, 1.0f, 0.0f );
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||||
glRotatef( (GLfloat)rot_z*0.5f, 0.0f, 0.0f, 1.0f );
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||||
glRotatef((GLfloat) rot_x * 0.5f, 1.0f, 0.0f, 0.0f);
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||||
glRotatef((GLfloat) rot_y * 0.5f, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Set model color (used for orthogonal views, lighting disabled)
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||||
glColor4fv( model_diffuse );
|
||||
glColor4fv(model_diffuse);
|
||||
|
||||
// Set model material (used for perspective view, lighting enabled)
|
||||
glMaterialfv( GL_FRONT, GL_DIFFUSE, model_diffuse );
|
||||
glMaterialfv( GL_FRONT, GL_SPECULAR, model_specular );
|
||||
glMaterialf( GL_FRONT, GL_SHININESS, model_shininess );
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, model_shininess);
|
||||
|
||||
// Draw torus
|
||||
drawTorus();
|
||||
@ -142,55 +143,55 @@ static void drawScene( void )
|
||||
// Draw a 2D grid (used for orthogonal views)
|
||||
//========================================================================
|
||||
|
||||
static void drawGrid( float scale, int steps )
|
||||
static void drawGrid(float scale, int steps)
|
||||
{
|
||||
int i;
|
||||
int i;
|
||||
float x, y;
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
// Set background to some dark bluish grey
|
||||
glClearColor( 0.05f, 0.05f, 0.2f, 0.0f);
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
glClearColor(0.05f, 0.05f, 0.2f, 0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Setup modelview matrix (flat XY view)
|
||||
glLoadIdentity();
|
||||
gluLookAt( 0.0, 0.0, 1.0,
|
||||
0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0 );
|
||||
gluLookAt(0.0, 0.0, 1.0,
|
||||
0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0);
|
||||
|
||||
// We don't want to update the Z-buffer
|
||||
glDepthMask( GL_FALSE );
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
// Set grid color
|
||||
glColor3f( 0.0f, 0.5f, 0.5f );
|
||||
glColor3f(0.0f, 0.5f, 0.5f);
|
||||
|
||||
glBegin( GL_LINES );
|
||||
glBegin(GL_LINES);
|
||||
|
||||
// Horizontal lines
|
||||
x = scale * 0.5f * (float)(steps-1);
|
||||
y = -scale * 0.5f * (float)(steps-1);
|
||||
for( i = 0; i < steps; i ++ )
|
||||
x = scale * 0.5f * (float) (steps - 1);
|
||||
y = -scale * 0.5f * (float) (steps - 1);
|
||||
for (i = 0; i < steps; i++)
|
||||
{
|
||||
glVertex3f( -x, y, 0.0f );
|
||||
glVertex3f( x, y, 0.0f );
|
||||
glVertex3f(-x, y, 0.0f);
|
||||
glVertex3f(x, y, 0.0f);
|
||||
y += scale;
|
||||
}
|
||||
|
||||
// Vertical lines
|
||||
x = -scale * 0.5f * (float)(steps-1);
|
||||
y = scale * 0.5f * (float)(steps-1);
|
||||
for( i = 0; i < steps; i ++ )
|
||||
x = -scale * 0.5f * (float) (steps - 1);
|
||||
y = scale * 0.5f * (float) (steps - 1);
|
||||
for (i = 0; i < steps; i++)
|
||||
{
|
||||
glVertex3f( x, -y, 0.0f );
|
||||
glVertex3f( x, y, 0.0f );
|
||||
glVertex3f(x, -y, 0.0f);
|
||||
glVertex3f(x, y, 0.0f);
|
||||
x += scale;
|
||||
}
|
||||
|
||||
glEnd();
|
||||
|
||||
// Enable Z-buffer writing again
|
||||
glDepthMask( GL_TRUE );
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
@ -200,7 +201,7 @@ static void drawGrid( float scale, int steps )
|
||||
// Draw all views
|
||||
//========================================================================
|
||||
|
||||
static void drawAllViews( void )
|
||||
static void drawAllViews(void)
|
||||
{
|
||||
const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
|
||||
const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
@ -209,145 +210,142 @@ static void drawAllViews( void )
|
||||
double aspect;
|
||||
|
||||
// Calculate aspect of window
|
||||
if( height > 0 )
|
||||
{
|
||||
aspect = (double)width / (double)height;
|
||||
}
|
||||
if (height > 0)
|
||||
aspect = (double) width / (double) height;
|
||||
else
|
||||
{
|
||||
aspect = 1.0;
|
||||
}
|
||||
|
||||
// Clear screen
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Enable scissor test
|
||||
glEnable( GL_SCISSOR_TEST );
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
// Enable depth test
|
||||
glEnable( GL_DEPTH_TEST );
|
||||
glDepthFunc( GL_LEQUAL );
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
// ** ORTHOGONAL VIEWS **
|
||||
|
||||
// For orthogonal views, use wireframe rendering
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
|
||||
// Enable line anti-aliasing
|
||||
glEnable( GL_LINE_SMOOTH );
|
||||
glEnable( GL_BLEND );
|
||||
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Setup orthogonal projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho( -3.0*aspect, 3.0*aspect, -3.0, 3.0, 1.0, 50.0 );
|
||||
glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 50.0);
|
||||
|
||||
// Upper left view (TOP VIEW)
|
||||
glViewport( 0, height/2, width/2, height/2 );
|
||||
glScissor( 0, height/2, width/2, height/2 );
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glViewport(0, height / 2, width / 2, height / 2);
|
||||
glScissor(0, height / 2, width / 2, height / 2);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt( 0.0f, 10.0f, 1e-3f, // Eye-position (above)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f ); // Up-vector
|
||||
drawGrid( 0.5, 12 );
|
||||
gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
drawGrid(0.5, 12);
|
||||
drawScene();
|
||||
|
||||
// Lower left view (FRONT VIEW)
|
||||
glViewport( 0, 0, width/2, height/2 );
|
||||
glScissor( 0, 0, width/2, height/2 );
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glViewport(0, 0, width / 2, height / 2);
|
||||
glScissor(0, 0, width / 2, height / 2);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt( 0.0f, 0.0f, 10.0f, // Eye-position (in front of)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f ); // Up-vector
