*******************************************************************************************
(84) Fixed the 'ptr + len' problem in freeglut_misc.c:90
+
+
+*******************************************************************************************
+* Changes on 02 July 2003
+*******************************************************************************************
+
+(85) Removed genfonts/genstrokes code, updated configure.in and Makefile.in
+
+(86) Moved tests/one.c into progs/demos/One/one.c, updated configure.in and Makefile.in
## Process this file with automake to produce makefile.im
-SUBDIRS = src include genfonts tests
+SUBDIRS = src include
AUTOMAKE_OPTIONS = gnu
EXTRA_DIST = AUTHORS COPYING ChangeLog INSTALL NEWS README TODO freeglut.lsm \
AC_CHECK_LIBM
AC_SUBST(LIBM)
-AC_OUTPUT(Makefile src/Makefile include/Makefile include/GL/Makefile genfonts/Makefile tests/Makefile )
+AC_OUTPUT(Makefile src/Makefile include/Makefile include/GL/Makefile)
--- /dev/null
+## Process this file with automake to produce Makefile.im
+
+bin_PROGRAMS = one
+one_SOURCES = one.c
+one_LDFLAGS = -export-dynamic -dlpreopen ../src/libfreeglut-2.0.la
+
--- /dev/null
+/*
+ * one.c
+ *
+ * Hey! This was the original file where freeglut development started. Just
+ * note what I have written here at the time. And see the creation date :)
+ *
+ * : This is a wrapper. I still have to figure out
+ * : how to build shared libraries under *nix :)
+ *
+ * Copyright (c) 1999 by Pawel W. Olszta
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: czw gru 2 11:58:41 CET 1999
+ */
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "../include/GL/freeglut.h"
+
+int g_LeaveGameMode = 0;
+int g_InGameMode = 1;
+
+/*
+ * Call this function to have some text drawn at given coordinates
+ */
+void PrintText( int nX, int nY, char* pszText )
+{
+ int lines;
+ char *p;
+
+ /*
+ * Prepare the OpenGL state
+ */
+ glDisable( GL_DEPTH_TEST );
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix();
+ glLoadIdentity();
+
+ /*
+ * Have an orthogonal projection matrix set
+ */
+ glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
+ 0, glutGet( GLUT_WINDOW_HEIGHT ),
+ -1, +1
+ );
+
+ /*
+ * Now the matrix mode
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+ glLoadIdentity();
+
+ /*
+ * Now the main text
+ */
+ glColor3ub( 0, 0, 0 );
+ glRasterPos2i( nX, nY );
+
+ for( p=pszText, lines=0; *p; p++ )
+ {
+ if( *p == '\n' )
+ {
+ lines++;
+ glRasterPos2i( nX, nY-(lines*18) );
+ }
+
+ glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
+ }
+
+ /*
+ * Revert to the old matrix modes
+ */
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix();
+
+ glMatrixMode( GL_MODELVIEW );
+ glPopMatrix();
+
+ /*
+ * Restore the old OpenGL states
+ */
+ glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+ glEnable( GL_DEPTH_TEST );
+}
+
+/*
+ * This is the display routine for our sample FreeGLUT windows
+ */
+static float g_fTime = 0.0f;
+
+void SampleDisplay( void )
+{
+ /*
+ * Clear the screen
+ */
+ glClearColor( 0, 0.5, 1, 1 );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ /*
+ * Have the cube rotated
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix();
+
+ glRotatef( g_fTime, 0, 0, 1 );
+ glRotatef( g_fTime, 0, 1, 0 );
+ glRotatef( g_fTime, 1, 0, 0 );
+
+ /*
+ * And then drawn...
+ */
+ glColor3f( 1, 1, 0 );
+ //glutWireCube( 20.0 );
+ glutWireTeapot( 20.0 );
+ //glutWireSpher( 15.0, 15, 15 );
+ //glColor3f( 0, 1, 0 );
+ //glutWireCube( 30.0 );
+ //glutSolidCone( 10, 20, 10, 2 );
+
+ /*
+ * Don't forget about the model-view matrix
+ */
+ glPopMatrix();
+
+ /*
+ * Draw a silly text
+ */
+ if( g_InGameMode == 0 )
+ PrintText( 20, 20, "Hello there cruel world!" );
+ else
+ PrintText( 20, 20, "Press ESC to leave the game mode!" );
+
+ /*
+ * And swap this context's buffers
+ */
+ glutSwapBuffers();
+}
+
+/*
+ * This is a sample idle function
+ */
+void SampleIdle( void )
+{
+ g_fTime += 0.5f;
+
+ if( g_LeaveGameMode == 1 )
+ {
+ glutLeaveGameMode();
+ g_LeaveGameMode = 0;
+ g_InGameMode = 0;
+ }
+}
+
+/*
+ * The reshape function
+ */
+void SampleReshape( int nWidth, int nHeight )
+{
+ GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
+ GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
+ GLfloat fCol[ 4 ] = { 0.5f, 1.0f, 0.0f, 1.0f };
+
+ /*
+ * Update the viewport first
+ */
+ glViewport( 0, 0, nWidth, nHeight );
+
+ /*
+ * Then the projection matrix
+ */
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );
+
+ /*
+ * Move back the camera a bit
+ */
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -40.0f );
+
+ /*
+ * Enable some features...
