14 Commits
74 changed files with 51321 additions and 1 deletions
-1
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@@ -48,7 +48,6 @@ artifacts/
*_i.h *_i.h
*.ilk *.ilk
*.meta *.meta
*.obj
*.pch *.pch
*.pdb *.pdb
*.pgc *.pgc
+12
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@@ -0,0 +1,12 @@
#include "Controller.h"
Controller::Controller()
{
}
Controller::~Controller()
{
}
+10
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@@ -0,0 +1,10 @@
#pragma once
#include "Header.h"
class Controller
{
public:
Controller();
~Controller();
};
+28
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@@ -0,0 +1,28 @@
Microsoft Visual Studio Solution File, Format Version 12.00
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
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HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
+198
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@@ -0,0 +1,198 @@
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+150
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+12
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@@ -0,0 +1,12 @@
#include "Enemy.h"
Enemy::Enemy()
{
}
Enemy::~Enemy()
{
}
+10
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@@ -0,0 +1,10 @@
#pragma once
#include "Header.h"
class Enemy
{
public:
Enemy();
~Enemy();
};
+22
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@@ -0,0 +1,22 @@
#pragma once
#include <GL/freeglut.h>
#define _USE_MATH_DEFINES
#include <cmath>
#include <math.h>
#include <string>
#include <vector>
#include <list>
#include <fstream>
#include <iostream>
#include <algorithm>
#include <vector>
#include <windows.h>
#include <gl/GL.h>
#include "Vector.h"
using namespace std;
+12
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@@ -0,0 +1,12 @@
#include "InitState.h"
InitState::InitState()
{
}
InitState::~InitState()
{
}
+11
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@@ -0,0 +1,11 @@
#pragma once
#include "Header.h"
#include "State.h"
class InitState : public State
{
public:
InitState();
~InitState();
};
+12
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@@ -0,0 +1,12 @@
#include "Keyboard.h"
Keyboard::Keyboard()
{
}
Keyboard::~Keyboard()
{
}
+10
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@@ -0,0 +1,10 @@
#pragma once
#include "Header.h"
class Keyboard
{
public:
Keyboard();
~Keyboard();
};
+12
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@@ -0,0 +1,12 @@
#include "LoadingState.h"
LoadingState::LoadingState()
{
}
LoadingState::~LoadingState()
{
}
+11
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@@ -0,0 +1,11 @@
#pragma once
#include "Header.h"
#include "State.h"
class LoadingState : public State
{
public:
LoadingState();
~LoadingState();
};
+187
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@@ -0,0 +1,187 @@
#include "Header.h"
#include "Model.h"
#include "Player.h"
#include "StateHandler.h"
#include "State.h"
//Prototypes
void bindFuncOpenGL(void);
void configureOpenGL(void);
void loadModels(void);
static int Width;
static int Height;
float lastFrameTime = 0;
bool keys[255];
//vector<Model*> models;
//int currentModel = 0;
StateHandler *statehandler;
void display()
{
glClearColor(0.6f, 0.6f, 1, 1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, (float)Width / Height, 0.5, 300);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/*glRotatef(player.eyes.rotX, 1, 0, 0);
glRotatef(player.eyes.rotY, 0, 1, 0);
glTranslatef(player.eyes.posX, player.eyes.posY, player.eyes.posZ);
glPushMatrix();
glScalef(0.5f, 0.5f, 0.5f);
glRotatef(180, 1, 0, 0);
glRotatef(45, 0, 0, 1);
glRotatef(90, 0, 1, 0);
models[currentModel]->draw();
glPopMatrix();*/
//Draw here
statehandler->GetCurrentState()->Display();
//player->Display();
//glutSolidCube(10.0);
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void idle()
{
float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
float deltaTime = frameTime - lastFrameTime;
lastFrameTime = frameTime;
statehandler->GetCurrentState()->Keyboard(keys,deltaTime);
statehandler->GetCurrentState()->Idle(deltaTime);
glutPostRedisplay();
}
void mousemotion(int x, int y)
{
int dx = x - Width / 2;
int dy = y - Height / 2;
if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400)
{
statehandler->GetCurrentState()->MouseMove(x, y, dx, dy);
glutWarpPointer(Width / 2, Height / 2);
}
}
void mouse(int button, int type, int x, int y)
{
statehandler->GetCurrentState()->MouseClick(button, type, x, y);
}
void keyboard(unsigned char key, int, int)
{
if (key == 27)
exit(0);
//std::cout << key << std::endl;
keys[key] = true;
}
void keyboardup(unsigned char key, int, int)
{
keys[key] = false;
}
int main(int argc, char* argv[])
{
//Init GLUT
glutInit(&argc, argv);
//Configre OpenGL and FreeGLut
configureOpenGL();
//Bind functions
bindFuncOpenGL();
//Init models
loadModels();
//Start the main loop
glutMainLoop();
return 0;
}
void bindFuncOpenGL()
{
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc([](int w, int h) { Width = w; Height= h; glViewport(0, 0, w, h); });
//Keyboard
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardup);
//Mouse
glutMouseFunc(mouse);
glutPassiveMotionFunc(mousemotion);
}
void configureOpenGL()
{
//Init window and glut display mode
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Crystal Point");
glutFullScreen();
//glutPositionWindow((glutGet(GLUT_SCREEN_WIDTH) / 2) - (glutGet(GLUT_WINDOW_WIDTH) / 2), (glutGet(GLUT_SCREEN_HEIGHT) / 2) - (glutGet(GLUT_WINDOW_HEIGHT) / 2));
//Depth testing
glEnable(GL_DEPTH_TEST);
//Alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Alpha testing
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
//Lighting
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 20.0 };
GLfloat light_position[] = { 30.0, 30.0, 30.0, 1.0 };
GLfloat light_diffuse[] = { 2.0, 2.0, 2.0, 1.0 };
GLfloat light_ambient[] = { 2.0, 2.0, 2.0, 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//Cursor
glutWarpPointer(Width / 2, Height / 2);
glutSetCursor(GLUT_CURSOR_CROSSHAIR);
}
void loadModels()
{
statehandler = new StateHandler();
statehandler->Navigate(statehandler->WORLD_STATE);
//models.push_back(new Model("models/weapons/ZwaardMetTextures/TextureZwaard.obj"));
}
+12
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#include "MenuState.h"
MenuState::MenuState()
{
}
MenuState::~MenuState()
{
}
+10
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#pragma once
#include "Header.h"
#include "State.h"
class MenuState : public State
{
public:
MenuState();
~MenuState();
};
+332
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#include "Model.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
//Prototypes
vector<string> split(string str, string sep);
string replace(string str, string toReplace, string replacement);
string toLower(string data);
Model::Model(string fileName)
{
std::string dirName = fileName;
if (dirName.rfind("/") != std::string::npos)
dirName = dirName.substr(0, dirName.rfind("/"));
if (dirName.rfind("\\") != std::string::npos)
dirName = dirName.substr(0, dirName.rfind("\\"));
if (fileName == dirName)
dirName = "";
std::ifstream pFile(fileName.c_str());
if (!pFile.is_open())
{
std::cout << "Could not open file " << fileName << std::endl;
return;
}
ObjGroup* currentGroup = new ObjGroup();
currentGroup->materialIndex = -1;
while (!pFile.eof())
{
std::string line;
std::getline(pFile, line);
line = replace(line, "\t", " ");
while (line.find(" ") != std::string::npos)
line = replace(line, " ", " ");
if (line == "")
continue;
if (line[0] == ' ')
line = line.substr(1);
if (line == "")
continue;
if (line[line.length() - 1] == ' ')
line = line.substr(0, line.length() - 1);
if (line == "")
continue;
if (line[0] == '#')
continue;
std::vector<std::string> params = split(line, " ");
params[0] = toLower(params[0]);
if (params[0] == "v")
vertices.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
else if (params[0] == "vn")
normals.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
else if (params[0] == "vt")
texcoords.push_back(Vec2f((float)atof(params[1].c_str()), (float)atof(params[2].c_str())));
else if (params[0] == "f")
{
for (size_t ii = 4; ii <= params.size(); ii++)
{
