mesa/progs/tests/glutfx.c

190 lines
4.0 KiB
C

/*
* Example of how one might use GLUT with the 3Dfx driver in full-screen mode.
* Note: this only works with X since we're using Mesa's GLX "hack" for
* using Glide.
*
* Goals:
* easy setup and input event handling with GLUT
* use 3Dfx hardware
* automatically set MESA environment variables
* don't lose mouse input focus
*
* Brian Paul This file is in the public domain.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#define WIDTH 640
#define HEIGHT 480
static int Window = 0;
static int ScreenWidth, ScreenHeight;
static GLuint Torus = 0;
static GLfloat Xrot = 0.0, Yrot = 0.0;
static void Display( void )
{
static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
static GLfloat red[4] = {1.0, 0.2, 0.2, 1.0};
static GLfloat green[4] = {0.2, 1.0, 0.2, 1.0};
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
glCallList(Torus);
glRotatef(90.0, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glCallList(Torus);
glRotatef(90.0, 0, 1, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, green);
glCallList(Torus);
glPopMatrix();
glutSwapBuffers();
}
static void Reshape( int width, int height )
{
float ratio = (float) width / (float) height;
ScreenWidth = width;
ScreenHeight = height;
/*
* The 3Dfx driver is limited to 640 x 480 but the X window may be larger.
* Enforce that here.
*/
if (width > WIDTH)
width = WIDTH;
if (height > HEIGHT)
height = HEIGHT;
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -ratio, ratio, -1.0, 1.0, 5.0, 30.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -20.0 );
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
glutDestroyWindow(Window);
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
break;
case GLUT_KEY_DOWN:
break;
case GLUT_KEY_LEFT:
break;
case GLUT_KEY_RIGHT:
break;
}
glutPostRedisplay();
}
static void MouseMove( int x, int y )
{
Xrot = y - ScreenWidth / 2;
Yrot = x - ScreenHeight / 2;
glutPostRedisplay();
}
static void Init( void )
{
Torus = glGenLists(1);
glNewList(Torus, GL_COMPILE);
glutSolidTorus(0.5, 2.0, 10, 20);
glEndList();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
int main( int argc, char *argv[] )
{
#ifndef _WIN32
printf("NOTE: if you've got 3Dfx VooDoo hardware you must run this");
printf(" program as root.\n\n");
printf("Move the mouse. Press ESC to exit.\n\n");
#endif
/* Tell Mesa GLX to use 3Dfx driver in fullscreen mode. */
putenv("MESA_GLX_FX=fullscreen");
/* Disable 3Dfx Glide splash screen */
putenv("FX_GLIDE_NO_SPLASH=");
/* Give an initial size and position so user doesn't have to place window */
glutInitWindowPosition(0, 0);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
Window = glutCreateWindow(argv[0]);
if (!Window) {
printf("Error, couldn't open window\n");
exit(1);
}
/*
* Want the X window to fill the screen so that we don't have to
* worry about losing the mouse input focus.
* Note that we won't actually see the X window since we never draw
* to it, hence, the original X screen's contents aren't disturbed.
*/
glutFullScreen();
Init();
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
glutPassiveMotionFunc( MouseMove );
glutMainLoop();
return 0;
}