|
||||
drawGrid( 0.5, 12 );
|
||||
gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
drawGrid(0.5, 12);
|
||||
drawScene();
|
||||
|
||||
// Lower right view (SIDE VIEW)
|
||||
glViewport( width/2, 0, width/2, height/2 );
|
||||
glScissor( width/2, 0, width/2, height/2 );
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glViewport(width / 2, 0, width / 2, height / 2);
|
||||
glScissor(width / 2, 0, width / 2, height / 2);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt( 10.0f, 0.0f, 0.0f, // Eye-position (to the right)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f ); // Up-vector
|
||||
drawGrid( 0.5, 12 );
|
||||
gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
drawGrid(0.5, 12);
|
||||
drawScene();
|
||||
|
||||
// Disable line anti-aliasing
|
||||
glDisable( GL_LINE_SMOOTH );
|
||||
glDisable( GL_BLEND );
|
||||
|
||||
glDisable(GL_LINE_SMOOTH);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
// ** PERSPECTIVE VIEW **
|
||||
|
||||
// For perspective view, use solid rendering
|
||||
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
// Enable face culling (faster rendering)
|
||||
glEnable( GL_CULL_FACE );
|
||||
glCullFace( GL_BACK );
|
||||
glFrontFace( GL_CW );
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glFrontFace(GL_CW);
|
||||
|
||||
// Setup perspective projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective( 65.0f, aspect, 1.0f, 50.0f );
|
||||
gluPerspective(65.0f, aspect, 1.0f, 50.0f);
|
||||
|
||||
// Upper right view (PERSPECTIVE VIEW)
|
||||
glViewport( width/2, height/2, width/2, height/2 );
|
||||
glScissor( width/2, height/2, width/2, height/2 );
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glViewport(width / 2, height / 2, width / 2, height / 2);
|
||||
glScissor(width / 2, height / 2, width / 2, height / 2);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt( 3.0f, 1.5f, 3.0f, // Eye-position
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f ); // Up-vector
|
||||
gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
|
||||
0.0f, 0.0f, 0.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
|
||||
// Configure and enable light source 1
|
||||
glLightfv( GL_LIGHT1, GL_POSITION, light_position );
|
||||
glLightfv( GL_LIGHT1, GL_AMBIENT, light_ambient );
|
||||
glLightfv( GL_LIGHT1, GL_DIFFUSE, light_diffuse );
|
||||
glLightfv( GL_LIGHT1, GL_SPECULAR, light_specular );
|
||||
glEnable( GL_LIGHT1 );
|
||||
glEnable( GL_LIGHTING );
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
|
||||
glEnable(GL_LIGHT1);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
// Draw scene
|
||||
drawScene();
|
||||
|
||||
// Disable lighting
|
||||
glDisable( GL_LIGHTING );
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
// Disable face culling
|
||||
glDisable( GL_CULL_FACE );
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
// Disable depth test
|
||||
glDisable( GL_DEPTH_TEST );
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// Disable scissor test
|
||||
glDisable( GL_SCISSOR_TEST );
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
// Draw a border around the active view
|
||||
if( active_view > 0 && active_view != 2 )
|
||||
if (active_view > 0 && active_view != 2)
|
||||
{
|
||||
glViewport( 0, 0, width, height );
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glOrtho( 0.0, 2.0, 0.0, 2.0, 0.0, 1.0 );
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glColor3f( 1.0f, 1.0f, 0.6f );
|
||||
glTranslatef( (GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f );
|
||||
glBegin( GL_LINE_STRIP );
|
||||
glVertex2i( 0, 0 );
|
||||
glVertex2i( 1, 0 );
|
||||
glVertex2i( 1, 1 );
|
||||
glVertex2i( 0, 1 );
|
||||
glVertex2i( 0, 0 );
|
||||
glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.6f);
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex2i(0, 0);
|
||||
glVertex2i(1, 0);
|
||||
glVertex2i(1, 1);
|
||||
glVertex2i(0, 1);
|
||||
glVertex2i(0, 0);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
@ -357,7 +355,7 @@ static void drawAllViews( void )
|
||||
// Window size callback function
|
||||
//========================================================================
|
||||
|
||||
static void windowSizeFun( GLFWwindow window, int w, int h )
|
||||
static void windowSizeFun(GLFWwindow window, int w, int h)
|
||||
{
|
||||
width = w;
|
||||
height = h > 0 ? h : 1;
|
||||
@ -369,7 +367,7 @@ static void windowSizeFun( GLFWwindow window, int w, int h )
|
||||
// Window refresh callback function
|
||||
//========================================================================
|
||||
|
||||
static void windowRefreshFun( GLFWwindow window )
|
||||
static void windowRefreshFun(GLFWwindow window)
|
||||
{
|
||||
do_redraw = 1;
|
||||
}
|
||||
@ -379,10 +377,10 @@ static void windowRefreshFun( GLFWwindow window )
|
||||
// Mouse position callback function
|
||||
//========================================================================
|
||||
|
||||
static void mousePosFun( GLFWwindow window, int x, int y )
|
||||
static void mousePosFun(GLFWwindow window, int x, int y)
|
||||
{
|
||||
// Depending on which view was selected, rotate around different axes
|
||||
switch( active_view )
|
||||
switch (active_view)
|
||||
{
|
||||
case 1:
|
||||
rot_x += y - ypos;
|
||||
@ -414,25 +412,18 @@ static void mousePosFun( GLFWwindow window, int x, int y )
|
||||
// Mouse button callback function
|
||||
//========================================================================
|
||||
|
||||
static void mouseButtonFun( GLFWwindow window, int button, int action )
|
||||
static void mouseButtonFun(GLFWwindow window, int button, int action)
|
||||
{
|
||||
// Button clicked?