Face face;
for (size_t i = ii - 3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
{
Vertex vertex;
std::vector<std::string> indices = split(params[i == (ii - 3) ? 1 : i], "/");
if (indices.size() >= 1) //er is een positie
vertex.position = atoi(indices[0].c_str()) - 1;
if (indices.size() == 2) //alleen texture
vertex.texcoord = atoi(indices[1].c_str()) - 1;
if (indices.size() == 3) //v/t/n of v//n
{
if (indices[1] != "")
vertex.texcoord = atoi(indices[1].c_str()) - 1;
vertex.normal = atoi(indices[2].c_str()) - 1;
}
face.vertices.push_back(vertex);
}
currentGroup->faces.push_back(face);
}
}
else if (params[0] == "s")
{//smoothing
}
else if (params[0] == "mtllib")
{
loadMaterialFile(dirName + "/" + params[1], dirName);
}
else if (params[0] == "usemtl")
{
if (currentGroup->faces.size() != 0)
groups.push_back(currentGroup);
currentGroup = new ObjGroup();
currentGroup->materialIndex = -1;
for (size_t i = 0; i < materials.size(); i++)
{
MaterialInfo* info = materials[i];
if (info->name == params[1])
{
currentGroup->materialIndex = i;
break;
}
}
if (currentGroup->materialIndex == -1)
std::cout << "Could not find material name " << params[1] << std::endl;
}
}
groups.push_back(currentGroup);
}
Model::Model(void)
{
Model("models/TextureZwaard.obj");
}
Model::~Model(void)
{
}
void Model::AddInstance(ModelInstance* inst)
{
instances.push_back(inst);
}
void Model::draw()
{
for (auto &g : groups)
{
if (materials[g->materialIndex]->hasTexture)
{
glEnable(GL_TEXTURE_2D);
materials[g->materialIndex]->texture->bind();
}
else
{
glDisable(GL_TEXTURE_2D);
float color[4] = { 1, 0, 0, 1 };
if (materials[g->materialIndex]->hasDiffuse)
{
memcpy(color, materials[g->materialIndex]->diffuseColor.v, 3 * sizeof(float));
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
else if (materials[g->materialIndex]->hasAmbient)
{
memcpy(color, materials[g->materialIndex]->ambientColor.v, 3 * sizeof(float));
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
else if (materials[g->materialIndex]->hasSpecular)
{
memcpy(color, materials[g->materialIndex]->specularColor.v, 3 * sizeof(float));
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
}
for (auto &instance : instances)
{
glBegin(GL_TRIANGLES);
for (auto &f : g->faces)
{
for (auto &v : f.vertices)
{
glPushMatrix();
glTranslatef(instance->translation.x, instance->translation.y, instance->translation.z);
glRotatef(instance->rotation.x, 1, 0, 0);
glRotatef(instance->rotation.y, 0, 1, 0);
glRotatef(instance->rotation.z, 0, 0, 1);
glScalef(instance->scale.x, instance->scale.y, instance->scale.z);
glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
}
}
glEnd();
}
}
}
void Model::loadMaterialFile(std::string fileName, std::string dirName)
{
std::ifstream pFile(fileName.c_str());
if (!pFile.is_open())
{
std::cout << "Could not open file " << fileName << std::endl;
return;
}
MaterialInfo* currentMaterial = NULL;
while (!pFile.eof())
{
std::string line;
std::getline(pFile, line);
line = replace(line, "\t", " ");
while (line.find(" ") != std::string::npos)
line = replace(line, " ", " ");
if (line == "")
continue;
if (line[0] == ' ')
line = line.substr(1);
if (line == "")
continue;
if (line[line.length() - 1] == ' ')
line = line.substr(0, line.length() - 1);
if (line == "")
continue;
if (line[0] == '#')
continue;
std::vector<std::string> params = split(line, " ");
params[0] = toLower(params[0]);
if (params[0] == "newmtl")
{
if (currentMaterial != NULL)
{
materials.push_back(currentMaterial);
}
currentMaterial = new MaterialInfo();
currentMaterial->name = params[1];
}
else if (params[0] == "map_kd")
{
currentMaterial->hasTexture = true;
currentMaterial->texture = new Texture(dirName + "/" + params[1]);
}
else if (params[0] == "kd")
{
currentMaterial->hasDiffuse = true;
currentMaterial->diffuseColor = Vec3f(atof(params[1].c_str()), atof(params[2].c_str()), atof(params[3].c_str()));
}
else if (params[0] == "ka")
{
currentMaterial->hasAmbient = true;
currentMaterial->ambientColor = Vec3f(atof(params[1].c_str()), atof(params[2].c_str()), atof(params[3].c_str()));
}
else if (params[0] == "ks")
{
currentMaterial->hasSpecular = true;
currentMaterial->specularColor = Vec3f(atof(params[1].c_str()), atof(params[2].c_str()), atof(params[3].c_str()));
}
else
std::cout << "Didn't parse " << params[0] << " in material file" << std::endl;
}
if (currentMaterial != NULL)
materials.push_back(currentMaterial);
}
Model::MaterialInfo::MaterialInfo()
{
hasTexture = false;
}
Model::Texture::Texture(const std::string & fileName)
{
int width, height, bpp;
stbi_set_flip_vertically_on_load(true);
unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
glGenTextures(1, &index);
glBindTexture(GL_TEXTURE_2D, index);
glTexImage2D(GL_TEXTURE_2D,
0, //level
GL_RGBA, //internal format
width, //width
height, //height
0, //border
GL_RGBA, //data format
GL_UNSIGNED_BYTE, //data type
imgData); //data
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_image_free(imgData);
}
void Model::Texture::bind()
{
glBindTexture(GL_TEXTURE_2D, index);
}
string replace(string str, string toReplace, string replacement)
{
size_t index = 0;
while (true)
{
index = str.find(toReplace, index);
if (index == std::string::npos)
break;
str.replace(index, toReplace.length(), replacement);
++index;
}
return str;
}
vector<string> split(string str, string sep)
{
std::vector<std::string> ret;
size_t index;
while (true)
{
index = str.find(sep);
if (index == std::string::npos)
break;
ret.push_back(str.substr(0, index));
str = str.substr(index + 1);
}
ret.push_back(str);
return ret;
}
inline string toLower(string data)
{
std::transform(data.begin(), data.end(), data.begin(), ::tolower);
return data;
}
+72
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#pragma once
#include "Header.h"
#include "ModelInstance.h"
class Model
{
private:
class Vertex
{
public:
int position;
int normal;
int texcoord;
};
class Face
{
public:
list<Vertex> vertices;
};
class Texture
{
GLuint index;
public:
Texture(const std::string &fileName);
void bind();
};
class MaterialInfo
{
public:
MaterialInfo();
std::string name;
Texture* texture;
bool hasTexture;
bool hasDiffuse;
Vec3f diffuseColor;
bool hasAmbient;
Vec3f ambientColor;
bool hasSpecular;
Vec3f specularColor;
};
class ObjGroup
{
public:
std::string name;
int materialIndex;
list<Face> faces;
};
std::vector<Vec3f> vertices;
std::vector<Vec3f> normals;
std::vector<Vec2f> texcoords;
std::vector<ObjGroup*> groups;
std::vector<MaterialInfo*> materials;
std::vector<ModelInstance*> instances;
void loadMaterialFile(std::string fileName, std::string dirName);
public:
Model(std::string filename);
Model(void);
~Model(void);
void AddInstance(ModelInstance* inst);
void draw();
};
+12
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#include "ModelHandler.h"
ModelHandler::ModelHandler()
{
}
ModelHandler::~ModelHandler()
{
}
+8
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@@ -0,0 +1,8 @@
#pragma once
class ModelHandler
{
public:
ModelHandler();
~ModelHandler();
};
+10
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@@ -0,0 +1,10 @@
#include "ModelInstance.h"
ModelInstance::ModelInstance()
{
}
ModelInstance::~ModelInstance()
{
}
+16
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#pragma once
#include "Header.h"
class ModelInstance
{
private:
public:
ModelInstance();
~ModelInstance();
Vec3f translation;
Vec3f rotation;
Vec3f scale;
};
+12
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#include "Mouse.h"
Mouse::Mouse()
{
}
Mouse::~Mouse()
{
}
+10
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#pragma once
#include "Header.h"
class Mouse
{
public:
Mouse();
~Mouse();
};
+77
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#include "Player.h"
Player::Player()
{
}
Player::~Player()
{
if(right != nullptr)
delete right;
if(left != nullptr)
delete left;
/*if (player != nullptr)
delete player;*/
}
void Player::Display(void)
{
if (right != nullptr)
{
right->draw_weapon();
}
if (left != nullptr)
{
left->draw_weapon();
}
/*glRotatef(player->eyes.rotX, 1, 0, 0);
glRotatef(player->eyes.rotY, 0, 1, 0);
glTranslatef(player->eyes.posX, player->eyes.posY, player->eyes.posZ);*/
glRotatef(eyes.rotX, 1, 0, 0);
