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Formatting.
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@ -50,48 +50,49 @@ static int do_redraw = 1;
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#define TORUS_MAJOR_RES 32
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#define TORUS_MINOR_RES 32
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static void drawTorus( void )
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static void drawTorus(void)
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{
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static GLuint torus_list = 0;
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int i, j, k;
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double s, t, x, y, z, nx, ny, nz, scale, twopi;
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if( !torus_list )
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if (!torus_list)
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{
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// Start recording displaylist
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torus_list = glGenLists( 1 );
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glNewList( torus_list, GL_COMPILE_AND_EXECUTE );
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torus_list = glGenLists(1);
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glNewList(torus_list, GL_COMPILE_AND_EXECUTE);
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// Draw torus
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twopi = 2.0 * M_PI;
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for( i = 0; i < TORUS_MINOR_RES; i++ )
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for (i = 0; i < TORUS_MINOR_RES; i++)
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{
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glBegin( GL_QUAD_STRIP );
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for( j = 0; j <= TORUS_MAJOR_RES; j++ )
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= TORUS_MAJOR_RES; j++)
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{
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for( k = 1; k >= 0; k-- )
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for (k = 1; k >= 0; k--)
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{
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s = (i + k) % TORUS_MINOR_RES + 0.5;
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t = j % TORUS_MAJOR_RES;
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// Calculate point on surface
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x = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*cos(t*twopi/TORUS_MAJOR_RES);
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x = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * cos(t * twopi / TORUS_MAJOR_RES);
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y = TORUS_MINOR * sin(s * twopi / TORUS_MINOR_RES);
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z = (TORUS_MAJOR+TORUS_MINOR*cos(s*twopi/TORUS_MINOR_RES))*sin(t*twopi/TORUS_MAJOR_RES);
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z = (TORUS_MAJOR + TORUS_MINOR * cos(s * twopi / TORUS_MINOR_RES)) * sin(t * twopi / TORUS_MAJOR_RES);
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// Calculate surface normal
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nx = x - TORUS_MAJOR*cos(t*twopi/TORUS_MAJOR_RES);
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nx = x - TORUS_MAJOR * cos(t * twopi / TORUS_MAJOR_RES);
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ny = y;
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nz = z - TORUS_MAJOR*sin(t*twopi/TORUS_MAJOR_RES);
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scale = 1.0 / sqrt( nx*nx + ny*ny + nz*nz );
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nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES);
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scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
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nx *= scale;
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ny *= scale;
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nz *= scale;
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glNormal3f( (float)nx, (float)ny, (float)nz );
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glVertex3f( (float)x, (float)y, (float)z );
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glNormal3f((float) nx, (float) ny, (float) nz);
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glVertex3f((float) x, (float) y, (float) z);
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}
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}
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glEnd();
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}
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@ -101,7 +102,7 @@ static void drawTorus( void )
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else
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{
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// Playback displaylist
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glCallList( torus_list );
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glCallList(torus_list);
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}
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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)
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{
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const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f};
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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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// 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);
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glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f);
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// Set model color (used for orthogonal views, lighting disabled)
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glColor4fv( model_diffuse );
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glColor4fv(model_diffuse);
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// Set model material (used for perspective view, lighting enabled)
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glMaterialfv( GL_FRONT, GL_DIFFUSE, model_diffuse );
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glMaterialfv( GL_FRONT, GL_SPECULAR, model_specular );
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glMaterialf( GL_FRONT, GL_SHININESS, model_shininess );
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glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, model_shininess);
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// Draw torus
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drawTorus();
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@ -142,55 +143,55 @@ static void drawScene( void )
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// Draw a 2D grid (used for orthogonal views)
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//========================================================================
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static void drawGrid( float scale, int steps )
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static void drawGrid(float scale, int steps)
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{
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int i;
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int i;
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float x, y;
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glPushMatrix();
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// Set background to some dark bluish grey
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glClearColor( 0.05f, 0.05f, 0.2f, 0.0f);
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glClear( GL_COLOR_BUFFER_BIT );
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glClearColor(0.05f, 0.05f, 0.2f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Setup modelview matrix (flat XY view)
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glLoadIdentity();
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gluLookAt( 0.0, 0.0, 1.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0 );
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gluLookAt(0.0, 0.0, 1.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0);
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// We don't want to update the Z-buffer
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glDepthMask( GL_FALSE );
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glDepthMask(GL_FALSE);
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// Set grid color
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glColor3f( 0.0f, 0.5f, 0.5f );
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glColor3f(0.0f, 0.5f, 0.5f);
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glBegin( GL_LINES );
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glBegin(GL_LINES);
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// Horizontal lines
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x = scale * 0.5f * (float)(steps-1);
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y = -scale * 0.5f * (float)(steps-1);
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for( i = 0; i < steps; i ++ )
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x = scale * 0.5f * (float) (steps - 1);
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y = -scale * 0.5f * (float) (steps - 1);
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for (i = 0; i < steps; i++)
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{
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glVertex3f( -x, y, 0.0f );
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glVertex3f( x, y, 0.0f );
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glVertex3f(-x, y, 0.0f);
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glVertex3f(x, y, 0.0f);
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y += scale;
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}
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// Vertical lines
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x = -scale * 0.5f * (float)(steps-1);
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y = scale * 0.5f * (float)(steps-1);
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for( i = 0; i < steps; i ++ )
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x = -scale * 0.5f * (float) (steps - 1);
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y = scale * 0.5f * (float) (steps - 1);
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for (i = 0; i < steps; i++)
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{
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glVertex3f( x, -y, 0.0f );
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glVertex3f( x, y, 0.0f );
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glVertex3f(x, -y, 0.0f);
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glVertex3f(x, y, 0.0f);
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x += scale;
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}
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glEnd();
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// Enable Z-buffer writing again
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glDepthMask( GL_TRUE );
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glDepthMask(GL_TRUE);
