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authorBrian Paul <[email protected]>2009-04-18 12:57:13 -0600
committerBrian Paul <[email protected]>2009-04-18 12:57:13 -0600
commitdfd69a27f8c3db3d90e2334237bf4a8eabb17e9e (patch)
tree12b1d120309dae6e59b0fce7105b4dc87a582a95 /progs/tests/glutfx.c
parent6a495d26af54011ff1ec0597b38db2ce162c7d50 (diff)
demos: move glutfx demo to tests/
Diffstat (limited to 'progs/tests/glutfx.c')
-rw-r--r--progs/tests/glutfx.c189
1 files changed, 189 insertions, 0 deletions
diff --git a/progs/tests/glutfx.c b/progs/tests/glutfx.c
new file mode 100644
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+++ b/progs/tests/glutfx.c
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+
+/*
+ * 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;
+}