glRotatef(eyes.rotY, 0, 1, 0);
glTranslatef(eyes.posX, eyes.posY, eyes.posZ);
}
Player & Player::GetInstance(void)
{
static Player instance;
return instance;
}
//Player * Player::GetInstance(void)
//{
// if (player == nullptr)
// player = new Player();
// return player;
//}
void Player::PlayerMoveEyes(float angle, float fac, bool heigth)
{
//player movement
/*if (heigth)
player->eyes.posY += angle*fac;
else
{
player->eyes.posX += (float)cos((player->eyes.rotY + angle) / 180 * M_PI) * fac;
player->eyes.posZ += (float)sin((player->eyes.rotY + angle) / 180 * M_PI) * fac;
}*/
if (heigth)
eyes.posY += angle*fac;
else
{
eyes.posX += (float)cos((eyes.rotY + angle) / 180 * M_PI) * fac;
eyes.posZ += (float)sin((eyes.rotY + angle) / 180 * M_PI) * fac;
}
}
void Player::PlayerRotateEyes(int dx, int dy)
{
eyes.rotY += dx / 10.0f;
eyes.rotX += dy / 10.0f;
}
+38
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#pragma once
#include "Header.h"
#include "Weapon.h"
class Player
{
public:
~Player();
struct Eyes
{
float posX = 0;
float posY = 0;
float posZ = 0;
float rotX = 0;
float rotY = 0;
} eyes;
void Display(void);
//static Player* GetInstance(void);
static Player& GetInstance(void);
void PlayerMoveEyes(const float angle, const float fac, const bool heigth);
void PlayerRotateEyes(const int dx, const int dy);
private:
int level;
int xp;
Weapon* right = nullptr;
Weapon* left = nullptr;
vector<Weapon> weapons;
Player();
Player(Player const&);
void operator=(Player const&);
//static Player* player;
};
+12
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#include "SettingsState.h"
SettingsState::SettingsState()
{
}
SettingsState::~SettingsState()
{
}
+11
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#pragma once
#include "Header.h"
#include "State.h"
class SettingsState : public State
{
public:
SettingsState();
~SettingsState();
};
+40
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#include "State.h"
State::State()
{
}
State::~State()
{
}
void State::Entry()
{
}
void State::Exit()
{
}
void State::Idle(float delta)
{
}
void State::Display()
{
}
void State::Keyboard(bool keys[255],float deltaTime)
{
}
void State::MouseMove(int x, int y, int dx, int dy)
{
}
void State::MouseClick(int button, int type, int x, int y)
{
}
+26
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#pragma once
#include "Header.h"
class State
{
public:
State();
~State();
virtual void Entry();
virtual void Exit();
virtual void Idle(float delta);
virtual void Display();
virtual void Keyboard(bool keys[255],float deltaTime);
virtual void MouseMove(int x, int y, int dx, int dy);
virtual void MouseClick(int button, int type, int x, int y);
};
#include "InitState.h"
#include "LoadingState.h"
#include "MenuState.h"
#include "SettingsState.h"
#include "WorldState.h"
+33
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#include "StateHandler.h"
StateHandler::StateHandler()
{
StateList.push_back(new InitState()); //INIT_STATE
StateList.push_back(new LoadingState()); //LOADING_STATE
StateList.push_back(new MenuState()); //MENU_STATE
StateList.push_back(new SettingsState()); //SETTINGS_STATE
StateList.push_back(new WorldState()); //WORLD_STATE
//CurrentState = INIT_STATE;
CurrentState = WORLD_STATE;
}
StateHandler::~StateHandler()
{
}
void StateHandler::Navigate(EState state)
{
if (CurrentState == state)
return;
StateList.at(CurrentState)->Exit();
CurrentState = state;
StateList.at(CurrentState)->Entry();
}
State* StateHandler::GetCurrentState()
{
return StateList.at(CurrentState);
}
+19
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#pragma once
#include "Header.h"
#include "State.h"
class StateHandler
{
public:
enum EState { INIT_STATE = 0, LOADING_STATE = 1, MENU_STATE = 2, SETTINGS_STATE = 3, WORLD_STATE = 4 };
StateHandler();
~StateHandler();
void Navigate(EState state);
State* GetCurrentState();
private:
EState CurrentState;
vector<State*> StateList;
};
+48
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#include "Vector.h"
Vec3f::Vec3f(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
Vec3f::Vec3f()
{
this->x = 0;
this->y = 0;
this->z = 0;
}
Vec3f::Vec3f(Vec3f &other)
{
this->x = other.x;
this->y = other.y;
this->z = other.z;
}
float& Vec3f::operator [](int index)
{
return v[index];
}
Vec2f::Vec2f(float x, float y)
{
this->x = x;
this->y = y;
}
Vec2f::Vec2f()
{
this->x = 0;
this->y = 0;
}
Vec2f::Vec2f(Vec2f &other)
{
this->x = other.x;
this->y = other.y;
}
float& Vec2f::operator [](int index)
{
return v[index];
}
+37
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#pragma once
#include "Header.h"
class Vec3f
{
public:
union
{
struct
{
float x, y, z;
};
float v[3];
};
Vec3f();
Vec3f(Vec3f &other);
Vec3f(float x, float y, float z);
float& operator [](int);
};
class Vec2f
{
public:
union
{
struct
{
float x, y;
};
float v[2];
};
Vec2f();
Vec2f(float x, float y);
Vec2f(Vec2f &other);
float& operator [](int);
};
+28
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#include "Weapon.h"
Weapon::Weapon(const string &filename)
{
weaponModel = new Model(filename);
}
Weapon::Weapon()
{
}
Weapon::~Weapon()
{
}
void Weapon::draw_weapon(void)
{
if (weaponModel != nullptr)
{
glScalef(scale,scale,scale);
glRotatef(135, 1, 0, 0);
weaponModel->draw();
}
}
+16
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#pragma once
#include "Header.h"
#include "Model.h"
class Weapon
{
public:
Weapon(const string &filename);
Weapon();
~Weapon();
void draw_weapon(void);
private:
Model *weaponModel = nullptr;
float scale = 0.5f;
};
+12
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@@ -0,0 +1,12 @@
#include "WorldModel.h"
WorldModel::WorldModel()
{
}
WorldModel::~WorldModel()
{
}
+10
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#pragma once
#include "Header.h"
class WorldModel
{
public:
WorldModel();
~WorldModel();
};
+49
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#include "WorldState.h"
#include "Player.h"
WorldState::WorldState()
{
/*player = Player::GetInstance();*/
}
WorldState::~WorldState()
{
//if (player != nullptr)
//delete player;
}
void WorldState::Keyboard(bool keys[255],float deltaTime)
{
float speed = 10;
std::cout << "Keyboard doet het in de world state" << std::endl;
/*if (keys['a']) player->PlayerMoveEyes(0, deltaTime*speed, false);
if (keys['d']) player->PlayerMoveEyes(180, deltaTime*speed, false);
if (keys['w']) player->PlayerMoveEyes(90, deltaTime*speed, false);
if (keys['s']) player->PlayerMoveEyes(270, deltaTime*speed, false);
if (keys['q']) player->PlayerMoveEyes(1, deltaTime*speed, true);
if (keys['e']) player->PlayerMoveEyes(-1, deltaTime*speed, true); */
if (keys['a']) Player::GetInstance().PlayerMoveEyes(0, deltaTime*speed, false);
if (keys['d']) Player::GetInstance().PlayerMoveEyes(180, deltaTime*speed, false);
if (keys['w']) Player::GetInstance().PlayerMoveEyes(90, deltaTime*speed, false);
if (keys['s']) Player::GetInstance().PlayerMoveEyes(270, deltaTime*speed, false);
if (keys['q']) Player::GetInstance().PlayerMoveEyes(1, deltaTime*speed, true);
if (keys['e']) Player::GetInstance().PlayerMoveEyes(-1, deltaTime*speed, true);
}
void WorldState::MouseMove(int x, int y, int dx, int dy)
{
//player->PlayerRotateEyes(dx, dy);
Player::GetInstance().PlayerRotateEyes(dx, dy);
}
void WorldState::Display()
{
Player::GetInstance().Display();
glutSolidCube(10.0);
}
+18
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#pragma once
#include "Header.h"
#include "State.h"
#include "Player.h"
class WorldState : public State
{
public:
WorldState();
~WorldState();
void Keyboard(bool keys[255],float deltaTime);
void MouseMove(int x, int y, int dx, int dy);
void Display();
private:
//Player* player;
};
BIN
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+27
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Freeglut Copyright
------------------
Freeglut code without an explicit copyright is covered by the following
copyright:
Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Except as contained in this notice, the name of Pawel W. Olszta shall not be
used in advertising or otherwise to promote the sale, use or other dealings
in this Software without prior written authorization from Pawel W. Olszta.
