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746 lines
18 KiB
746 lines
18 KiB
/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#include <time.h>
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#include <sys\types.h>
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#include <sys\timeb.h>
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#include <glwin.h>
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#include <gl/glu.h>
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#pragma warning(disable:4244)
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#define PI 3.14159265358979323846
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#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
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#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))
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GLenum rgb, doubleBuffer, directRender;
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GLenum noSwap, noClear, useMcd;
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GLint colorIndexes1[3];
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GLint colorIndexes2[3];
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GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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GLenum smooth = GL_TRUE;
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GLenum lighting = GL_TRUE;
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GLenum depth = GL_TRUE;
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GLenum stepMode = GL_FALSE;
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GLenum spinMode = GL_FALSE;
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GLint contouring = 0;
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GLint widthX, widthY;
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GLint checkerSize;
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float height;
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GLint frames, curFrame = 0, nextFrame = 0;
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GLboolean displayFrameRate = GL_FALSE;
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static GLint frameCount = 0;
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struct facet {
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float color[3];
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float normal[3];
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};
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struct coord {
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float vertex[3];
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float normal[3];
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};
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struct mesh {
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GLint widthX, widthY;
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GLint numFacets;
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GLint numCoords;
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GLint frames;
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struct coord *coords;
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struct facet *facets;
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} theMesh;
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GLubyte contourTexture1[] = {
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255, 255, 255, 255,
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255, 255, 255, 255,
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255, 255, 255, 255,
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127, 127, 127, 127,
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};
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GLubyte contourTexture2[] = {
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255, 255, 255, 255,
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255, 127, 127, 127,
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255, 127, 127, 127,
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255, 127, 127, 127,
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};
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#define ANIMATE_ALL
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#define STAGGER_WINDOWS
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#define SWAP_MULTIPLE
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// #define HIDE_UNDER
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#define NWIN 4
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int nWin;
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GLWINDOW gwWin[NWIN];
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int iFront;
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WGLSWAP wswaps[NWIN];
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DWORD adwFlags[NWIN] =
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{
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GLWIN_Z_BUFFER_16,
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GLWIN_Z_BUFFER_16 | GLWIN_BACK_BUFFER,
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#if NWIN > 2
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GLWIN_Z_BUFFER_32,
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#endif
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#if NWIN > 3
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GLWIN_Z_BUFFER_32 | GLWIN_BACK_BUFFER
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#endif
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};
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void Quit(void)
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{
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int i;
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for (i = 0; i < nWin; i++)
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{
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if (gwWin[i] != NULL)
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{
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glwinDestroyWindow(gwWin[i]);
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}
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}
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exit(1);
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}
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static void Animate(GLWINDOW gw)
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{
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struct coord *coord;
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struct facet *facet;
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float *lastColor;
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float *thisColor;
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GLint i, j;
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static struct _timeb thisTime, baseTime;
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double elapsed, frameRate, deltat;
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if (stepMode)
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{
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return;
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}
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glwinMakeCurrent(gw);
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if (!noClear)
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{
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glClear(clearMask);
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}
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if (nextFrame || !stepMode) {
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curFrame++;
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}
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if (curFrame >= theMesh.frames) {
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// mf: do frame rate calcs here
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if( !frameCount ) {