|
||||
if( ( button == GLFW_MOUSE_BUTTON_LEFT ) && action == GLFW_PRESS )
|
||||
if ((button == GLFW_MOUSE_BUTTON_LEFT) && action == GLFW_PRESS)
|
||||
{
|
||||
// Detect which of the four views was clicked
|
||||
active_view = 1;
|
||||
if( xpos >= width/2 )
|
||||
{
|
||||
if (xpos >= width / 2)
|
||||
active_view += 1;
|
||||
}
|
||||
if( ypos >= height/2 )
|
||||
{
|
||||
if (ypos >= height / 2)
|
||||
active_view += 2;
|
||||
}
|
||||
}
|
||||
|
||||
// Button released?
|
||||
else if( button == GLFW_MOUSE_BUTTON_LEFT )
|
||||
else if (button == GLFW_MOUSE_BUTTON_LEFT)
|
||||
{
|
||||
// Deselect any previously selected view
|
||||
active_view = 0;
|
||||
@ -443,51 +434,50 @@ static void mouseButtonFun( GLFWwindow window, int button, int action )
|
||||
|
||||
|
||||
//========================================================================
|
||||
// main()
|
||||
// main
|
||||
//========================================================================
|
||||
|
||||
int main( void )
|
||||
int main(void)
|
||||
{
|
||||
GLFWwindow window;
|
||||
|
||||
// Initialise GLFW
|
||||
if( !glfwInit() )
|
||||
if (!glfwInit())
|
||||
{
|
||||
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||||
exit( EXIT_FAILURE );
|
||||
fprintf(stderr, "Failed to initialize GLFW\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
|
||||
|
||||
// Open OpenGL window
|
||||
window = glfwOpenWindow( 500, 500, GLFW_WINDOWED, "Split view demo", NULL );
|
||||
window = glfwOpenWindow(500, 500, GLFW_WINDOWED, "Split view demo", NULL);
|
||||
if (!window)
|
||||
{
|
||||
fprintf( stderr, "Failed to open GLFW window\n" );
|
||||
glfwTerminate();
|
||||
exit( EXIT_FAILURE );
|
||||
fprintf(stderr, "Failed to open GLFW window\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Enable vsync
|
||||
glfwSwapInterval( 1 );
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// Enable sticky keys
|
||||
glfwEnable( window, GLFW_STICKY_KEYS );
|
||||
glfwEnable(window, GLFW_STICKY_KEYS);
|
||||
|
||||
// Enable mouse cursor (only needed for fullscreen mode)
|
||||
glfwEnable( window, GLFW_MOUSE_CURSOR );
|
||||
glfwEnable(window, GLFW_MOUSE_CURSOR);
|
||||
|
||||
// Set callback functions
|
||||
glfwSetWindowSizeCallback( window, windowSizeFun );
|
||||
glfwSetWindowRefreshCallback( window, windowRefreshFun );
|
||||
glfwSetMousePosCallback( window, mousePosFun );
|
||||
glfwSetMouseButtonCallback( window, mouseButtonFun );
|
||||
glfwSetWindowSizeCallback(window, windowSizeFun);
|
||||
glfwSetWindowRefreshCallback(window, windowRefreshFun);
|
||||
glfwSetMousePosCallback(window, mousePosFun);
|
||||
glfwSetMouseButtonCallback(window, mouseButtonFun);
|
||||
|
||||
// Main loop
|
||||
do
|
||||
{
|
||||
// Only redraw if we need to
|
||||
if( do_redraw )
|
||||
if (do_redraw)
|
||||
{
|
||||
// Draw all views
|
||||
drawAllViews();
|
||||
@ -502,12 +492,12 @@ int main( void )
|
||||
glfwWaitEvents();
|
||||
|
||||
} // Check if the ESC key was pressed or the window was closed
|
||||
while( glfwIsWindow(window) &&
|
||||
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS );
|
||||
while (glfwIsWindow(window) &&
|
||||
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS);
|
||||
|
||||
// Close OpenGL window and terminate GLFW
|
||||
glfwTerminate();
|
||||
|
||||
exit( EXIT_SUCCESS );
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
|
@ -6,77 +6,75 @@
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include <GL/glfw3.h>
|
||||
|
||||
|
||||
int main( void )
|
||||
int main(void)
|
||||
{
|
||||
int width, height, x;
|
||||
double t;
|
||||
GLFWwindow window;
|
||||
|
||||
// Initialise GLFW
|
||||
if( !glfwInit() )
|
||||
if (!glfwInit())
|
||||
{
|
||||
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||||
exit( EXIT_FAILURE );
|
||||
fprintf(stderr, "Failed to initialize GLFW\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Open a window and create its OpenGL context
|
||||
window = glfwOpenWindow( 640, 480, GLFW_WINDOWED, "Spinning Triangle", NULL );
|
||||
window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Spinning Triangle", NULL);
|
||||
if (!window)
|
||||
{
|
||||
fprintf( stderr, "Failed to open GLFW window\n" );
|
||||
|
||||
glfwTerminate();
|
||||
exit( EXIT_FAILURE );
|
||||
fprintf(stderr, "Failed to open GLFW window\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Ensure we can capture the escape key being pressed below
|
||||
glfwEnable( window, GLFW_STICKY_KEYS );
|
||||
glfwEnable(window, GLFW_STICKY_KEYS);
|
||||
|
||||
// Enable vertical sync (on cards that support it)
|
||||
glfwSwapInterval( 1 );
|
||||
glfwSwapInterval(1);
|
||||
|
||||
do
|
||||
{
|
||||
t = glfwGetTime();
|
||||
glfwGetMousePos( window, &x, NULL );
|
||||
double t = glfwGetTime();
|
||||
glfwGetMousePos(window, &x, NULL);
|
||||
|
||||
// Get window size (may be different than the requested size)
|
||||
glfwGetWindowSize( window, &width, &height );
|
||||
glfwGetWindowSize(window, &width, &height);
|
||||
|
||||
// Special case: avoid division by zero below
|
||||
height = height > 0 ? height : 1;
|
||||
|
||||
glViewport( 0, 0, width, height );