+106
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freeglut 3.0.0-1.mp for MSVC
This package contains freeglut import libraries, headers, and Windows DLLs.
These allow 32 and 64 bit GLUT applications to be compiled on Windows using
Microsoft Visual C++.
For more information on freeglut, visit http://freeglut.sourceforge.net/.
Installation
Create a folder on your PC which is readable by all users, for example
“C:\Program Files\Common Files\MSVC\freeglut\” on a typical Windows system. Copy
the “lib\” and “include\” folders from this zip archive to that location.
The appropriate freeglut DLL can either be placed in the same folder as your
application, or can be installed in a system-wide folder which appears in your
%PATH% environment variable. Be careful not to mix the 32 bit DLL up with the 64
bit DLL, as they are not interchangeable.
Compiling 32 bit Applications
To create a 32 bit freeglut application, create a new Win32 C++ project in MSVC.
From the “Win32 Application Wizard”, choose a “Windows application”, check the
“Empty project” box, and submit.
Youll now need to configure the compiler and linker settings. Open up the
project properties, and select “All Configurations” (this is necessary to ensure
our changes are applied for both debug and release builds). Open up the
“general” section under “C/C++”, and configure the “include\” folder you created
above as an “Additional Include Directory”. If you have more than one GLUT
package which contains a “glut.h” file, its important to ensure that the
freeglut include folder appears above all other GLUT include folders.
Now open up the “general” section under “Linker”, and configure the “lib\”
folder you created above as an “Additional Library Directory”. A freeglut
application depends on the import libraries “freeglut.lib” and “opengl32.lib”,
which can be configured under the “Input” section. However, it shouldnt be
necessary to explicitly state these dependencies, since the freeglut headers
handle this for you. Now open the “Advanced” section, and enter “mainCRTStartup”
as the “Entry Point” for your application. This is necessary because GLUT
applications use “main” as the application entry point, not “WinMain”—without it
youll get an undefined reference when you try to link your application.
Thats all of your project properties configured, so you can now add source
files to your project and build the application. If you want your application to
be compatible with GLUT, you should “#include <GL/glut.h>”. If you want to use
freeglut specific extensions, you should “#include <GL/freeglut.h>” instead.
Dont forget to either include the freeglut DLL when distributing applications,
or provide your users with some method of obtaining it if they dont already
have it!
Compiling 64 bit Applications
Building 64 bit applications is almost identical to building 32 bit applications.
When you use the configuration manager to add the x64 platform, its easiest to
copy the settings from the Win32 platform. If you do so, its then only necessary
to change the “Additional Library Directories” configuration so that it
references the directory containing the 64 bit import library rather
than the 32 bit one.
Problems?
If you have problems using this package (compiler / linker errors etc.), please
check that you have followed all of the steps in this readme file correctly.
Almost all of the problems which are reported with these packages are due to
missing a step or not doing it correctly, for example trying to build a 32 bit
app against the 64 bit import library. If you have followed all of the steps
correctly but your application still fails to build, try building a very simple
but functional program (the example at
http://www.transmissionzero.co.uk/computing/using-glut-with-mingw/ works fine
with MSVC). A lot of people try to build very complex applications after
installing these packages, and often the error is with the application code or
other library dependencies rather than freeglut.
If you still cant get it working after trying to compile a simple application,
then please get in touch via http://www.transmissionzero.co.uk/contact/,
providing as much detail as you can. Please dont complain to the freeglut guys
unless youre sure its a freeglut bug, and have reproduced the issue after
compiling freeglut from the latest SVN version—if thats still the case, Im
sure they would appreciate a bug report or a patch.
Changelog
20150722: Release 3.0.0-2.mp
• Modified the freeglut_std.h file so that it doesnt try to link against the
freeglutd.lib import library.
20150315: Release 3.0.0-1.mp
• First 3.0.0 MSVC release. Ive built the package using Visual Studio 2013,
and the only change Ive made is to the DLL version resource—Ive changed
the description so that my MinGW and MSVC builds are distinguishable from
each other (and other builds) using Windows Explorer.
Transmission Zero
20150722
http://www.transmissionzero.co.uk/
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#ifndef __FREEGLUT_H__
#define __FREEGLUT_H__
/*
* freeglut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
#include "freeglut_ext.h"
/*** END OF FILE ***/
#endif /* __FREEGLUT_H__ */
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#ifndef __FREEGLUT_EXT_H__
#define __FREEGLUT_EXT_H__
/*
* freeglut_ext.h
*
* The non-GLUT-compatible extensions to the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Additional GLUT Key definitions for the Special key function
*/
#define GLUT_KEY_NUM_LOCK 0x006D
#define GLUT_KEY_BEGIN 0x006E
#define GLUT_KEY_DELETE 0x006F
#define GLUT_KEY_SHIFT_L 0x0070
#define GLUT_KEY_SHIFT_R 0x0071
#define GLUT_KEY_CTRL_L 0x0072
#define GLUT_KEY_CTRL_R 0x0073
#define GLUT_KEY_ALT_L 0x0074
#define GLUT_KEY_ALT_R 0x0075
/*
* GLUT API Extension macro definitions -- behaviour when the user clicks on an "x" to close a window
*/
#define GLUT_ACTION_EXIT 0
#define GLUT_ACTION_GLUTMAINLOOP_RETURNS 1
#define GLUT_ACTION_CONTINUE_EXECUTION 2
/*
* Create a new rendering context when the user opens a new window?
*/
#define GLUT_CREATE_NEW_CONTEXT 0
#define GLUT_USE_CURRENT_CONTEXT 1
/*
* Direct/Indirect rendering context options (has meaning only in Unix/X11)
*/
#define GLUT_FORCE_INDIRECT_CONTEXT 0
#define GLUT_ALLOW_DIRECT_CONTEXT 1
#define GLUT_TRY_DIRECT_CONTEXT 2
#define GLUT_FORCE_DIRECT_CONTEXT 3
/*
* GLUT API Extension macro definitions -- the glutGet parameters
*/
#define GLUT_INIT_STATE 0x007C
#define GLUT_ACTION_ON_WINDOW_CLOSE 0x01F9
#define GLUT_WINDOW_BORDER_WIDTH 0x01FA
#define GLUT_WINDOW_BORDER_HEIGHT 0x01FB
#define GLUT_WINDOW_HEADER_HEIGHT 0x01FB /* Docs say it should always have been GLUT_WINDOW_BORDER_HEIGHT, keep this for backward compatibility */
#define GLUT_VERSION 0x01FC
#define GLUT_RENDERING_CONTEXT 0x01FD
#define GLUT_DIRECT_RENDERING 0x01FE
#define GLUT_FULL_SCREEN 0x01FF
#define GLUT_SKIP_STALE_MOTION_EVENTS 0x0204
#define GLUT_GEOMETRY_VISUALIZE_NORMALS 0x0205
#define GLUT_STROKE_FONT_DRAW_JOIN_DOTS 0x0206 /* Draw dots between line segments of stroke fonts? */
/*
* New tokens for glutInitDisplayMode.
* Only one GLUT_AUXn bit may be used at a time.
* Value 0x0400 is defined in OpenGLUT.
