Formatting.

This commit is contained in:
Camilla Berglund 2010-10-24 14:56:35 +02:00
parent a4a2eaaa0f
commit cba8d35c65

View File

@ -50,48 +50,49 @@ static int do_redraw = 1;
#define TORUS_MAJOR_RES 32 #define TORUS_MAJOR_RES 32
#define TORUS_MINOR_RES 32 #define TORUS_MINOR_RES 32
static void drawTorus( void ) static void drawTorus(void)
{ {
static GLuint torus_list = 0; static GLuint torus_list = 0;
int i, j, k; int i, j, k;
double s, t, x, y, z, nx, ny, nz, scale, twopi; double s, t, x, y, z, nx, ny, nz, scale, twopi;
if( !torus_list ) if (!torus_list)
{ {
// Start recording displaylist // Start recording displaylist
torus_list = glGenLists( 1 ); torus_list = glGenLists(1);
glNewList( torus_list, GL_COMPILE_AND_EXECUTE ); glNewList(torus_list, GL_COMPILE_AND_EXECUTE);
// Draw torus // Draw torus
twopi = 2.0 * M_PI; 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 ); glBegin(GL_QUAD_STRIP);
for( j = 0; j <= TORUS_MAJOR_RES; j++ ) 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; s = (i + k) % TORUS_MINOR_RES + 0.5;
t = j % TORUS_MAJOR_RES; t = j % TORUS_MAJOR_RES;
// Calculate point on surface // 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); 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 // 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; ny = y;
nz = z - TORUS_MAJOR*sin(t*twopi/TORUS_MAJOR_RES); nz = z - TORUS_MAJOR * sin(t * twopi / TORUS_MAJOR_RES);
scale = 1.0 / sqrt( nx*nx + ny*ny + nz*nz ); scale = 1.0 / sqrt(nx*nx + ny*ny + nz*nz);
nx *= scale; nx *= scale;
ny *= scale; ny *= scale;
nz *= scale; nz *= scale;
glNormal3f( (float)nx, (float)ny, (float)nz ); glNormal3f((float) nx, (float) ny, (float) nz);
glVertex3f( (float)x, (float)y, (float)z ); glVertex3f((float) x, (float) y, (float) z);
} }
} }
glEnd(); glEnd();
} }
@ -101,7 +102,7 @@ static void drawTorus( void )
else else
{ {
// Playback displaylist // Playback displaylist
glCallList( torus_list ); glCallList(torus_list);
} }
} }
@ -110,7 +111,7 @@ static void drawTorus( void )
// Draw the scene (a rotating torus) // Draw the scene (a rotating torus)
//======================================================================== //========================================================================
static void drawScene( void ) static void drawScene(void)
{ {
const GLfloat model_diffuse[4] = {1.0f, 0.8f, 0.8f, 1.0f}; 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}; const GLfloat model_specular[4] = {0.6f, 0.6f, 0.6f, 1.0f};
@ -119,17 +120,17 @@ static void drawScene( void )
glPushMatrix(); glPushMatrix();
// Rotate the object // Rotate the object
glRotatef( (GLfloat)rot_x*0.5f, 1.0f, 0.0f, 0.0f ); glRotatef((GLfloat) rot_x * 0.5f, 1.0f, 0.0f, 0.0f);
glRotatef( (GLfloat)rot_y*0.5f, 0.0f, 1.0f, 0.0f ); glRotatef((GLfloat) rot_y * 0.5f, 0.0f, 1.0f, 0.0f);
glRotatef( (GLfloat)rot_z*0.5f, 0.0f, 0.0f, 1.0f ); glRotatef((GLfloat) rot_z * 0.5f, 0.0f, 0.0f, 1.0f);
// Set model color (used for orthogonal views, lighting disabled) // Set model color (used for orthogonal views, lighting disabled)
glColor4fv( model_diffuse ); glColor4fv(model_diffuse);
// Set model material (used for perspective view, lighting enabled) // Set model material (used for perspective view, lighting enabled)
glMaterialfv( GL_FRONT, GL_DIFFUSE, model_diffuse ); glMaterialfv(GL_FRONT, GL_DIFFUSE, model_diffuse);
glMaterialfv( GL_FRONT, GL_SPECULAR, model_specular ); glMaterialfv(GL_FRONT, GL_SPECULAR, model_specular);
glMaterialf( GL_FRONT, GL_SHININESS, model_shininess ); glMaterialf(GL_FRONT, GL_SHININESS, model_shininess);
// Draw torus // Draw torus
drawTorus(); drawTorus();
@ -142,55 +143,55 @@ static void drawScene( void )
// Draw a 2D grid (used for orthogonal views) // 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; float x, y;
glPushMatrix(); glPushMatrix();
// Set background to some dark bluish grey // Set background to some dark bluish grey