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
// Clear color buffer to black
|
||||
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
|
||||
glClear( GL_COLOR_BUFFER_BIT );
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Select and setup the projection matrix
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
|
||||
gluPerspective(65.f, (GLfloat) width / (GLfloat) height, 1.f, 100.f);
|
||||
|
||||
// Select and setup the modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadIdentity();
|
||||
gluLookAt( 0.0f, 1.0f, 0.0f, // Eye-position
|
||||
0.0f, 20.0f, 0.0f, // View-point
|
||||
0.0f, 0.0f, 1.0f ); // Up-vector
|
||||
gluLookAt(0.f, 1.f, 0.f, // Eye-position
|
||||
0.f, 20.f, 0.f, // View-point
|
||||
0.f, 0.f, 1.f); // Up-vector
|
||||
|
||||
// Draw a rotating colorful triangle
|
||||
glTranslatef( 0.0f, 14.0f, 0.0f );
|
||||
glRotatef( 0.3f*(GLfloat)x + (GLfloat)t*100.0f, 0.0f, 0.0f, 1.0f );
|
||||
glBegin( GL_TRIANGLES );
|
||||
glColor3f( 1.0f, 0.0f, 0.0f );
|
||||
glVertex3f( -5.0f, 0.0f, -4.0f );
|
||||
glColor3f( 0.0f, 1.0f, 0.0f );
|
||||
glVertex3f( 5.0f, 0.0f, -4.0f );
|
||||
glColor3f( 0.0f, 0.0f, 1.0f );
|
||||
glVertex3f( 0.0f, 0.0f, 6.0f );
|
||||
glTranslatef(0.f, 14.f, 0.f);
|
||||
glRotatef(0.3f * (GLfloat) x + (GLfloat) t * 100.f, 0.f, 0.f, 1.f);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glColor3f(1.f, 0.f, 0.f);
|
||||
glVertex3f(-5.f, 0.f, -4.f);
|
||||
glColor3f(0.f, 1.f, 0.f);
|
||||
glVertex3f(5.f, 0.f, -4.f);
|
||||
glColor3f(0.f, 0.f, 1.f);
|
||||
glVertex3f(0.f, 0.f, 6.f);
|
||||
glEnd();
|
||||
|
||||
// Swap buffers
|
||||
@ -84,12 +82,12 @@ int main( void )
|
||||
glfwPollEvents();
|
||||
|
||||
} // Check if the ESC key was pressed or the window was closed
|
||||
while( glfwIsWindow(window) &&
|
||||
glfwGetKey( window, GLFW_KEY_ESC ) != GLFW_PRESS );
|
||||
while (glfwIsWindow(window) &&
|
||||
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS);
|
||||
|
||||
// Close OpenGL window and terminate GLFW
|
||||
glfwTerminate();
|
||||
|
||||
exit( EXIT_SUCCESS );
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
|
524
examples/wave.c
524
examples/wave.c
@ -5,6 +5,7 @@
|
||||
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
|
||||
* Modified for variable frame rate by Marcus Geelnard
|
||||
* 2003-Jan-31: Minor cleanups and speedups / MG
|
||||
* 2010-10-24: Formatting and cleanup - Camilla Berglund
|
||||
*****************************************************************************/
|
||||
|
||||
#include <stdio.h>
|
||||
@ -16,33 +17,32 @@
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
#endif
|
||||
|
||||
/* Maximum delta T to allow for differential calculations */
|
||||
// Maximum delta T to allow for differential calculations
|
||||
#define MAX_DELTA_T 0.01
|
||||
|
||||
/* Animation speed (10.0 looks good) */
|
||||
// Animation speed (10.0 looks good)
|
||||
#define ANIMATION_SPEED 10.0
|
||||
|
||||
GLfloat alpha = 210.f, beta = -70.f;
|
||||
GLfloat zoom = 2.f;
|
||||
|
||||
GLfloat alpha = 210.0f, beta = -70.0f;
|
||||
GLfloat zoom = 2.0f;
|
||||
|
||||
int running = 1;
|
||||
GLboolean running = GL_TRUE;
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
GLfloat x,y,z;
|
||||
GLfloat r,g,b;
|
||||
GLfloat x, y, z;
|
||||
GLfloat r, g, b;
|
||||
};
|
||||
|
||||
#define GRIDW 50
|
||||
#define GRIDH 50
|
||||
#define VERTEXNUM (GRIDW*GRIDH)
|
||||
|
||||
#define QUADW (GRIDW-1)
|
||||
#define QUADH (GRIDH-1)
|
||||
#define QUADW (GRIDW - 1)
|
||||
#define QUADH (GRIDH - 1)
|
||||
#define QUADNUM (QUADW*QUADH)
|
||||
|
||||
GLuint quad[4*QUADNUM];
|
||||
GLuint quad[4 * QUADNUM];
|
||||
struct Vertex vertex[VERTEXNUM];
|
||||
|
||||
/* The grid will look like this:
|
||||
@ -56,47 +56,46 @@ struct Vertex vertex[VERTEXNUM];
|
||||
* 0 1 2
|
||||
*/
|
||||
|
||||
void initVertices( void )
|
||||
//========================================================================
|
||||
// Initialize grid geometry
|
||||
//========================================================================
|
||||
|
||||
void init_vertices(void)
|
||||
{
|
||||
int x,y,p;
|
||||
int x, y, p;
|
||||
|
||||
/* place the vertices in a grid */
|
||||
for(y=0;y<GRIDH;y++)
|
||||
for(x=0;x<GRIDW;x++)
|
||||
// Place the vertices in a grid
|
||||
for (y = 0; y < GRIDH; y++)
|
||||
{
|
||||
p = y*GRIDW + x;
|
||||
for (x = 0; x < GRIDW; x++)
|
||||
{
|
||||
p = y * GRIDW + x;
|
||||
|
||||
//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH);
|
||||
//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW);
|
||||
vertex[p].x = (GLfloat)(x-GRIDW/2)/(GLfloat)(GRIDW/2);
|
||||
vertex[p].y = (GLfloat)(y-GRIDH/2)/(GLfloat)(GRIDH/2);
|
||||
vertex[p].z = 0;//sin(d*M_PI);
|
||||
//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
|
||||
//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
|
||||
//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
|
||||
if((x%4<2)^(y%4<2))
|
||||
{
|
||||
vertex[p].r = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex[p].r=1.0;
|
||||
}
|
||||
vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
|
||||
vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
|
||||
vertex[p].z = 0;
