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+/*
+ * one.c
+ *
+ * Hey! This was the original file where freeglut development started. Just
+ * note what I have written here at the time. And see the creation date :)
+ *
+ * : This is a wrapper. I still have to figure out
+ * : how to build shared libraries under *nix :)
+ *
+ * Copyright (c) 1999 by Pawel W. Olszta
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: czw gru 2 11:58:41 CET 1999
+ */
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include <GL/freeglut.h>
+
+int g_LeaveGameMode = 0;
+int g_InGameMode = 1;
+
+/*
+ * Call this function to have some text drawn at given coordinates
+ */
+void PrintText( int nX, int nY, char* pszText )
+{
+ int lines;
+ char *p;
+
+ /*
+ * Prepare the OpenGL state
+ */
+ glDisable( GL_LIGHTING );
+ glDisable( GL_DEPTH_TEST );
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix();
+ glLoadIdentity();
+
+ /*
+ * Have an orthogonal projection matrix set
+ */
+ glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
+ 0, glutGet( GLUT_WINDOW_HEIGHT ),
+ -1, +1
+ );
+
+ /*
+ * Now the matrix mode
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+ glLoadIdentity();
+
+ /*
+ * Now the main text
+ */
+ glColor3ub( 0, 0, 0 );
+ glRasterPos2i( nX, nY );
+
+ for( p=pszText, lines=0; *p; p++ )
+ {
+ if( *p == '\n' )
+ {
+ lines++;
+ glRasterPos2i( nX, nY-(lines*18) );
+ }
+
+ glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
+ }
+
+ /*
+ * Revert to the old matrix modes
+ */
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix();
+
+ glMatrixMode( GL_MODELVIEW );
+ glPopMatrix();
+
+ /*
+ * Restore the old OpenGL states
+ */
+ glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_LIGHTING );
+}
+
+/*
+ * This is the display routine for our sample FreeGLUT windows
+ */
+static float g_fTime = 0.0f;
+
+void SampleDisplay( void )
+{
+ /*
+ * Clear the screen
+ */
+ glClearColor( 0, 0.5, 1, 1 );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ /*
+ * Have the cube rotated
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+
+ glRotatef( g_fTime, 0, 0, 1 );
+ glRotatef( g_fTime, 0, 1, 0 );
+ glRotatef( g_fTime, 1, 0, 0 );
+
+ /*
+ * And then drawn...
+ */
+ glColor3f( 1, 1, 0 );
+ /* glutWireCube( 20.0 ); */
+ glutWireTeapot( 20.0 );
+ /* glutWireSpher( 15.0, 15, 15 ); */
+ /* glColor3f( 0, 1, 0 ); */
+ /* glutWireCube( 30.0 ); */
+ /* glutSolidCone( 10, 20, 10, 2 ); */
+
+ /*
+ * Don't forget about the model-view matrix
+ */
+ glPopMatrix( );
+
+ /*
+ * Draw a silly text
+ */
+ if( g_InGameMode == 0 )
+ PrintText( 20, 20, "Hello there cruel world!" );
+ else
+ PrintText( 20, 20, "Press ESC to leave the game mode!" );
+
+ /*
+ * And swap this context's buffers
+ */
+ glutSwapBuffers( );
+}
+
+/*
+ * This is a sample idle function
+ */
+void SampleIdle( void )
+{
+ g_fTime += 0.5f;
+
+ if( g_LeaveGameMode == 1 )
+ {
+ glutLeaveGameMode( );
+ g_LeaveGameMode = 0;
+ g_InGameMode = 0;
+ }
+}
+
+/*
+ * The reshape function
+ */
+void SampleReshape( int nWidth, int nHeight )
+{
+ GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
+ GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
+ GLfloat fCol[ 4 ] = { 0.5f, 1.0f, 0.0f, 1.0f };
+
+ /*
+ * Update the viewport first
+ */
+ glViewport( 0, 0, nWidth, nHeight );
+
+ /*
+ * Then the projection matrix
+ */
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );
+
+ /*
+ * Move back the camera a bit
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity( );
+ glTranslatef( 0.0, 0.0, -40.0f );
+
+ /*
+ * Enable some features...
+ */
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_NORMALIZE );
+
+ /*
+ * Set up some lighting
+ */
+ glLightfv( GL_LIGHT0, GL_POSITION, fPos );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+
+ /*
+ * Set up a sample material
+ */
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
+}
+
+/*
+ * A sample keyboard callback
+ */
+void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+ printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
+ cChar, nMouseX, nMouseY );
+}
+
+/*
+ * A sample keyboard callback (for game mode window)
+ */
+void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+ if( cChar == 27 )
+ g_LeaveGameMode = 1;
+}
+
+
+/*
+ * A sample special callback
+ */
+void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
+{
+ printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
+ nSpecial, nMouseX, nMouseY );
+}
+
+/*
+ * A sample menu callback
+ */
+void SampleMenu( int menuID )
+{
+ /*
+ * Just print something funny
+ */
+ printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
+}
+
+/*
+ * The sample's entry point
+ */
+int main( int argc, char** argv )
+{
+ int menuID, subMenuA, subMenuB;
+
+ glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutInitWindowPosition( 100, 100 );
+
+ glutInit( &argc, argv );
+
+ subMenuA = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Sub menu A1 (01)", 1 );
+ glutAddMenuEntry( "Sub menu A2 (02)", 2 );
+ glutAddMenuEntry( "Sub menu A3 (03)", 3 );
+
+ subMenuB = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Sub menu B1 (04)", 4 );
+ glutAddMenuEntry( "Sub menu B2 (05)", 5 );
+ glutAddMenuEntry( "Sub menu B3 (06)", 6 );
+ glutAddSubMenu( "Going to sub menu A", subMenuA );
+
+ menuID = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Entry one", 1 );
+ glutAddMenuEntry( "Entry two", 2 );
+ glutAddMenuEntry( "Entry three", 3 );
+ glutAddMenuEntry( "Entry four", 4 );
+ glutAddMenuEntry( "Entry five", 5 );
+ glutAddSubMenu( "Enter sub menu A", subMenuA );
+ glutAddSubMenu( "Enter sub menu B", subMenuB );
+
+ glutCreateWindow( "Hello world!" );
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleKeyboard );
+ glutSpecialFunc( SampleSpecial );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ glutInitWindowPosition( 200, 200 );
+ glutCreateWindow( "I am not Jan B." );
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleKeyboard );
+ glutSpecialFunc( SampleSpecial );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ printf( "Testing game mode string parsing, don't panic!\n" );
+ glutGameModeString( "320x240:32@100" );
+ glutGameModeString( "640x480:16@72" );
+ glutGameModeString( "1024x768" );
+ glutGameModeString( ":32@120" );
+ glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
+ glutGameModeString( "640x480:16@72" );
+
+ glutEnterGameMode();
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleGameModeKeyboard );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ printf( "current window is %ix%i+%i+%i",
+ glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
+ glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
+ );
+
+ /*
+ * Enter the main FreeGLUT processing loop
+ */
+ glutMainLoop();
+
+ printf( "glutMainLoop() termination works fine!\n" );
+
+ /*
+ * This is never reached in FreeGLUT. Is that good?
+ */
+ return EXIT_SUCCESS;
+}
+
+/*** END OF FILE ***/