*/
#define GLUT_AUX 0x1000
#define GLUT_AUX1 0x1000
#define GLUT_AUX2 0x2000
#define GLUT_AUX3 0x4000
#define GLUT_AUX4 0x8000
/*
* Context-related flags, see fg_state.c
* Set the requested OpenGL version
*/
#define GLUT_INIT_MAJOR_VERSION 0x0200
#define GLUT_INIT_MINOR_VERSION 0x0201
#define GLUT_INIT_FLAGS 0x0202
#define GLUT_INIT_PROFILE 0x0203
/*
* Flags for glutInitContextFlags, see fg_init.c
*/
#define GLUT_DEBUG 0x0001
#define GLUT_FORWARD_COMPATIBLE 0x0002
/*
* Flags for glutInitContextProfile, see fg_init.c
*/
#define GLUT_CORE_PROFILE 0x0001
#define GLUT_COMPATIBILITY_PROFILE 0x0002
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoopEvent( void );
FGAPI void FGAPIENTRY glutLeaveMainLoop( void );
FGAPI void FGAPIENTRY glutExit ( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI void FGAPIENTRY glutFullScreenToggle( void );
FGAPI void FGAPIENTRY glutLeaveFullScreen( void );
/*
* Menu functions
*/
FGAPI void FGAPIENTRY glutSetMenuFont( int menuID, void* font );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutPositionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutCloseFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) );
/* And also a destruction callback for menus */
FGAPI void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI void FGAPIENTRY glutSetOption ( GLenum option_flag, int value );
FGAPI int * FGAPIENTRY glutGetModeValues(GLenum mode, int * size);
/* A.Donev: User-data manipulation */
FGAPI void* FGAPIENTRY glutGetWindowData( void );
FGAPI void FGAPIENTRY glutSetWindowData(void* data);
FGAPI void* FGAPIENTRY glutGetMenuData( void );
FGAPI void FGAPIENTRY glutSetMenuData(void* data);
/*
* Font stuff, see fg_font.c
*/
FGAPI int FGAPIENTRY glutBitmapHeight( void* font );
FGAPI GLfloat FGAPIENTRY glutStrokeHeight( void* font );
FGAPI void FGAPIENTRY glutBitmapString( void* font, const unsigned char *string );
FGAPI void FGAPIENTRY glutStrokeString( void* font, const unsigned char *string );
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutWireCylinder( double radius, double height, GLint slices, GLint stacks);
FGAPI void FGAPIENTRY glutSolidCylinder( double radius, double height, GLint slices, GLint stacks);
/*
* Rest of functions for rendering Newell's teaset, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeacup( double size );
FGAPI void FGAPIENTRY glutSolidTeacup( double size );
FGAPI void FGAPIENTRY glutWireTeaspoon( double size );
FGAPI void FGAPIENTRY glutSolidTeaspoon( double size );
/*
* Extension functions, see fg_ext.c
*/
typedef void (*GLUTproc)();
FGAPI GLUTproc FGAPIENTRY glutGetProcAddress( const char *procName );
/*
* Multi-touch/multi-pointer extensions
*/
#define GLUT_HAS_MULTI 1
/* TODO: add device_id parameter,
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer */
FGAPI void FGAPIENTRY glutMultiEntryFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutMultiButtonFunc( void (* callback)( int, int, int, int, int ) );
FGAPI void FGAPIENTRY glutMultiMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutMultiPassiveFunc( void (* callback)( int, int, int ) );
/*
* Joystick functions, see fg_joystick.c
*/
/* USE OF THESE FUNCTIONS IS DEPRECATED !!!!! */
/* If you have a serious need for these functions in your application, please either
* contact the "freeglut" developer community at freeglut-developer@lists.sourceforge.net,
* switch to the OpenGLUT library, or else port your joystick functionality over to PLIB's
* "js" library.
*/
int glutJoystickGetNumAxes( int ident );
int glutJoystickGetNumButtons( int ident );
int glutJoystickNotWorking( int ident );
float glutJoystickGetDeadBand( int ident, int axis );
void glutJoystickSetDeadBand( int ident, int axis, float db );
float glutJoystickGetSaturation( int ident, int axis );
void glutJoystickSetSaturation( int ident, int axis, float st );
void glutJoystickSetMinRange( int ident, float *axes );
void glutJoystickSetMaxRange( int ident, float *axes );
void glutJoystickSetCenter( int ident, float *axes );
void glutJoystickGetMinRange( int ident, float *axes );
void glutJoystickGetMaxRange( int ident, float *axes );
void glutJoystickGetCenter( int ident, float *axes );
/*
* Initialization functions, see fg_init.c
*/
/* to get the typedef for va_list */
#include <stdarg.h>
FGAPI void FGAPIENTRY glutInitContextVersion( int majorVersion, int minorVersion );
FGAPI void FGAPIENTRY glutInitContextFlags( int flags );
FGAPI void FGAPIENTRY glutInitContextProfile( int profile );
FGAPI void FGAPIENTRY glutInitErrorFunc( void (* callback)( const char *fmt, va_list ap ) );
FGAPI void FGAPIENTRY glutInitWarningFunc( void (* callback)( const char *fmt, va_list ap ) );
/* OpenGL >= 2.0 support */
FGAPI void FGAPIENTRY glutSetVertexAttribCoord3(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribNormal(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribTexCoord2(GLint attrib);
/* Mobile platforms lifecycle */
FGAPI void FGAPIENTRY glutInitContextFunc(void (* callback)());
FGAPI void FGAPIENTRY glutAppStatusFunc(void (* callback)(int));
/* state flags that can be passed to callback set by glutAppStatusFunc */
#define GLUT_APPSTATUS_PAUSE 0x0001
#define GLUT_APPSTATUS_RESUME 0x0002
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_CAPTIONLESS 0x0400
#define GLUT_BORDERLESS 0x0800
#define GLUT_SRGB 0x1000
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_EXT_H__ */
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#ifndef __FREEGLUT_STD_H__
#define __FREEGLUT_STD_H__
/*
* freeglut_std.h
*
* The GLUT-compatible part of the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Under windows, we have to differentiate between static and dynamic libraries
*/
#ifdef _WIN32
/* #pragma may not be supported by some compilers.
* Discussion by FreeGLUT developers suggests that
* Visual C++ specific code involving pragmas may
* need to move to a separate header. 24th Dec 2003
*/
/* Define FREEGLUT_LIB_PRAGMAS to 1 to include library
* pragmas or to 0 to exclude library pragmas.
* The default behavior depends on the compiler/platform.
*/
# ifndef FREEGLUT_LIB_PRAGMAS
# if ( defined(_MSC_VER) || defined(__WATCOMC__) ) && !defined(_WIN32_WCE)
# define FREEGLUT_LIB_PRAGMAS 1
# else
# define FREEGLUT_LIB_PRAGMAS 0
# endif
# endif
# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN 1
# endif
# ifndef NOMINMAX
# define NOMINMAX
# endif
# include <windows.h>
/* Windows static library */
# ifdef FREEGLUT_STATIC
#error Static linking is not supported with this build. Please remove the FREEGLUT_STATIC preprocessor directive, or download the source code from http://freeglut.sf.net/ and build against that.