+ */
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_NORMALIZE );
+
+ /*
+ * Set up some lighting
+ */
+ glLightfv( GL_LIGHT0, GL_POSITION, fPos );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+
+ /*
+ * Set up a sample material
+ */
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
+}
+
+/*
+ * A sample keyboard callback
+ */
+void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+ printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n", cChar, nMouseX, nMouseY );
+}
+
+/*
+ * A sample keyboard callback (for game mode window)
+ */
+void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+ if( cChar == 27 )
+ g_LeaveGameMode = 1;
+}
+
+
+/*
+ * A sample special callback
+ */
+void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
+{
+ printf( "SampleSpecial(): special keypress %i at (%i,%i)\n", nSpecial, nMouseX, nMouseY );
+}
+
+/*
+ * A sample menu callback
+ */
+void SampleMenu( int menuID )
+{
+ /*
+ * Just print something funny
+ */
+ printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
+}
+
+/*
+ * The sample's entry point
+ */
+int main( int argc, char** argv )
+{
+ int menuID, subMenuA, subMenuB;
+
+ glutInit( &argc, argv );
+
+ glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
+ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+ glutInitWindowPosition( 100, 100 );
+
+ subMenuA = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Sub menu A1 (01)", 1 );
+ glutAddMenuEntry( "Sub menu A2 (02)", 2 );
+ glutAddMenuEntry( "Sub menu A3 (03)", 3 );
+
+ subMenuB = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Sub menu B1 (04)", 4 );
+ glutAddMenuEntry( "Sub menu B2 (05)", 5 );
+ glutAddMenuEntry( "Sub menu B3 (06)", 6 );
+ glutAddSubMenu( "Going to sub menu A", subMenuA );
+
+ menuID = glutCreateMenu( SampleMenu );
+ glutAddMenuEntry( "Entry one", 1 );
+ glutAddMenuEntry( "Entry two", 2 );
+ glutAddMenuEntry( "Entry three", 3 );
+ glutAddMenuEntry( "Entry four", 4 );
+ glutAddMenuEntry( "Entry five", 5 );
+ glutAddSubMenu( "Enter sub menu A", subMenuA );
+ glutAddSubMenu( "Enter sub menu B", subMenuB );
+
+ glutCreateWindow( "Hello world!" );
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleKeyboard );
+ glutSpecialFunc( SampleSpecial );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ glutInitWindowPosition( 200, 200 );
+ glutCreateWindow( "I am not Jan B." );
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleKeyboard );
+ glutSpecialFunc( SampleSpecial );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ printf( "Testing game mode string parsing, don't panic!\n" );
+ glutGameModeString( "320x240:32@100" );
+ glutGameModeString( "640x480:16@72" );
+ glutGameModeString( "1024x768" );
+ glutGameModeString( ":32@120" );
+ glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
+ glutGameModeString( "640x480:16@72" );
+
+ glutEnterGameMode();
+ glutDisplayFunc( SampleDisplay );
+ glutReshapeFunc( SampleReshape );
+ glutKeyboardFunc( SampleGameModeKeyboard );
+ glutIdleFunc( SampleIdle );
+ glutAttachMenu( GLUT_LEFT_BUTTON );
+
+ printf( "current window is %ix%i+%i+%i",
+ glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
+ glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
+ );
+
+ /*
+ * Enter the main FreeGLUT processing loop
+ */
+ glutMainLoop();
+
+ printf( "glutMainLoop() termination works fine!\n" );
+
+ /*
+ * This is never reached in FreeGLUT. Is that good?