|
||||
|
||||
vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
|
||||
vertex[p].b = 1.f-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.f;
|
||||
if ((x % 4 < 2) ^ (y % 4 < 2))
|
||||
vertex[p].r = 0.0;
|
||||
else
|
||||
vertex[p].r = 1.0;
|
||||
|
||||
vertex[p].g = (GLfloat) y / (GLfloat) GRIDH;
|
||||
vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f;
|
||||
}
|
||||
}
|
||||
|
||||
for(y=0;y<QUADH;y++)
|
||||
for(x=0;x<QUADW;x++)
|
||||
for (y = 0; y < QUADH; y++)
|
||||
{
|
||||
p = 4*(y*QUADW + x);
|
||||
for (x = 0; x < QUADW; x++)
|
||||
{
|
||||
p = 4 * (y * QUADW + x);
|
||||
|
||||
/* first quad */
|
||||
quad[p+0] = y *GRIDW+x; /* some point */
|
||||
quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */
|
||||
quad[p+2] = (y+1)*GRIDW+x+1; /* upper right neighbor */
|
||||
quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */
|
||||
quad[p + 0] = y * GRIDW + x; // Some point
|
||||
quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
|
||||
quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
|
||||
quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -105,298 +104,287 @@ double p[GRIDW][GRIDH];
|
||||
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
|
||||
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
|
||||
|
||||
//========================================================================
|
||||
// Initialize grid
|
||||
//========================================================================
|
||||
|
||||
|
||||
void initSurface( void )
|
||||
void init_grid(void)
|
||||
{
|
||||
int x, y;
|
||||
double dx, dy, d;
|
||||
int x, y;
|
||||
double dx, dy, d;
|
||||
|
||||
for(y = 0; y<GRIDH; y++)
|
||||
{
|
||||
for(x = 0; x<GRIDW; x++)
|
||||
for (y = 0; y < GRIDH; y++)
|
||||
{
|
||||
dx = (double)(x-GRIDW/2);
|
||||
dy = (double)(y-GRIDH/2);
|
||||
d = sqrt( dx*dx + dy*dy );
|
||||
if(d < 0.1 * (double)(GRIDW/2))
|
||||
{
|
||||
d = d * 10.0;
|
||||
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
p[x][y] = 0.0;
|
||||
}
|
||||
vx[x][y] = 0.0;
|
||||
vy[x][y] = 0.0;
|
||||
for (x = 0; x < GRIDW; x++)
|
||||
{
|
||||
dx = (double) (x - GRIDW / 2);
|
||||
dy = (double) (y - GRIDH / 2);
|
||||
d = sqrt(dx * dx + dy * dy);
|
||||
if (d < 0.1 * (double) (GRIDW / 2))
|
||||
{
|
||||
d = d * 10.0;
|
||||
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
|
||||
}
|
||||
else
|
||||
p[x][y] = 0.0;
|
||||
|
||||
vx[x][y] = 0.0;
|
||||
vy[x][y] = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Draw view */
|
||||
void draw_screen( void )
|
||||
//========================================================================
|
||||
// Draw scene
|
||||
//========================================================================
|
||||
|
||||
void draw_scene(void)
|
||||
{
|
||||
/* Clear the color and depth buffers. */
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
// Clear the color and depth buffers
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
/* We don't want to modify the projection matrix. */
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
// We don't want to modify the projection matrix
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
/* Move back. */
|
||||
glTranslatef(0.0, 0.0, -zoom);
|
||||
/* Rotate the view */
|
||||
glRotatef(beta, 1.0, 0.0, 0.0);
|
||||
glRotatef(alpha, 0.0, 0.0, 1.0);
|
||||
// Move back
|
||||
glTranslatef(0.0, 0.0, -zoom);
|
||||
// Rotate the view
|
||||
glRotatef(beta, 1.0, 0.0, 0.0);
|
||||
glRotatef(alpha, 0.0, 0.0, 1.0);
|
||||
|
||||
//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */
|
||||
glDrawElements(GL_QUADS, 4*QUADNUM, GL_UNSIGNED_INT, quad);
|
||||
//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
|
||||
glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
|
||||
|
||||
glfwSwapBuffers();
|
||||
glfwSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
/* Initialize OpenGL */
|
||||
void setup_opengl( void )
|
||||
//========================================================================
|
||||
// Initialize Miscellaneous OpenGL state
|
||||
//========================================================================
|
||||
|
||||
void init_opengl(void)
|
||||
{
|
||||
/* Our shading model--Gouraud (smooth). */
|
||||
glShadeModel(GL_SMOOTH);
|
||||
// Use Gouraud (smooth) shading
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
/* Culling. */
|
||||
//glCullFace(GL_BACK);
|
||||
//glFrontFace(GL_CCW);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
// Switch on the z-buffer
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
/* Switch on the z-buffer. */
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
|
||||
glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex);
|
||||
glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color
|
||||
glPointSize(2.0);
|
||||
glPointSize(2.0);
|
||||
|
||||
/* Background color is black. */
|
||||
glClearColor(0, 0, 0, 0);
|
||||
// Background color is black
|
||||
glClearColor(0, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
/* Modify the height of each vertex according to the pressure. */
|
||||
void adjustGrid( void )
|
||||
{
|
||||
int pos;
|
||||