/* Windows shared library (DLL) */
# else
# define FGAPIENTRY __stdcall
# if defined(FREEGLUT_EXPORTS)
# define FGAPI __declspec(dllexport)
# else
# define FGAPI __declspec(dllimport)
/* Link with Win32 shared freeglut lib */
# if FREEGLUT_LIB_PRAGMAS
# pragma comment (lib, "freeglut.lib")
# endif
# endif
# endif
/* Drag in other Windows libraries as required by FreeGLUT */
# if FREEGLUT_LIB_PRAGMAS
# pragma comment (lib, "glu32.lib") /* link OpenGL Utility lib */
# pragma comment (lib, "opengl32.lib") /* link Microsoft OpenGL lib */
# pragma comment (lib, "gdi32.lib") /* link Windows GDI lib */
# pragma comment (lib, "winmm.lib") /* link Windows MultiMedia lib */
# pragma comment (lib, "user32.lib") /* link Windows user lib */
# endif
#else
/* Non-Windows definition of FGAPI and FGAPIENTRY */
# define FGAPI
# define FGAPIENTRY
#endif
/*
* The freeglut and GLUT API versions
*/
#define FREEGLUT 1
#define GLUT_API_VERSION 4
#define GLUT_XLIB_IMPLEMENTATION 13
/* Deprecated:
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=CABcAi1hw7cr4xtigckaGXB5X8wddLfMcbA_rZ3NAuwMrX_zmsw%40mail.gmail.com&forum_name=freeglut-developer */
#define FREEGLUT_VERSION_2_0 1
/*
* Always include OpenGL and GLU headers
*/
/* Note: FREEGLUT_GLES is only used to cleanly bootstrap headers
inclusion here; use GLES constants directly
(e.g. GL_ES_VERSION_2_0) for all other needs */
#ifdef FREEGLUT_GLES
# include <EGL/egl.h>
# include <GLES/gl.h>
# include <GLES2/gl2.h>
#elif __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
#else
# include <GL/gl.h>
# include <GL/glu.h>
#endif
/*
* GLUT API macro definitions -- the special key codes:
*/
#define GLUT_KEY_F1 0x0001
#define GLUT_KEY_F2 0x0002
#define GLUT_KEY_F3 0x0003
#define GLUT_KEY_F4 0x0004
#define GLUT_KEY_F5 0x0005
#define GLUT_KEY_F6 0x0006
#define GLUT_KEY_F7 0x0007
#define GLUT_KEY_F8 0x0008
#define GLUT_KEY_F9 0x0009
#define GLUT_KEY_F10 0x000A
#define GLUT_KEY_F11 0x000B
#define GLUT_KEY_F12 0x000C
#define GLUT_KEY_LEFT 0x0064
#define GLUT_KEY_UP 0x0065
#define GLUT_KEY_RIGHT 0x0066
#define GLUT_KEY_DOWN 0x0067
#define GLUT_KEY_PAGE_UP 0x0068
#define GLUT_KEY_PAGE_DOWN 0x0069
#define GLUT_KEY_HOME 0x006A
#define GLUT_KEY_END 0x006B
#define GLUT_KEY_INSERT 0x006C
/*
* GLUT API macro definitions -- mouse state definitions
*/
#define GLUT_LEFT_BUTTON 0x0000
#define GLUT_MIDDLE_BUTTON 0x0001
#define GLUT_RIGHT_BUTTON 0x0002
#define GLUT_DOWN 0x0000
#define GLUT_UP 0x0001
#define GLUT_LEFT 0x0000
#define GLUT_ENTERED 0x0001
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_RGB 0x0000
#define GLUT_RGBA 0x0000
#define GLUT_INDEX 0x0001
#define GLUT_SINGLE 0x0000
#define GLUT_DOUBLE 0x0002
#define GLUT_ACCUM 0x0004
#define GLUT_ALPHA 0x0008
#define GLUT_DEPTH 0x0010
#define GLUT_STENCIL 0x0020
#define GLUT_MULTISAMPLE 0x0080
#define GLUT_STEREO 0x0100
#define GLUT_LUMINANCE 0x0200
/*
* GLUT API macro definitions -- windows and menu related definitions
*/
#define GLUT_MENU_NOT_IN_USE 0x0000
#define GLUT_MENU_IN_USE 0x0001
#define GLUT_NOT_VISIBLE 0x0000
#define GLUT_VISIBLE 0x0001
#define GLUT_HIDDEN 0x0000
#define GLUT_FULLY_RETAINED 0x0001
#define GLUT_PARTIALLY_RETAINED 0x0002
#define GLUT_FULLY_COVERED 0x0003
/*
* GLUT API macro definitions -- fonts definitions
*
* Steve Baker suggested to make it binary compatible with GLUT:
*/
#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || defined(__WATCOMC__)
# define GLUT_STROKE_ROMAN ((void *)0x0000)
# define GLUT_STROKE_MONO_ROMAN ((void *)0x0001)
# define GLUT_BITMAP_9_BY_15 ((void *)0x0002)
# define GLUT_BITMAP_8_BY_13 ((void *)0x0003)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *)0x0004)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *)0x0005)
# define GLUT_BITMAP_HELVETICA_10 ((void *)0x0006)
# define GLUT_BITMAP_HELVETICA_12 ((void *)0x0007)
# define GLUT_BITMAP_HELVETICA_18 ((void *)0x0008)
#else
/*
* I don't really know if it's a good idea... But here it goes:
*/
extern void* glutStrokeRoman;
extern void* glutStrokeMonoRoman;
extern void* glutBitmap9By15;
extern void* glutBitmap8By13;
extern void* glutBitmapTimesRoman10;
extern void* glutBitmapTimesRoman24;
extern void* glutBitmapHelvetica10;
extern void* glutBitmapHelvetica12;
extern void* glutBitmapHelvetica18;
/*
* Those pointers will be used by following definitions:
*/
# define GLUT_STROKE_ROMAN ((void *) &glutStrokeRoman)
# define GLUT_STROKE_MONO_ROMAN ((void *) &glutStrokeMonoRoman)
# define GLUT_BITMAP_9_BY_15 ((void *) &glutBitmap9By15)
# define GLUT_BITMAP_8_BY_13 ((void *) &glutBitmap8By13)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *) &glutBitmapTimesRoman10)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *) &glutBitmapTimesRoman24)
# define GLUT_BITMAP_HELVETICA_10 ((void *) &glutBitmapHelvetica10)
# define GLUT_BITMAP_HELVETICA_12 ((void *) &glutBitmapHelvetica12)
# define GLUT_BITMAP_HELVETICA_18 ((void *) &glutBitmapHelvetica18)
#endif
/*
* GLUT API macro definitions -- the glutGet parameters
*/
#define GLUT_WINDOW_X 0x0064
#define GLUT_WINDOW_Y 0x0065
#define GLUT_WINDOW_WIDTH 0x0066
#define GLUT_WINDOW_HEIGHT 0x0067
#define GLUT_WINDOW_BUFFER_SIZE 0x0068
#define GLUT_WINDOW_STENCIL_SIZE 0x0069
#define GLUT_WINDOW_DEPTH_SIZE 0x006A
#define GLUT_WINDOW_RED_SIZE 0x006B
#define GLUT_WINDOW_GREEN_SIZE 0x006C
#define GLUT_WINDOW_BLUE_SIZE 0x006D
#define GLUT_WINDOW_ALPHA_SIZE 0x006E
#define GLUT_WINDOW_ACCUM_RED_SIZE 0x006F
#define GLUT_WINDOW_ACCUM_GREEN_SIZE 0x0070
#define GLUT_WINDOW_ACCUM_BLUE_SIZE 0x0071
#define GLUT_WINDOW_ACCUM_ALPHA_SIZE 0x0072
#define GLUT_WINDOW_DOUBLEBUFFER 0x0073
#define GLUT_WINDOW_RGBA 0x0074
#define GLUT_WINDOW_PARENT 0x0075
#define GLUT_WINDOW_NUM_CHILDREN 0x0076
#define GLUT_WINDOW_COLORMAP_SIZE 0x0077
#define GLUT_WINDOW_NUM_SAMPLES 0x0078
#define GLUT_WINDOW_STEREO 0x0079
#define GLUT_WINDOW_CURSOR 0x007A
#define GLUT_SCREEN_WIDTH 0x00C8
#define GLUT_SCREEN_HEIGHT 0x00C9
#define GLUT_SCREEN_WIDTH_MM 0x00CA
#define GLUT_SCREEN_HEIGHT_MM 0x00CB
#define GLUT_MENU_NUM_ITEMS 0x012C
#define GLUT_DISPLAY_MODE_POSSIBLE 0x0190
#define GLUT_INIT_WINDOW_X 0x01F4
#define GLUT_INIT_WINDOW_Y 0x01F5
#define GLUT_INIT_WINDOW_WIDTH 0x01F6
#define GLUT_INIT_WINDOW_HEIGHT 0x01F7
#define GLUT_INIT_DISPLAY_MODE 0x01F8
#define GLUT_ELAPSED_TIME 0x02BC
#define GLUT_WINDOW_FORMAT_ID 0x007B
/*
* GLUT API macro definitions -- the glutDeviceGet parameters
*/
#define GLUT_HAS_KEYBOARD 0x0258
#define GLUT_HAS_MOUSE 0x0259
#define GLUT_HAS_SPACEBALL 0x025A
#define GLUT_HAS_DIAL_AND_BUTTON_BOX 0x025B
#define GLUT_HAS_TABLET 0x025C
#define GLUT_NUM_MOUSE_BUTTONS 0x025D
#define GLUT_NUM_SPACEBALL_BUTTONS 0x025E
#define GLUT_NUM_BUTTON_BOX_BUTTONS 0x025F
#define GLUT_NUM_DIALS 0x0260
#define GLUT_NUM_TABLET_BUTTONS 0x0261
#define GLUT_DEVICE_IGNORE_KEY_REPEAT 0x0262
#define GLUT_DEVICE_KEY_REPEAT 0x0263
#define GLUT_HAS_JOYSTICK 0x0264
#define GLUT_OWNS_JOYSTICK 0x0265
#define GLUT_JOYSTICK_BUTTONS 0x0266
#define GLUT_JOYSTICK_AXES 0x0267
#define GLUT_JOYSTICK_POLL_RATE 0x0268
/*
* GLUT API macro definitions -- the glutLayerGet parameters
*/
#define GLUT_OVERLAY_POSSIBLE 0x0320
#define GLUT_LAYER_IN_USE 0x0321
#define GLUT_HAS_OVERLAY 0x0322
