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Diffstat (limited to 'SixenseSDK/src/sixense_simple3d/progs/demos/One/one.c')
-rwxr-xr-x | SixenseSDK/src/sixense_simple3d/progs/demos/One/one.c | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/SixenseSDK/src/sixense_simple3d/progs/demos/One/one.c b/SixenseSDK/src/sixense_simple3d/progs/demos/One/one.c new file mode 100755 index 0000000..c0f3017 --- /dev/null +++ b/SixenseSDK/src/sixense_simple3d/progs/demos/One/one.c @@ -0,0 +1,331 @@ +/* + * 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 ***/ |