glClearColor( 0.05f, 0.05f, 0.2f, 0.0f); glClearColor(0.05f, 0.05f, 0.2f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT ); glClear(GL_COLOR_BUFFER_BIT);
// Setup modelview matrix (flat XY view) // Setup modelview matrix (flat XY view)
glLoadIdentity(); glLoadIdentity();
gluLookAt( 0.0, 0.0, 1.0, gluLookAt(0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0 ); 0.0, 1.0, 0.0);
// We don't want to update the Z-buffer // We don't want to update the Z-buffer
glDepthMask( GL_FALSE ); glDepthMask(GL_FALSE);
// Set grid color // 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 // Horizontal lines
x = scale * 0.5f * (float)(steps-1); x = scale * 0.5f * (float) (steps - 1);
y = -scale * 0.5f * (float)(steps-1); y = -scale * 0.5f * (float) (steps - 1);
for( i = 0; i < steps; i ++ ) 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; y += scale;
} }
// Vertical lines // Vertical lines
x = -scale * 0.5f * (float)(steps-1); x = -scale * 0.5f * (float) (steps - 1);
y = scale * 0.5f * (float)(steps-1); y = scale * 0.5f * (float) (steps - 1);
for( i = 0; i < steps; i ++ ) 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; x += scale;
} }
glEnd(); glEnd();
// Enable Z-buffer writing again // Enable Z-buffer writing again
glDepthMask( GL_TRUE ); glDepthMask(GL_TRUE);
glPopMatrix(); glPopMatrix();
} }
@ -200,7 +201,7 @@ static void drawGrid( float scale, int steps )
// Draw all views // 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_position[4] = {0.0f, 8.0f, 8.0f, 1.0f};
const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 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; double aspect;
// Calculate aspect of window // Calculate aspect of window
if( height > 0 ) if (height > 0)
{ aspect = (double) width / (double) height;
aspect = (double)width / (double)height;
}
else else
{
aspect = 1.0; aspect = 1.0;
}
// Clear screen // Clear screen
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable scissor test // Enable scissor test
glEnable( GL_SCISSOR_TEST ); glEnable(GL_SCISSOR_TEST);
// Enable depth test // Enable depth test
glEnable( GL_DEPTH_TEST ); glEnable(GL_DEPTH_TEST);
glDepthFunc( GL_LEQUAL ); glDepthFunc(GL_LEQUAL);
// ** ORTHOGONAL VIEWS ** // ** ORTHOGONAL VIEWS **
// For orthogonal views, use wireframe rendering // For orthogonal views, use wireframe rendering
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Enable line anti-aliasing // Enable line anti-aliasing
glEnable( GL_LINE_SMOOTH ); glEnable(GL_LINE_SMOOTH);
glEnable( GL_BLEND ); glEnable(GL_BLEND);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Setup orthogonal projection matrix // Setup orthogonal projection matrix
glMatrixMode( GL_PROJECTION ); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); 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) // Upper left view (TOP VIEW)
glViewport( 0, height/2, width/2, height/2 ); glViewport(0, height / 2, width / 2, height / 2);
glScissor( 0, height/2, width/2, height/2 ); glScissor(0, height / 2, width / 2, height / 2);
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt( 0.0f, 10.0f, 1e-3f, // Eye-position (above) gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
0.0f, 0.0f, 0.0f, // View-point 0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector 0.0f, 1.0f, 0.0f); // Up-vector
drawGrid( 0.5, 12 ); drawGrid(0.5, 12);
drawScene(); drawScene();
// Lower left view (FRONT VIEW) // Lower left view (FRONT VIEW)
glViewport( 0, 0, width/2, height/2 ); glViewport(0, 0, width / 2, height / 2);
glScissor( 0, 0, width/2, height/2 ); glScissor(0, 0, width / 2, height / 2);
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt( 0.0f, 0.0f, 10.0f, // Eye-position (in front of) gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
0.0f, 0.0f, 0.0f, // View-point 0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector 0.0f, 1.0f, 0.0f); // Up-vector
drawGrid( 0.5, 12 ); drawGrid(0.5, 12);
drawScene(); drawScene();
// Lower right view (SIDE VIEW) // Lower right view (SIDE VIEW)