#define GLUT_TRANSPARENT_INDEX 0x0323
#define GLUT_NORMAL_DAMAGED 0x0324
#define GLUT_OVERLAY_DAMAGED 0x0325
/*
* GLUT API macro definitions -- the glutVideoResizeGet parameters
*/
#define GLUT_VIDEO_RESIZE_POSSIBLE 0x0384
#define GLUT_VIDEO_RESIZE_IN_USE 0x0385
#define GLUT_VIDEO_RESIZE_X_DELTA 0x0386
#define GLUT_VIDEO_RESIZE_Y_DELTA 0x0387
#define GLUT_VIDEO_RESIZE_WIDTH_DELTA 0x0388
#define GLUT_VIDEO_RESIZE_HEIGHT_DELTA 0x0389
#define GLUT_VIDEO_RESIZE_X 0x038A
#define GLUT_VIDEO_RESIZE_Y 0x038B
#define GLUT_VIDEO_RESIZE_WIDTH 0x038C
#define GLUT_VIDEO_RESIZE_HEIGHT 0x038D
/*
* GLUT API macro definitions -- the glutUseLayer parameters
*/
#define GLUT_NORMAL 0x0000
#define GLUT_OVERLAY 0x0001
/*
* GLUT API macro definitions -- the glutGetModifiers parameters
*/
#define GLUT_ACTIVE_SHIFT 0x0001
#define GLUT_ACTIVE_CTRL 0x0002
#define GLUT_ACTIVE_ALT 0x0004
/*
* GLUT API macro definitions -- the glutSetCursor parameters
*/
#define GLUT_CURSOR_RIGHT_ARROW 0x0000
#define GLUT_CURSOR_LEFT_ARROW 0x0001
#define GLUT_CURSOR_INFO 0x0002
#define GLUT_CURSOR_DESTROY 0x0003
#define GLUT_CURSOR_HELP 0x0004
#define GLUT_CURSOR_CYCLE 0x0005
#define GLUT_CURSOR_SPRAY 0x0006
#define GLUT_CURSOR_WAIT 0x0007
#define GLUT_CURSOR_TEXT 0x0008
#define GLUT_CURSOR_CROSSHAIR 0x0009
#define GLUT_CURSOR_UP_DOWN 0x000A
#define GLUT_CURSOR_LEFT_RIGHT 0x000B
#define GLUT_CURSOR_TOP_SIDE 0x000C
#define GLUT_CURSOR_BOTTOM_SIDE 0x000D
#define GLUT_CURSOR_LEFT_SIDE 0x000E
#define GLUT_CURSOR_RIGHT_SIDE 0x000F
#define GLUT_CURSOR_TOP_LEFT_CORNER 0x0010
#define GLUT_CURSOR_TOP_RIGHT_CORNER 0x0011
#define GLUT_CURSOR_BOTTOM_RIGHT_CORNER 0x0012
#define GLUT_CURSOR_BOTTOM_LEFT_CORNER 0x0013
#define GLUT_CURSOR_INHERIT 0x0064
#define GLUT_CURSOR_NONE 0x0065
#define GLUT_CURSOR_FULL_CROSSHAIR 0x0066
/*
* GLUT API macro definitions -- RGB color component specification definitions
*/
#define GLUT_RED 0x0000
#define GLUT_GREEN 0x0001
#define GLUT_BLUE 0x0002
/*
* GLUT API macro definitions -- additional keyboard and joystick definitions
*/
#define GLUT_KEY_REPEAT_OFF 0x0000
#define GLUT_KEY_REPEAT_ON 0x0001
#define GLUT_KEY_REPEAT_DEFAULT 0x0002
#define GLUT_JOYSTICK_BUTTON_A 0x0001
#define GLUT_JOYSTICK_BUTTON_B 0x0002
#define GLUT_JOYSTICK_BUTTON_C 0x0004
#define GLUT_JOYSTICK_BUTTON_D 0x0008
/*
* GLUT API macro definitions -- game mode definitions
*/
#define GLUT_GAME_MODE_ACTIVE 0x0000
#define GLUT_GAME_MODE_POSSIBLE 0x0001
#define GLUT_GAME_MODE_WIDTH 0x0002
#define GLUT_GAME_MODE_HEIGHT 0x0003
#define GLUT_GAME_MODE_PIXEL_DEPTH 0x0004
#define GLUT_GAME_MODE_REFRESH_RATE 0x0005
#define GLUT_GAME_MODE_DISPLAY_CHANGED 0x0006
/*
* Initialization functions, see fglut_init.c
*/
FGAPI void FGAPIENTRY glutInit( int* pargc, char** argv );
FGAPI void FGAPIENTRY glutInitWindowPosition( int x, int y );
FGAPI void FGAPIENTRY glutInitWindowSize( int width, int height );
FGAPI void FGAPIENTRY glutInitDisplayMode( unsigned int displayMode );
FGAPI void FGAPIENTRY glutInitDisplayString( const char* displayMode );
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoop( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI int FGAPIENTRY glutCreateWindow( const char* title );
FGAPI int FGAPIENTRY glutCreateSubWindow( int window, int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutDestroyWindow( int window );
FGAPI void FGAPIENTRY glutSetWindow( int window );
FGAPI int FGAPIENTRY glutGetWindow( void );
FGAPI void FGAPIENTRY glutSetWindowTitle( const char* title );
FGAPI void FGAPIENTRY glutSetIconTitle( const char* title );
FGAPI void FGAPIENTRY glutReshapeWindow( int width, int height );
FGAPI void FGAPIENTRY glutPositionWindow( int x, int y );
FGAPI void FGAPIENTRY glutShowWindow( void );
FGAPI void FGAPIENTRY glutHideWindow( void );
FGAPI void FGAPIENTRY glutIconifyWindow( void );
FGAPI void FGAPIENTRY glutPushWindow( void );
FGAPI void FGAPIENTRY glutPopWindow( void );
FGAPI void FGAPIENTRY glutFullScreen( void );
/*
* Display-related functions, see fg_display.c
*/
FGAPI void FGAPIENTRY glutPostWindowRedisplay( int window );
FGAPI void FGAPIENTRY glutPostRedisplay( void );
FGAPI void FGAPIENTRY glutSwapBuffers( void );
/*
* Mouse cursor functions, see fg_cursor.c
*/
FGAPI void FGAPIENTRY glutWarpPointer( int x, int y );
FGAPI void FGAPIENTRY glutSetCursor( int cursor );
/*
* Overlay stuff, see fg_overlay.c
*/
FGAPI void FGAPIENTRY glutEstablishOverlay( void );
FGAPI void FGAPIENTRY glutRemoveOverlay( void );
FGAPI void FGAPIENTRY glutUseLayer( GLenum layer );
FGAPI void FGAPIENTRY glutPostOverlayRedisplay( void );
FGAPI void FGAPIENTRY glutPostWindowOverlayRedisplay( int window );
FGAPI void FGAPIENTRY glutShowOverlay( void );
FGAPI void FGAPIENTRY glutHideOverlay( void );
/*
* Menu stuff, see fg_menu.c
*/
FGAPI int FGAPIENTRY glutCreateMenu( void (* callback)( int menu ) );
FGAPI void FGAPIENTRY glutDestroyMenu( int menu );
FGAPI int FGAPIENTRY glutGetMenu( void );
FGAPI void FGAPIENTRY glutSetMenu( int menu );
FGAPI void FGAPIENTRY glutAddMenuEntry( const char* label, int value );
FGAPI void FGAPIENTRY glutAddSubMenu( const char* label, int subMenu );
FGAPI void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutRemoveMenuItem( int item );
FGAPI void FGAPIENTRY glutAttachMenu( int button );
FGAPI void FGAPIENTRY glutDetachMenu( int button );
/*
* Global callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutTimerFunc( unsigned int time, void (* callback)( int ), int value );
FGAPI void FGAPIENTRY glutIdleFunc( void (* callback)( void ) );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutKeyboardFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutReshapeFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutVisibilityFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutMouseFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutPassiveMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutEntryFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutKeyboardUpFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialUpFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutJoystickFunc( void (* callback)( unsigned int, int, int, int ), int pollInterval );
FGAPI void FGAPIENTRY glutMenuStateFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutMenuStatusFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutOverlayDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWindowStatusFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutSpaceballMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballRotateFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballButtonFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutButtonBoxFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutDialsFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletButtonFunc( void (* callback)( int, int, int, int ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI int FGAPIENTRY glutGet( GLenum query );
FGAPI int FGAPIENTRY glutDeviceGet( GLenum query );
FGAPI int FGAPIENTRY glutGetModifiers( void );
FGAPI int FGAPIENTRY glutLayerGet( GLenum query );
/*
* Font stuff, see fg_font.c
*/