int x, y;
|
||||
//========================================================================
|
||||
// Modify the height of each vertex according to the pressure
|
||||
//========================================================================
|
||||
|
||||
for(y = 0; y<GRIDH; y++)
|
||||
{
|
||||
for(x = 0; x<GRIDW; x++)
|
||||
void adjust_grid(void)
|
||||
{
|
||||
int pos;
|
||||
int x, y;
|
||||
|
||||
for (y = 0; y < GRIDH; y++)
|
||||
{
|
||||
pos = y*GRIDW + x;
|
||||
vertex[pos].z = (float) (p[x][y]*(1.0/50.0));
|
||||
for (x = 0; x < GRIDW; x++)
|
||||
{
|
||||
pos = y * GRIDW + x;
|
||||
vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Calculate wave propagation */
|
||||
void calc( void )
|
||||
//========================================================================
|
||||
// Calculate wave propagation
|
||||
//========================================================================
|
||||
|
||||
void calc_grid(void)
|
||||
{
|
||||
int x, y, x2, y2;
|
||||
double time_step = dt * ANIMATION_SPEED;
|
||||
int x, y, x2, y2;
|
||||
double time_step = dt * ANIMATION_SPEED;
|
||||
|
||||
/* compute accelerations */
|
||||
for(x = 0; x < GRIDW; x++)
|
||||
{
|
||||
x2 = (x + 1) % GRIDW;
|
||||
for(y = 0; y < GRIDH; y++)
|
||||
// Compute accelerations
|
||||
for (x = 0; x < GRIDW; x++)
|
||||
{
|
||||
ax[x][y] = p[x][y] - p[x2][y];
|
||||
x2 = (x + 1) % GRIDW;
|
||||
for(y = 0; y < GRIDH; y++)
|
||||
ax[x][y] = p[x][y] - p[x2][y];
|
||||
}
|
||||
}
|
||||
|
||||
for(y = 0; y < GRIDH;y++)
|
||||
{
|
||||
y2 = (y + 1) % GRIDH;
|
||||
for(x = 0; x < GRIDW; x++)
|
||||
for (y = 0; y < GRIDH; y++)
|
||||
{
|
||||
ay[x][y] = p[x][y] - p[x][y2];
|
||||
y2 = (y + 1) % GRIDH;
|
||||
for(x = 0; x < GRIDW; x++)
|
||||
ay[x][y] = p[x][y] - p[x][y2];
|
||||
}
|
||||
}
|
||||
|
||||
/* compute speeds */
|
||||
for(x = 0; x < GRIDW; x++)
|
||||
{
|
||||
for(y = 0; y < GRIDH; y++)
|
||||
// Compute speeds
|
||||
for (x = 0; x < GRIDW; x++)
|
||||
{
|
||||
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
|
||||
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
|
||||
for (y = 0; y < GRIDH; y++)
|
||||
{
|
||||
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
|
||||
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* compute pressure */
|
||||
for(x = 1; x < GRIDW; x++)
|
||||
{
|
||||
x2 = x - 1;
|
||||
for(y = 1; y < GRIDH; y++)
|
||||
// Compute pressure
|
||||
for (x = 1; x < GRIDW; x++)
|
||||
{
|
||||
y2 = y - 1;
|
||||
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
|
||||
x2 = x - 1;
|
||||
for (y = 1; y < GRIDH; y++)
|
||||
{
|
||||
y2 = y - 1;
|
||||
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Handle key strokes */
|
||||
void handle_key_down(GLFWwindow window, int key, int action)
|
||||
//========================================================================
|
||||
// Handle key strokes
|
||||
//========================================================================
|
||||
|
||||
void key_callback(GLFWwindow window, int key, int action)
|
||||
{
|
||||
if( action != GLFW_PRESS )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (action != GLFW_PRESS)
|
||||
return;
|
||||
|
||||
switch(key) {
|
||||
case GLFW_KEY_ESC:
|
||||
running = 0;
|
||||
break;
|
||||
case GLFW_KEY_SPACE:
|
||||
initSurface();
|
||||
break;
|
||||
case GLFW_KEY_LEFT:
|
||||
alpha+=5;
|
||||
break;
|
||||
case GLFW_KEY_RIGHT:
|
||||
alpha-=5;
|
||||
break;
|
||||
case GLFW_KEY_UP:
|
||||
beta-=5;
|
||||
break;
|
||||
case GLFW_KEY_DOWN:
|
||||
beta+=5;
|
||||
break;
|
||||
case GLFW_KEY_PAGEUP:
|
||||
if(zoom>1) zoom-=1;
|
||||
break;
|
||||
case GLFW_KEY_PAGEDOWN:
|
||||
zoom+=1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_ESC:
|
||||
running = 0;
|
||||
break;
|
||||
case GLFW_KEY_SPACE:
|
||||
init_grid();
|
||||
break;
|
||||
case GLFW_KEY_LEFT:
|
||||
alpha += 5;
|
||||
break;
|
||||
case GLFW_KEY_RIGHT:
|
||||
alpha -= 5;
|
||||
break;
|
||||
case GLFW_KEY_UP:
|
||||
beta -= 5;
|
||||
break;
|
||||
case GLFW_KEY_DOWN:
|
||||
beta += 5;
|
||||
break;
|
||||
case GLFW_KEY_PAGEUP:
|
||||
if (zoom > 1)
|
||||
zoom -= 1;
|
||||
break;
|
||||
case GLFW_KEY_PAGEDOWN:
|
||||
zoom += 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Callback function for window resize events */
|
||||
void handle_resize( GLFWwindow window, int width, int height )
|
||||
//========================================================================
|
||||
// Callback function for window resize events
|
||||
//========================================================================
|
||||
|
||||
void window_resize_callback(GLFWwindow window, int width, int height)
|
||||
{
|
||||
float ratio = 1.0f;
|
||||
float ratio = 1.f;
|
||||
|
||||
if( height > 0 )
|
||||
{
|
||||
ratio = (float) width / (float) height;
|
||||
}
|
||||
if (height > 0)
|
||||
ratio = (float) width / (float) height;
|
||||
|
||||
/* Setup viewport (Place where the stuff will appear in the main window). */
|
||||
glViewport(0, 0, width, height);
|
||||
// Setup viewport
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
/*
|
||||
* Change to the projection matrix and set
|
||||
* our viewing volume.