glViewport( width/2, 0, width/2, height/2 ); glViewport(width / 2, 0, width / 2, height / 2);
glScissor( width/2, 0, width/2, height/2 ); glScissor(width / 2, 0, width / 2, height / 2);
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt( 10.0f, 0.0f, 0.0f, // Eye-position (to the right) gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
0.0f, 0.0f, 0.0f, // View-point 0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector 0.0f, 1.0f, 0.0f); // Up-vector
drawGrid( 0.5, 12 ); drawGrid(0.5, 12);
drawScene(); drawScene();
// Disable line anti-aliasing // Disable line anti-aliasing
glDisable( GL_LINE_SMOOTH ); glDisable(GL_LINE_SMOOTH);
glDisable( GL_BLEND ); glDisable(GL_BLEND);
// ** PERSPECTIVE VIEW ** // ** PERSPECTIVE VIEW **
// For perspective view, use solid rendering // 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) // Enable face culling (faster rendering)
glEnable( GL_CULL_FACE ); glEnable(GL_CULL_FACE);
glCullFace( GL_BACK ); glCullFace(GL_BACK);
glFrontFace( GL_CW ); glFrontFace(GL_CW);
// Setup perspective projection matrix // Setup perspective projection matrix
glMatrixMode( GL_PROJECTION ); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective( 65.0f, aspect, 1.0f, 50.0f ); gluPerspective(65.0f, aspect, 1.0f, 50.0f);
// Upper right view (PERSPECTIVE VIEW) // Upper right view (PERSPECTIVE VIEW)
glViewport( width/2, height/2, width/2, height/2 ); glViewport(width / 2, height / 2, width / 2, height / 2);
glScissor( width/2, height/2, width/2, height/2 ); glScissor(width / 2, height / 2, width / 2, height / 2);
glMatrixMode( GL_MODELVIEW ); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
gluLookAt( 3.0f, 1.5f, 3.0f, // Eye-position gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
0.0f, 0.0f, 0.0f, // View-point 0.0f, 0.0f, 0.0f, // View-point
0.0f, 1.0f, 0.0f ); // Up-vector 0.0f, 1.0f, 0.0f); // Up-vector
// Configure and enable light source 1 // Configure and enable light source 1
glLightfv( GL_LIGHT1, GL_POSITION, light_position ); glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glLightfv( GL_LIGHT1, GL_AMBIENT, light_ambient ); glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv( GL_LIGHT1, GL_DIFFUSE, light_diffuse ); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv( GL_LIGHT1, GL_SPECULAR, light_specular ); glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glEnable( GL_LIGHT1 ); glEnable(GL_LIGHT1);
glEnable( GL_LIGHTING ); glEnable(GL_LIGHTING);
// Draw scene // Draw scene
drawScene(); drawScene();
// Disable lighting // Disable lighting
glDisable( GL_LIGHTING ); glDisable(GL_LIGHTING);
// Disable face culling // Disable face culling
glDisable( GL_CULL_FACE ); glDisable(GL_CULL_FACE);
// Disable depth test // Disable depth test
glDisable( GL_DEPTH_TEST ); glDisable(GL_DEPTH_TEST);
// Disable scissor test // Disable scissor test
glDisable( GL_SCISSOR_TEST ); glDisable(GL_SCISSOR_TEST);
// Draw a border around the active view // 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 ); glViewport(0, 0, width, height);
glMatrixMode( GL_PROJECTION );
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glOrtho( 0.0, 2.0, 0.0, 2.0, 0.0, 1.0 ); glOrtho(0.0, 2.0, 0.0, 2.0, 0.0, 1.0);
glMatrixMode( GL_MODELVIEW );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glColor3f( 1.0f, 1.0f, 0.6f ); glTranslatef((GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f);
glTranslatef( (GLfloat) ((active_view - 1) & 1), (GLfloat) (1 - (active_view - 1) / 2), 0.0f );
glBegin( GL_LINE_STRIP ); glColor3f(1.0f, 1.0f, 0.6f);
glVertex2i( 0, 0 );
glVertex2i( 1, 0 ); glBegin(GL_LINE_STRIP);
glVertex2i( 1, 1 ); glVertex2i(0, 0);
glVertex2i( 0, 1 ); glVertex2i(1, 0);
glVertex2i( 0, 0 ); glVertex2i(1, 1);
glVertex2i(0, 1);
glVertex2i(0, 0);
glEnd(); glEnd();
} }
} }
@ -357,7 +355,7 @@ static void drawAllViews( void )
// Window size callback function // Window size callback function