FGAPI void FGAPIENTRY glutBitmapCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutBitmapWidth( void* font, int character );
FGAPI void FGAPIENTRY glutStrokeCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutStrokeWidth( void* font, int character );
FGAPI GLfloat FGAPIENTRY glutStrokeWidthf( void* font, int character ); /* GLUT 3.8 */
FGAPI int FGAPIENTRY glutBitmapLength( void* font, const unsigned char* string );
FGAPI int FGAPIENTRY glutStrokeLength( void* font, const unsigned char* string );
FGAPI GLfloat FGAPIENTRY glutStrokeLengthf( void* font, const unsigned char *string ); /* GLUT 3.8 */
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireCube( double size );
FGAPI void FGAPIENTRY glutSolidCube( double size );
FGAPI void FGAPIENTRY glutWireSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutSolidTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutWireDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidDodecahedron( void );
FGAPI void FGAPIENTRY glutWireOctahedron( void );
FGAPI void FGAPIENTRY glutSolidOctahedron( void );
FGAPI void FGAPIENTRY glutWireTetrahedron( void );
FGAPI void FGAPIENTRY glutSolidTetrahedron( void );
FGAPI void FGAPIENTRY glutWireIcosahedron( void );
FGAPI void FGAPIENTRY glutSolidIcosahedron( void );
/*
* Teapot rendering functions, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeapot( double size );
FGAPI void FGAPIENTRY glutSolidTeapot( double size );
/*
* Game mode functions, see fg_gamemode.c
*/
FGAPI void FGAPIENTRY glutGameModeString( const char* string );
FGAPI int FGAPIENTRY glutEnterGameMode( void );
FGAPI void FGAPIENTRY glutLeaveGameMode( void );
FGAPI int FGAPIENTRY glutGameModeGet( GLenum query );
/*
* Video resize functions, see fg_videoresize.c
*/
FGAPI int FGAPIENTRY glutVideoResizeGet( GLenum query );
FGAPI void FGAPIENTRY glutSetupVideoResizing( void );
FGAPI void FGAPIENTRY glutStopVideoResizing( void );
FGAPI void FGAPIENTRY glutVideoResize( int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutVideoPan( int x, int y, int width, int height );
/*
* Colormap functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutSetColor( int color, GLfloat red, GLfloat green, GLfloat blue );
FGAPI GLfloat FGAPIENTRY glutGetColor( int color, int component );
FGAPI void FGAPIENTRY glutCopyColormap( int window );
/*
* Misc keyboard and joystick functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutIgnoreKeyRepeat( int ignore );
FGAPI void FGAPIENTRY glutSetKeyRepeat( int repeatMode );
FGAPI void FGAPIENTRY glutForceJoystickFunc( void );
/*
* Misc functions, see fg_misc.c
*/
FGAPI int FGAPIENTRY glutExtensionSupported( const char* extension );
FGAPI void FGAPIENTRY glutReportErrors( void );
/* Comment from glut.h of classic GLUT:
Win32 has an annoying issue where there are multiple C run-time
libraries (CRTs). If the executable is linked with a different CRT
from the GLUT DLL, the GLUT DLL will not share the same CRT static
data seen by the executable. In particular, atexit callbacks registered
in the executable will not be called if GLUT calls its (different)
exit routine). GLUT is typically built with the
"/MD" option (the CRT with multithreading DLL support), but the Visual
C++ linker default is "/ML" (the single threaded CRT).
One workaround to this issue is requiring users to always link with
the same CRT as GLUT is compiled with. That requires users supply a
non-standard option. GLUT 3.7 has its own built-in workaround where
the executable's "exit" function pointer is covertly passed to GLUT.
GLUT then calls the executable's exit function pointer to ensure that
any "atexit" calls registered by the application are called if GLUT
needs to exit.
Note that the __glut*WithExit routines should NEVER be called directly.
To avoid the atexit workaround, #define GLUT_DISABLE_ATEXIT_HACK. */
/* to get the prototype for exit() */
#include <stdlib.h>
#if defined(_WIN32) && !defined(GLUT_DISABLE_ATEXIT_HACK) && !defined(__WATCOMC__)
FGAPI void FGAPIENTRY __glutInitWithExit(int *argcp, char **argv, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateWindowWithExit(const char *title, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateMenuWithExit(void (* func)(int), void (__cdecl *exitfunc)(int));
#ifndef FREEGLUT_BUILDING_LIB
#if defined(__GNUC__)
#define FGUNUSED __attribute__((unused))
#else
#define FGUNUSED
#endif
static void FGAPIENTRY FGUNUSED glutInit_ATEXIT_HACK(int *argcp, char **argv) { __glutInitWithExit(argcp, argv, exit); }
#define glutInit glutInit_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateWindow_ATEXIT_HACK(const char *title) { return __glutCreateWindowWithExit(title, exit); }
#define glutCreateWindow glutCreateWindow_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateMenu_ATEXIT_HACK(void (* func)(int)) { return __glutCreateMenuWithExit(func, exit); }
#define glutCreateMenu glutCreateMenu_ATEXIT_HACK
#endif
#endif
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_STD_H__ */
+21
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@@ -0,0 +1,21 @@
#ifndef __GLUT_H__
#define __GLUT_H__
/*
* glut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
/*** END OF FILE ***/
#endif /* __GLUT_H__ */
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# Right Hemisphere, LTD
# http://www.righthemisphere.com/
#
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f 42/76/31 4/20/7 45/81/6 43/77/38
f 45/81/6 3/22/5 46/82/35 43/77/38
f 48/85/39 16/24/70 49/86/43 47/84/40
f 49/86/43 14/25/42 39/88/33 47/84/40
f 39/88/33 13/26/32 44/89/37 47/84/40
f 49/91/43 16/27/70 51/92/46 50/90/44
f 51/92/46 6/28/10 52/95/9 50/90/44
f 52/95/9 5/19/8 40/73/41 50/90/44
f 51/97/46 16/24/70 48/85/39 53/96/47
f 48/85/39 15/23/36 46/98/35 53/96/47
f 46/98/35 3/30/5 54/100/69 53/96/47
f 54/100/69 37/68/68 55/102/45 53/96/47
f 57/104/49 17/32/71 58/105/55 56/103/50
f 58/105/55 18/33/54 59/106/57 56/103/50
f 59/106/57 1/34/1 60/108/48 56/103/50
f 62/110/51 19/36/72 63/112/73 61/109/52
f 63/112/73 17/32/71 57/104/49 61/109/52
f 57/104/49 8/31/14 64/115/13 61/109/52
f 58/105/55 17/32/71 63/117/73 65/116/56
f 63/117/73 19/37/72 66/118/61 65/116/56
f 66/118/61 20/38/60 67/119/53 65/116/56
f 59/106/57 18/33/54 67/122/53 68/121/58
f 67/122/53 20/39/60 69/123/59 68/121/58
f 69/123/59 2/40/3 70/126/2 68/121/58
f 66/118/61 19/37/72 62/128/51 71/127/62
f 62/128/51 7/41/12 72/130/16 71/127/62
f 72/130/16 25/48/15 73/132/65 71/127/62
f 73/132/65 2/42/3 69/133/59 71/127/62
s 10
usemtl pasted__lambert4SG2
f 85/134/74 82/135/75 75/136/76 77/137/77
s 11
f 84/138/78 85/134/79 77/137/80 79/139/81
s 12
f 83/140/82 84/138/83 79/139/84 81/141/85
s 13
f 87/142/86 88/143/87 86/144/88
s off
f 75/136/89 81/145/90 79/146/91 77/137/92
f 80/147/93 74/148/94 76/149/95 78/150/96
s 13
f 80/151/97 86/144/88 88/143/87 74/152/98
s 12
f 78/153/99 84/138/83 83/140/82 80/151/100
s 11
f 76/149/101 85/134/79 84/138/78 78/153/102
s 10
f 74/148/103 82/135/75 85/134/74 76/149/104
s 13
f 80/151/97 83/140/105 86/144/88
f 81/141/106 87/142/86 86/144/88 83/140/105
f 75/154/107 87/142/86 81/141/106
f 82/155/108 88/143/87 87/142/86 75/154/107
f 74/152/98 88/143/87 82/155/108
+6755
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