/* * 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 #include #include #include #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; }