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_ftime( &baseTime );
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}
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else {
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if( displayFrameRate ) {
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_ftime( &thisTime );
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elapsed = thisTime.time + thisTime.millitm/1000.0 -
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(baseTime.time + baseTime.millitm/1000.0);
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if( elapsed == 0.0 )
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printf( "Frame rate = unknown\n" );
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else {
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frameRate = frameCount / elapsed;
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printf( "Frame rate = %5.2f fps\n", frameRate );
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}
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}
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}
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frameCount += theMesh.frames;
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curFrame = 0;
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}
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if ((nextFrame || !stepMode) && spinMode) {
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glRotatef(5.0, 0.0, 0.0, 1.0);
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}
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nextFrame = 0;
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for (i = 0; i < theMesh.widthX; i++) {
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glBegin(GL_QUAD_STRIP);
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lastColor = NULL;
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for (j = 0; j < theMesh.widthY; j++) {
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facet = GETFACET(curFrame, i, j);
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if (!smooth && lighting) {
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glNormal3fv(facet->normal);
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}
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if (lighting) {
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if (rgb) {
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thisColor = facet->color;
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glColor3fv(facet->color);
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} else {
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thisColor = facet->color;
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glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES,
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facet->color);
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}
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} else {
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if (rgb) {
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thisColor = facet->color;
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glColor3fv(facet->color);
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} else {
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thisColor = facet->color;
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glIndexf(facet->color[1]);
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}
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}
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if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) {
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if (lastColor) {
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glEnd();
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glBegin(GL_QUAD_STRIP);
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}
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coord = GETCOORD(curFrame, i, j);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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coord = GETCOORD(curFrame, i+1, j);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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}
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coord = GETCOORD(curFrame, i, j+1);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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coord = GETCOORD(curFrame, i+1, j+1);
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if (smooth && lighting) {
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glNormal3fv(coord->normal);
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}
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glVertex3fv(coord->vertex);
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lastColor = thisColor;
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}
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glEnd();
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}
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glFlush();
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#ifndef SWAP_MULTIPLE
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if ((glwinGetFlags(gw) & GLWIN_BACK_BUFFER) && !noSwap) {
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glwinSwapBuffers(gw);
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}
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#endif
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}
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void AnimateN(GLWINDOW gw)
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{
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#ifdef ANIMATE_ALL
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int i;
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for (i = 0; i < nWin; i++)
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{
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Animate(gwWin[i]);
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}
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#ifdef SWAP_MULTIPLE
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wglSwapMultipleBuffers(nWin, wswaps);
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#endif
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#else
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Animate(gwWin[iFront]);
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#ifdef SWAP_MULTIPLE
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wglSwapMultipleBuffers(1, &wswaps[iFront]);
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#endif
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#endif
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}
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static void InitMesh(void)
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{
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struct coord *coord;
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struct facet *facet;
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float dp1[3], dp2[3];
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float *pt1, *pt2, *pt3;
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float angle, d, x, y;
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GLint numFacets, numCoords, frameNum, i, j;
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theMesh.widthX = widthX;
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theMesh.widthY = widthY;
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theMesh.frames = frames;
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numFacets = widthX * widthY;
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numCoords = (widthX + 1) * (widthY + 1);
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theMesh.numCoords = numCoords;
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theMesh.numFacets = numFacets;
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theMesh.coords = (struct coord *)malloc(frames*numCoords*