|
||||
*/
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(60.0, ratio, 1.0, 1024.0);
|
||||
// Change to the projection matrix and set our viewing volume
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(60.0, ratio, 1.0, 1024.0);
|
||||
}
|
||||
|
||||
|
||||
/* Program entry point */
|
||||
//========================================================================
|
||||
// main
|
||||
//========================================================================
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
/* Dimensions of our window. */
|
||||
int width, height;
|
||||
/* Style of our window. */
|
||||
int mode;
|
||||
/* Frame time */
|
||||
double t, t_old, dt_total;
|
||||
GLFWwindow window;
|
||||
GLFWwindow window;
|
||||
double t, dt_total, t_old;
|
||||
|
||||
/* Initialize GLFW */
|
||||
if(glfwInit() == GL_FALSE)
|
||||
{
|
||||
fprintf(stderr, "GLFW initialization failed\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
/* Desired window properties */
|
||||
width = 640;
|
||||
height = 480;
|
||||
mode = GLFW_WINDOWED;
|
||||
|
||||
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
|
||||
|
||||
/* Open window */
|
||||
window = glfwOpenWindow(width, height, mode, "Wave Simulation", NULL);
|
||||
if (!window)
|
||||
{
|
||||
fprintf(stderr, "Could not open window\n");
|
||||
glfwTerminate();
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glfwSwapInterval( 1 );
|
||||
|
||||
/* Keyboard handler */
|
||||
glfwSetKeyCallback( window, handle_key_down );
|
||||
glfwEnable( window, GLFW_KEY_REPEAT );
|
||||
|
||||
/* Window resize handler */
|
||||
glfwSetWindowSizeCallback( window, handle_resize );
|
||||
|
||||
/* Initialize OpenGL */
|
||||
setup_opengl();
|
||||
|
||||
/* Initialize simulation */
|
||||
initVertices();
|
||||
initSurface();
|
||||
adjustGrid();
|
||||
|
||||
/* Initialize timer */
|
||||
t_old = glfwGetTime() - 0.01;
|
||||
|
||||
/* Main loop */
|
||||
while(running)
|
||||
{
|
||||
/* Timing */
|
||||
t = glfwGetTime();
|
||||
dt_total = t - t_old;
|
||||
t_old = t;
|
||||
|
||||
/* Safety - iterate if dt_total is too large */
|
||||
while( dt_total > 0.0f )
|
||||
if (!glfwInit())
|
||||
{
|
||||
/* Select iteration time step */
|
||||
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
|
||||
dt_total -= dt;
|
||||
|
||||
/* Calculate wave propagation */
|
||||
calc();
|
||||
fprintf(stderr, "GLFW initialization failed\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
/* Compute height of each vertex */
|
||||
adjustGrid();
|
||||
window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL);
|
||||
if (!window)
|
||||
{
|
||||
fprintf(stderr, "Could not open window\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
/* Draw wave grid to OpenGL display */
|
||||
draw_screen();
|
||||
glfwSwapInterval(1);
|
||||
|
||||
glfwPollEvents();
|
||||
// Keyboard handler
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
glfwEnable(window, GLFW_KEY_REPEAT);
|
||||
|
||||
/* Still running? */
|
||||
running = running && glfwIsWindow( window );
|
||||
}
|
||||
// Window resize handler
|
||||
glfwSetWindowSizeCallback(window, window_resize_callback);
|
||||
|
||||
glfwTerminate();
|
||||
// Initialize OpenGL
|
||||
init_opengl();
|
||||
|
||||
return 0;
|
||||
// Initialize simulation
|
||||
init_vertices();
|
||||
init_grid();
|
||||
adjust_grid();
|
||||
|
||||
// Initialize timer
|
||||
t_old = glfwGetTime() - 0.01;
|
||||
|
||||
while (running)
|
||||
{
|
||||
t = glfwGetTime();
|
||||
dt_total = t - t_old;
|
||||
t_old = t;
|
||||
|
||||
// Safety - iterate if dt_total is too large
|
||||
while (dt_total > 0.f)
|
||||
{
|
||||
// Select iteration time step
|
||||
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
|
||||
dt_total -= dt;
|
||||
|
||||
// Calculate wave propagation
|
||||
calc_grid();
|
||||
}
|
||||
|
||||
// Compute height of each vertex
|
||||
adjust_grid();
|
||||
|
||||
// Draw wave grid to OpenGL display
|
||||
draw_scene();
|
||||
|
||||
glfwPollEvents();
|
||||
|
||||
// Still running?
|
||||
running = running && glfwIsWindow(window);
|
||||
}
|
||||
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
|
@ -1,41 +1,36 @@
|
||||
|
||||
configure_file(
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
|
||||
include_directories(${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${GLFW_SOURCE_DIR}/src
|
||||
${GLFW_BINARY_DIR}/src
|
||||
${GLFW_INCLUDE_DIR})
|
||||
|
||||
set(cocoa_SOURCES
|
||||
cocoa_enable.m
|
||||
cocoa_fullscreen.m
|
||||
cocoa_glext.m
|
||||
cocoa_init.m
|
||||
cocoa_joystick.m
|
||||
cocoa_time.m
|
||||
cocoa_window.m)
|
||||
set(cocoa_SOURCES cocoa_enable.m
|
||||
cocoa_fullscreen.m
|
||||
cocoa_glext.m
|
||||
cocoa_init.m
|
||||
cocoa_joystick.m
|
||||
cocoa_time.m
|
||||
cocoa_window.m)
|
||||
|
||||
# For some reason, CMake doesn't know about .m
|
||||
set_source_files_properties(${cocoa_SOURCES} PROPERTIES LANGUAGE C)
|
||||
|
||||
set(libglfw_SOURCES
|
||||
${common_SOURCES}
|
||||
${cocoa_SOURCES})
|
||||
set(libglfw_SOURCES ${common_SOURCES} ${cocoa_SOURCES})
|
||||
|
||||
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
|
||||
add_library(libglfwShared SHARED ${libglfw_SOURCES})
|
||||
target_link_libraries(libglfwShared ${GLFW_LIBRARIES})