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glPopMatrix();
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}
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@ -200,7 +201,7 @@ static void drawGrid( float scale, int steps )
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// Draw all views
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//========================================================================
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static void drawAllViews( void )
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static void drawAllViews(void)
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{
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const GLfloat light_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
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const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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@ -209,145 +210,142 @@ static void drawAllViews( void )
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double aspect;
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// Calculate aspect of window
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if( height > 0 )
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{
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aspect = (double)width / (double)height;
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}
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if (height > 0)
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aspect = (double) width / (double) height;
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else
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{
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aspect = 1.0;
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}
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// Clear screen
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Enable scissor test
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glEnable( GL_SCISSOR_TEST );
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glEnable(GL_SCISSOR_TEST);
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// Enable depth test
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glEnable( GL_DEPTH_TEST );
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glDepthFunc( GL_LEQUAL );
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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// ** ORTHOGONAL VIEWS **
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// For orthogonal views, use wireframe rendering
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// Enable line anti-aliasing
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glEnable( GL_LINE_SMOOTH );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Setup orthogonal projection matrix
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glMatrixMode( GL_PROJECTION );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho( -3.0*aspect, 3.0*aspect, -3.0, 3.0, 1.0, 50.0 );
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glOrtho(-3.0 * aspect, 3.0 * aspect, -3.0, 3.0, 1.0, 50.0);
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// Upper left view (TOP VIEW)
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glViewport( 0, height/2, width/2, height/2 );
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glScissor( 0, height/2, width/2, height/2 );
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glMatrixMode( GL_MODELVIEW );
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glViewport(0, height / 2, width / 2, height / 2);
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glScissor(0, height / 2, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt( 0.0f, 10.0f, 1e-3f, // Eye-position (above)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f ); // Up-vector
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drawGrid( 0.5, 12 );
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gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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drawGrid(0.5, 12);
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drawScene();
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// Lower left view (FRONT VIEW)
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glViewport( 0, 0, width/2, height/2 );
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glScissor( 0, 0, width/2, height/2 );
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glMatrixMode( GL_MODELVIEW );
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glViewport(0, 0, width / 2, height / 2);
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glScissor(0, 0, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt( 0.0f, 0.0f, 10.0f, // Eye-position (in front of)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f ); // Up-vector
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drawGrid( 0.5, 12 );
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gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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drawGrid(0.5, 12);
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drawScene();
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// Lower right view (SIDE VIEW)
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glViewport( width/2, 0, width/2, height/2 );
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glScissor( width/2, 0, width/2, height/2 );
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glMatrixMode( GL_MODELVIEW );
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glViewport(width / 2, 0, width / 2, height / 2);
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glScissor(width / 2, 0, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt( 10.0f, 0.0f, 0.0f, // Eye-position (to the right)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f ); // Up-vector
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drawGrid( 0.5, 12 );
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gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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drawGrid(0.5, 12);
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drawScene();
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// Disable line anti-aliasing
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glDisable( GL_LINE_SMOOTH );
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glDisable( GL_BLEND );
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_BLEND);
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// ** PERSPECTIVE VIEW **
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// For perspective view, use solid rendering
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// Enable face culling (faster rendering)
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glEnable( GL_CULL_FACE );
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glCullFace( GL_BACK );
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glFrontFace( GL_CW );
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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// Setup perspective projection matrix
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glMatrixMode( GL_PROJECTION );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective( 65.0f, aspect, 1.0f, 50.0f );
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gluPerspective(65.0f, aspect, 1.0f, 50.0f);
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// Upper right view (PERSPECTIVE VIEW)
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glViewport( width/2, height/2, width/2, height/2 );
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glScissor( width/2, height/2, width/2, height/2 );
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glMatrixMode( GL_MODELVIEW );
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glViewport(width / 2, height / 2, width / 2, height / 2);
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glScissor(width / 2, height / 2, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt( 3.0f, 1.5f, 3.0f, // Eye-position
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f ); // Up-vector
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gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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// Configure and enable light source 1
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glLightfv( GL_LIGHT1, GL_POSITION, light_position );
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glLightfv( GL_LIGHT1, GL_AMBIENT, light_ambient );
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glLightfv( GL_LIGHT1, GL_DIFFUSE, light_diffuse );
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glLightfv( GL_LIGHT1, GL_SPECULAR, light_specular );
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glEnable( GL_LIGHT1 );
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glEnable( GL_LIGHTING );
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glLightfv(GL_LIGHT1, GL_POSITION, light_position);
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glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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// Draw scene
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drawScene();
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// Disable lighting
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glDisable( GL_LIGHTING );
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glDisable(GL_LIGHTING);
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// Disable face culling
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glDisable( GL_CULL_FACE );
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glDisable(GL_CULL_FACE);
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// Disable depth test
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glDisable( GL_DEPTH_TEST );
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glDisable(GL_DEPTH_TEST);
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// Disable scissor test
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glDisable( GL_SCISSOR_TEST );
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glDisable(GL_SCISSOR_TEST);
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// Draw a border around the active view
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if( active_view > 0 && active_view != 2 )
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if (active_view > 0 && active_view != 2)
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho( 0.0, 2.0, 0.0, 2.0, 0.0, 1.0 );
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glMatrixMode( GL_MODELVIEW );
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glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glColor3f( 1.0f, 1.0f, 0.6f );
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glTranslatef( (GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f );
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glBegin( GL_LINE_STRIP );
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glVertex2i( 0, 0 );
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glVertex2i( 1, 0 );
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glVertex2i( 1, 1 );
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glVertex2i( 0, 1 );
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glVertex2i( 0, 0 );
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glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f);
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|
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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);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user