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sizeof(struct coord));
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theMesh.facets = (struct facet *)malloc(frames*numFacets*
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sizeof(struct facet));
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if (theMesh.coords == NULL || theMesh.facets == NULL) {
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printf("Out of memory.\n");
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exit(1);
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}
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for (frameNum = 0; frameNum < frames; frameNum++) {
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for (i = 0; i <= widthX; i++) {
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x = i / (float)widthX;
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for (j = 0; j <= widthY; j++) {
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y = j / (float)widthY;
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d = sqrt(x*x+y*y);
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if (d == 0.0) {
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d = 0.0001;
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}
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angle = 2 * PI * d + (2 * PI / frames * frameNum);
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coord = GETCOORD(frameNum, i, j);
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coord->vertex[0] = x - 0.5;
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coord->vertex[1] = y - 0.5;
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coord->vertex[2] = (height - height * d) * cos(angle);
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coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI *
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sin(angle) + cos(angle));
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coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI *
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sin(angle) + cos(angle));
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coord->normal[2] = -1;
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d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+
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coord->normal[1]*coord->normal[1]+1);
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coord->normal[0] *= d;
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coord->normal[1] *= d;
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coord->normal[2] *= d;
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}
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}
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for (i = 0; i < widthX; i++) {
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for (j = 0; j < widthY; j++) {
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facet = GETFACET(frameNum, i, j);
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if (((i/checkerSize)%2)^(j/checkerSize)%2) {
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if (rgb) {
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facet->color[0] = 1.0;
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facet->color[1] = 0.2;
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facet->color[2] = 0.2;
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} else {
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facet->color[0] = colorIndexes1[0];
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facet->color[1] = colorIndexes1[1];
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facet->color[2] = colorIndexes1[2];
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}
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} else {
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if (rgb) {
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facet->color[0] = 0.2;
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facet->color[1] = 1.0;
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facet->color[2] = 0.2;
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} else {
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facet->color[0] = colorIndexes2[0];
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facet->color[1] = colorIndexes2[1];
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facet->color[2] = colorIndexes2[2];
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}
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}
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pt1 = GETCOORD(frameNum, i, j)->vertex;
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pt2 = GETCOORD(frameNum, i, j+1)->vertex;
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pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;
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dp1[0] = pt2[0] - pt1[0];
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dp1[1] = pt2[1] - pt1[1];
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dp1[2] = pt2[2] - pt1[2];
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dp2[0] = pt3[0] - pt2[0];
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dp2[1] = pt3[1] - pt2[1];
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dp2[2] = pt3[2] - pt2[2];
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facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1];
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facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2];
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facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];
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d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+
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facet->normal[1]*facet->normal[1]+
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facet->normal[2]*facet->normal[2]);
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facet->normal[0] *= d;
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facet->normal[1] *= d;
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facet->normal[2] *= d;
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}
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}
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}
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}
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static void InitMaterials(void)
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{
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static float ambient[] = {0.1, 0.1, 0.1, 1.0};
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static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
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static float position[] = {90.0, 90.0, 150.0, 0.0};
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static float front_mat_shininess[] = {60.0};
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static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
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static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
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static float back_mat_shininess[] = {60.0};
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static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
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static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
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static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
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static float lmodel_twoside[] = {GL_TRUE};
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glMatrixMode(GL_PROJECTION);
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gluPerspective(450, 1.0, 0.5, 10.0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
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glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