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw
|
||||
)
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw)
|
||||
|
||||
# Append -fno-common to the compile flags to work around a bug in the Apple GCC
|
||||
get_target_property(CFLAGS libglfwShared COMPILE_FLAGS)
|
||||
if(NOT CFLAGS)
|
||||
set(CFLAGS "")
|
||||
set(CFLAGS "")
|
||||
endif(NOT CFLAGS)
|
||||
set_target_properties(libglfwShared PROPERTIES COMPILE_FLAGS "${CFLAGS} -fno-common")
|
||||
|
||||
|
@ -1,8 +1,8 @@
|
||||
|
||||
if(CYGWIN)
|
||||
configure_file(
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
|
||||
# These lines are intended to remove the --export-all-symbols
|
||||
# flag added in the Modules/Platform/CYGWIN.cmake file of the
|
||||
@ -19,36 +19,36 @@ include_directories(${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${GLFW_BINARY_DIR}/src
|
||||
${GLFW_INCLUDE_DIR})
|
||||
|
||||
set(libglfw_SOURCES
|
||||
${common_SOURCES}
|
||||
win32_enable.c
|
||||
win32_fullscreen.c
|
||||
win32_gamma.c
|
||||
win32_glext.c
|
||||
win32_init.c
|
||||
win32_joystick.c
|
||||
win32_time.c
|
||||
win32_window.c
|
||||
win32_dllmain.c)
|
||||
set(libglfw_SOURCES ${common_SOURCES}
|
||||
win32_enable.c
|
||||
win32_fullscreen.c
|
||||
win32_gamma.c
|
||||
win32_glext.c
|
||||
win32_init.c
|
||||
win32_joystick.c
|
||||
win32_time.c
|
||||
win32_window.c
|
||||
win32_dllmain.c)
|
||||
|
||||
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
|
||||
add_library(libglfwShared SHARED ${libglfw_SOURCES})
|
||||
|
||||
target_link_libraries(libglfwShared ${OPENGL_gl_LIBRARY})
|
||||
set_target_properties(libglfwShared PROPERTIES
|
||||
DEFINE_SYMBOL GLFW_BUILD_DLL
|
||||
PREFIX ""
|
||||
IMPORT_PREFIX ""
|
||||
IMPORT_SUFFIX "dll.lib")
|
||||
DEFINE_SYMBOL GLFW_BUILD_DLL
|
||||
PREFIX ""
|
||||
IMPORT_PREFIX ""
|
||||
IMPORT_SUFFIX "dll.lib")
|
||||
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw)
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw)
|
||||
|
||||
if(CYGWIN)
|
||||
# Build for the regular Win32 environment (not Cygwin)
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES COMPILE_FLAGS "-mwin32 -mno-cygwin")
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES LINK_FLAGS "-mwin32 -mno-cygwin")
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES
|
||||
COMPILE_FLAGS "-mwin32 -mno-cygwin"
|
||||
LINK_FLAGS "-mwin32 -mno-cygwin")
|
||||
endif(CYGWIN)
|
||||
|
||||
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
|
||||
|
@ -1,32 +1,29 @@
|
||||
|
||||
configure_file(
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/libglfw.pc.cmake
|
||||
${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc @ONLY)
|
||||
|
||||
include_directories(${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${GLFW_SOURCE_DIR}/src
|
||||
${GLFW_BINARY_DIR}/src
|
||||
${GLFW_INCLUDE_DIR})
|
||||
|
||||
set(libglfw_SOURCES
|
||||
${common_SOURCES}
|
||||
x11_enable.c
|
||||
x11_fullscreen.c
|
||||
x11_gamma.c
|
||||
x11_glext.c
|
||||
x11_init.c
|
||||
x11_joystick.c
|
||||
x11_keysym2unicode.c
|
||||
x11_time.c
|
||||
x11_window.c)
|
||||
set(libglfw_SOURCES ${common_SOURCES}
|
||||
x11_enable.c
|
||||
x11_fullscreen.c
|
||||
x11_gamma.c
|
||||
x11_glext.c
|
||||
x11_init.c
|
||||
x11_joystick.c
|
||||
x11_keysym2unicode.c
|
||||
x11_time.c
|
||||
x11_window.c)
|
||||
|
||||
add_library(libglfwStatic STATIC ${libglfw_SOURCES})
|
||||
add_library(libglfwShared SHARED ${libglfw_SOURCES})
|
||||
target_link_libraries(libglfwShared ${GLFW_LIBRARIES})
|
||||
set_target_properties(libglfwStatic libglfwShared PROPERTIES
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw
|
||||
)
|
||||
CLEAN_DIRECT_OUTPUT 1
|
||||
OUTPUT_NAME glfw)
|
||||
|
||||
install(TARGETS libglfwStatic libglfwShared DESTINATION lib)
|
||||
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/libglfw.pc DESTINATION lib/pkgconfig)
|
||||
|
@ -55,6 +55,8 @@ void _glfwPlatformGetGammaRamp(GLFWgammaramp* ramp)
|
||||
XRRCrtcGamma* gamma = XRRGetCrtcGamma(_glfwLibrary.X11.display,
|
||||
rr->crtcs[0]);
|
||||
|
||||
// TODO: Handle case of original ramp size having a size other than 256
|
||||
|
||||
memcpy(ramp->red, gamma->red, size);
|
||||
memcpy(ramp->green, gamma->green, size);
|
||||
memcpy(ramp->blue, gamma->blue, size);
|
||||
|
@ -176,7 +176,7 @@ static void initGammaRamp(void)
|
||||
#endif /*_GLFW_HAS_XF86VIDMODE*/
|
||||
|
||||
if (!_glfwLibrary.originalRampSize)
|
||||
fprintf(stderr, "Gamma ramp setting unsupported\n");
|
||||
fprintf(stderr, "No supported gamma ramp API found\n");
|
||||
|
||||
// Save the original gamma ramp
|
||||
_glfwPlatformGetGammaRamp(&_glfwLibrary.originalRamp);
|
||||
@ -310,14 +310,14 @@ const char* _glfwPlatformGetVersionString(void)
|
||||
#elif defined(_GLFW_HAS_GLXGETPROCADDRESSEXT)
|
||||
" glXGetProcAddressEXT"
|
||||
#elif defined(_GLFW_DLOPEN_LIBGL)
|
||||
" dlopen(libGL)"
|
||||
" dlsym(libGL)"
|
||||
#else
|
||||
" (no OpenGL extension support)"
|
||||
#endif
|
||||
#if defined(_GLFW_USE_LINUX_JOYSTICKS)
|
||||
" Linux joystick API"
|
||||
" Linux-joystick-API"
|
||||
#else
|
||||
" (no joystick support)"
|
||||
" no-joystick-support"
|
||||
#endif
|
||||
;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user