//======================================================================== //========================================================================
static void windowSizeFun( GLFWwindow window, int w, int h ) static void windowSizeFun(GLFWwindow window, int w, int h)
{ {
width = w; width = w;
height = h > 0 ? h : 1; height = h > 0 ? h : 1;
@ -369,7 +367,7 @@ static void windowSizeFun( GLFWwindow window, int w, int h )
// Window refresh callback function // Window refresh callback function
//======================================================================== //========================================================================
static void windowRefreshFun( GLFWwindow window ) static void windowRefreshFun(GLFWwindow window)
{ {
do_redraw = 1; do_redraw = 1;
} }
@ -379,10 +377,10 @@ static void windowRefreshFun( GLFWwindow window )
// Mouse position callback function // 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 // Depending on which view was selected, rotate around different axes
switch( active_view ) switch (active_view)
{ {
case 1: case 1:
rot_x += y - ypos; rot_x += y - ypos;
@ -414,25 +412,18 @@ static void mousePosFun( GLFWwindow window, int x, int y )
// Mouse button callback function // 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 // Detect which of the four views was clicked
active_view = 1; active_view = 1;
if( xpos >= width/2 ) if (xpos >= width / 2)
{
active_view += 1; active_view += 1;
} if (ypos >= height / 2)
if( ypos >= height/2 )
{
active_view += 2; active_view += 2;
}
} }
else if (button == GLFW_MOUSE_BUTTON_LEFT)
// Button released?
else if( button == GLFW_MOUSE_BUTTON_LEFT )
{ {
// Deselect any previously selected view // Deselect any previously selected view
active_view = 0; 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; GLFWwindow window;
// Initialise GLFW // Initialise GLFW
if( !glfwInit() ) if (!glfwInit())
{ {
fprintf( stderr, "Failed to initialize GLFW\n" ); fprintf(stderr, "Failed to initialize GLFW\n");
exit( EXIT_FAILURE ); exit(EXIT_FAILURE);
} }
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16); glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
// Open OpenGL window // 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) if (!window)
{ {
fprintf( stderr, "Failed to open GLFW window\n" ); fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate(); exit(EXIT_FAILURE);
exit( EXIT_FAILURE );
} }
// Enable vsync // Enable vsync
glfwSwapInterval( 1 ); glfwSwapInterval(1);
// Enable sticky keys // Enable sticky keys
glfwEnable( window, GLFW_STICKY_KEYS ); glfwEnable(window, GLFW_STICKY_KEYS);
// Enable mouse cursor (only needed for fullscreen mode) // Enable mouse cursor (only needed for fullscreen mode)
glfwEnable( window, GLFW_MOUSE_CURSOR ); glfwEnable(window, GLFW_MOUSE_CURSOR);
// Set callback functions // Set callback functions
glfwSetWindowSizeCallback( window, windowSizeFun ); glfwSetWindowSizeCallback(window, windowSizeFun);
glfwSetWindowRefreshCallback( window, windowRefreshFun ); glfwSetWindowRefreshCallback(window, windowRefreshFun);
glfwSetMousePosCallback( window, mousePosFun ); glfwSetMousePosCallback(window, mousePosFun);
glfwSetMouseButtonCallback( window, mouseButtonFun ); glfwSetMouseButtonCallback(window, mouseButtonFun);
// Main loop // Main loop
do do
{ {
// Only redraw if we need to // Only redraw if we need to
if( do_redraw ) if (do_redraw)
{ {
// Draw all views // Draw all views
drawAllViews(); drawAllViews();
@ -502,12 +492,12 @@ int main( void )
glfwWaitEvents(); glfwWaitEvents();
} // Check if the ESC key was pressed or the window was closed } // Check if the ESC key was pressed or the window was closed
while( glfwIsWindow(window) && while (glfwIsWindow(window) &&
glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS ); glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS);
// Close OpenGL window and terminate GLFW // Close OpenGL window and terminate GLFW
glfwTerminate(); glfwTerminate();
exit( EXIT_SUCCESS ); exit(EXIT_SUCCESS);
} }