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glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
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glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
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glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
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if (rgb) {
|
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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}
|
|
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if (rgb) {
|
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glEnable(GL_COLOR_MATERIAL);
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} else {
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Quit();
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}
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}
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|
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static void InitTexture(void)
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{
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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|
|
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static void Init(void)
|
|
{
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glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
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if (smooth) {
|
|
glShadeModel(GL_SMOOTH);
|
|
} else {
|
|
glShadeModel(GL_FLAT);
|
|
}
|
|
|
|
glFrontFace(GL_CW);
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|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
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|
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|
InitMaterials();
|
|
InitTexture();
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|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glTranslatef(0.0, 0.4, -1.8);
|
|
glScalef(2.0, 2.0, 2.0);
|
|
glRotatef(-35.0, 1.0, 0.0, 0.0);
|
|
glRotatef(35.0, 0.0, 0.0, 1.0);
|
|
}
|
|
|
|
static GLenum Key(UINT key)
|
|
{
|
|
#ifdef HIDE_UNDER
|
|
int iOldFront;
|
|
#endif
|
|
|
|
switch (key) {
|
|
case VK_ESCAPE:
|
|
Quit();
|
|
case 'C':
|
|
contouring++;
|
|
if (contouring == 1) {
|
|
static GLfloat map[4] = {0, 0, 20, 0};
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE,
|
|
GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, map);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, map);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
} else if (contouring == 2) {
|
|
static GLfloat map[4] = {0, 0, 20, 0};
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glPushMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, map);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, map);
|
|
glPopMatrix();
|
|
} else {
|
|
contouring = 0;
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
break;
|
|
case 'S':
|
|
smooth = !smooth;
|
|
if (smooth) {
|
|
glShadeModel(GL_SMOOTH);
|
|
} else {
|
|
glShadeModel(GL_FLAT);
|
|
}
|
|
break;
|
|
case 'L':
|
|
lighting = !lighting;
|
|
if (lighting) {
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
if (rgb) {
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
}
|
|
} else {
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_LIGHT0);
|
|
if (rgb) {
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
}
|
|
}
|
|
break;
|
|
case 'D':
|
|
depth = !depth;
|
|
if (depth) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
clearMask |= GL_DEPTH_BUFFER_BIT;
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
clearMask &= ~GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
break;
|
|
case VK_SPACE:
|
|
stepMode = !stepMode;
|
|
break;
|
|
case 'N':
|
|
if (stepMode) {
|
|
nextFrame = 1;
|
|
}
|
|
break;
|
|
case 'F':
|
|
displayFrameRate = !displayFrameRate;
|
|
frameCount = 0;
|
|
break;
|
|
case 'A':
|
|
spinMode = !spinMode;
|
|
break;
|
|
case 'Z':
|
|
#ifdef HIDE_UNDER
|
|
iOldFront = iFront;
|
|
#endif
|
|
iFront = (iFront+1) % nWin;
|
|
#ifdef HIDE_UNDER
|
|
ShowWindow(glwinGetHwnd(gwWin[iFront]), SW_SHOW);
|
|
ShowWindow(glwinGetHwnd(gwWin[iOldFront]), SW_HIDE);
|
|
#else
|
|
SetWindowPos(glwinGetHwnd(gwWin[iFront]), HWND_TOP, 0, 0, 0, 0,
|
|
SWP_NOMOVE | SWP_NOSIZE);
|
|
#endif
|
|
break;
|
|
default:
|
|
return GL_FALSE;
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
BOOL Message(GLWINDOW gw, HWND hwnd, UINT uiMsg, WPARAM wpm, LPARAM lpm,
|
|
LRESULT *plr)
|
|
{
|
|
switch(uiMsg)
|
|
{
|
|
case WM_KEYDOWN:
|
|
Key((UINT)wpm);
|
|
break;
|
|
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
*plr = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
static GLenum Args(int argc, char **argv)
|
|
{
|
|
GLint i;
|
|
|
|
rgb = GL_TRUE;
|
|
doubleBuffer = GL_TRUE;
|
|
directRender = GL_FALSE;
|
|
noSwap = GL_FALSE;
|
|
noClear = GL_FALSE;
|
|
useMcd = GL_FALSE;
|
|
nWin = NWIN;
|
|
|
|
frames = 10;
|
|
widthX = 10;
|
|
widthY = 10;
|
|
checkerSize = 2;
|
|
height = 0.2;
|
|
|
|
for (i = 1; i < argc; i++) {
|
|
if (strcmp(argv[i], "-ci") == 0) {
|
|
rgb = GL_FALSE;
|
|
} else if (strcmp(argv[i], "-rgb") == 0) {
|
|
rgb = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-sb") == 0) {
|
|
doubleBuffer = GL_FALSE;
|
|
} else if (strcmp(argv[i], "-db") == 0) {
|
|
doubleBuffer = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-dr") == 0) {
|
|
directRender = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-ir") == 0) {
|
|
directRender = GL_FALSE;
|
|
} else if (strcmp(argv[i], "-noswap") == 0) {
|
|
noSwap = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-noclear") == 0) {
|
|
noClear = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-mcd") == 0) {
|
|
useMcd = GL_TRUE;
|
|
} else if (strcmp(argv[i], "-nwin") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-nwin (No numbers).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
nWin = atoi(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-grid") == 0) {
|
|
if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') {
|
|
printf("-grid (No numbers).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
widthX = atoi(argv[++i]);
|
|
widthY = atoi(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-size") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-checker (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
checkerSize = atoi(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-wave") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-wave (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
height = atof(argv[++i]);
|
|
}
|
|
} else if (strcmp(argv[i], "-frames") == 0) {
|
|
if (i+1 >= argc || argv[i+1][0] == '-') {
|
|
printf("-frames (No number).\n");
|
|
return GL_FALSE;
|
|
} else {
|
|
frames = atoi(argv[++i]);
|
|
}
|
|
} else {
|
|
printf("%s (Bad option).\n", argv[i]);
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
void __cdecl main(int argc, char **argv)
|
|
{
|
|
DWORD dwBaseFlags;
|
|
DWORD dwFlags;
|
|
GLWINDOW gw;
|
|
int iWidth, iHeight;
|
|
int x, y;
|
|
int i;
|
|
char achName[80];
|
|
|
|
if (Args(argc, argv) == GL_FALSE) {
|
|
exit(1);
|
|
}
|
|
|
|
InitMesh();
|
|
|
|
dwBaseFlags = useMcd ? GLWIN_GENERIC_ACCELERATED : 0;
|
|
|
|
x = 10;
|
|
y = 30;
|
|
iWidth = 320;
|
|
iHeight = 320;
|
|
|
|
for (i = 0; i < nWin; i++)
|
|
{
|
|
dwFlags = (adwFlags[i] | dwBaseFlags) ^
|
|
(doubleBuffer ? GLWIN_BACK_BUFFER : 0);
|
|
sprintf(achName, "Wave Demo Window %d Flags 0x%lX", i, dwFlags);
|
|
gw = glwinCreateWindow(NULL, achName, x, y, iWidth, iHeight, dwFlags);
|
|
if (gw == NULL)
|
|
{
|
|
printf("glwinCreateWindow failed with 0x%08lX\n",
|
|
glwinGetLastError());
|
|
Quit();
|
|
}
|
|
gwWin[i] = gw;
|
|
wswaps[i].hdc = glwinGetHdc(gw);
|
|
wswaps[i].uiFlags = WGL_SWAP_MAIN_PLANE;
|
|
glwinMakeCurrent(gw);
|
|
Init();
|
|
glwinMessageCallback(gw, Message);
|
|
|
|
#ifdef HIDE_UNDER
|
|
if (i < nWin-1)
|
|
{
|
|
ShowWindow(glwinGetHwnd(gw), SW_HIDE);
|
|
}
|
|
#endif
|
|
#ifdef STAGGER_WINDOWS
|
|
x += iWidth/3;
|
|
y += iHeight/3;
|
|
#endif
|
|
}
|
|
|
|
iFront = i-1;
|
|
glwinRun(AnimateN);
|
|
|
|
Quit();
|
|
}
|