+ */
+ return( EXIT_SUCCESS );
+}
+
+/*** END OF FILE ***/
+++ /dev/null
-## Process this file with automake to produce Makefile.im
-
-bin_PROGRAMS = one
-one_SOURCES = one.c
-one_LDFLAGS = -export-dynamic -dlpreopen ../src/libfreeglut-2.0.la
-
+++ /dev/null
-/*
- * one.c
- *
- * Hey! This was the original file where freeglut development started. Just
- * note what I have written here at the time. And see the creation date :)
- *
- * : This is a wrapper. I still have to figure out
- * : how to build shared libraries under *nix :)
- *
- * Copyright (c) 1999 by Pawel W. Olszta
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: czw gru 2 11:58:41 CET 1999
- */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "../include/GL/freeglut.h"
-
-int g_LeaveGameMode = 0;
-int g_InGameMode = 1;
-
-/*
- * Call this function to have some text drawn at given coordinates
- */
-void PrintText( int nX, int nY, char* pszText )
-{
- int lines;
- char *p;
-
- /*
- * Prepare the OpenGL state
- */
- glDisable( GL_DEPTH_TEST );
- glMatrixMode( GL_PROJECTION );
- glPushMatrix();
- glLoadIdentity();
-
- /*
- * Have an orthogonal projection matrix set
- */
- glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
- 0, glutGet( GLUT_WINDOW_HEIGHT ),
- -1, +1
- );
-
- /*
- * Now the matrix mode
- */
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glLoadIdentity();
-
- /*
- * Now the main text
- */
- glColor3ub( 0, 0, 0 );
- glRasterPos2i( nX, nY );
-
- for( p=pszText, lines=0; *p; p++ )
- {
- if( *p == '\n' )
- {
- lines++;
- glRasterPos2i( nX, nY-(lines*18) );
- }
-
- glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18, *p );
- }
-
- /*
- * Revert to the old matrix modes
- */
- glMatrixMode( GL_PROJECTION );
- glPopMatrix();
-
- glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
-
- /*
- * Restore the old OpenGL states
- */
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
- glEnable( GL_DEPTH_TEST );
-}
-
-/*
- * This is the display routine for our sample FreeGLUT windows
- */
-static float g_fTime = 0.0f;
-
-void SampleDisplay( void )
-{
- /*
- * Clear the screen
- */
- glClearColor( 0, 0.5, 1, 1 );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- /*
- * Have the cube rotated
- */
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
-
- glRotatef( g_fTime, 0, 0, 1 );
- glRotatef( g_fTime, 0, 1, 0 );
- glRotatef( g_fTime, 1, 0, 0 );
-
- /*
- * And then drawn...
- */
- glColor3f( 1, 1, 0 );
- //glutWireCube( 20.0 );
- glutWireTeapot( 20.0 );
- //glutWireSpher( 15.0, 15, 15 );
- //glColor3f( 0, 1, 0 );
- //glutWireCube( 30.0 );
- //glutSolidCone( 10, 20, 10, 2 );
-
- /*
- * Don't forget about the model-view matrix
- */
- glPopMatrix();
-
- /*
- * Draw a silly text
- */
- if( g_InGameMode == 0 )
- PrintText( 20, 20, "Hello there cruel world!" );
- else
- PrintText( 20, 20, "Press ESC to leave the game mode!" );
-
- /*
- * And swap this context's buffers
- */
- glutSwapBuffers();
-}
-
-/*
- * This is a sample idle function
- */
-void SampleIdle( void )
-{
- g_fTime += 0.5f;
-
- if( g_LeaveGameMode == 1 )
- {
- glutLeaveGameMode();
- g_LeaveGameMode = 0;
- g_InGameMode = 0;
- }
-}
-
-/*
- * The reshape function
- */
-void SampleReshape( int nWidth, int nHeight )
-{
- GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
- GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
- GLfloat fCol[ 4 ] = { 0.5f, 1.0f, 0.0f, 1.0f };
-
- /*
- * Update the viewport first
- */
- glViewport( 0, 0, nWidth, nHeight );
-
- /*
- * Then the projection matrix
- */
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );
-
- /*
- * Move back the camera a bit
- */
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- glTranslatef( 0.0, 0.0, -40.0f );
-
- /*
- * Enable some features...
- */
- glEnable( GL_CULL_FACE );
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_NORMALIZE );
-
- /*
- * Set up some lighting
- */
- glLightfv( GL_LIGHT0, GL_POSITION, fPos );
- glEnable( GL_LIGHTING );
- glEnable( GL_LIGHT0 );
-
- /*
- * Set up a sample material
- */
- glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
-}
-
-/*
- * A sample keyboard callback
- */
-void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
-{
- printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n", cChar, nMouseX, nMouseY );
-}
-
-/*
- * A sample keyboard callback (for game mode window)
- */
-void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
-{
- if( cChar == 27 )
- g_LeaveGameMode = 1;
-}
-
-
-/*
- * A sample special callback
- */
-void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
-{
- printf( "SampleSpecial(): special keypress %i at (%i,%i)\n", nSpecial, nMouseX, nMouseY );
-}
-
-/*
- * A sample menu callback
- */
-void SampleMenu( int menuID )
-{
- /*
- * Just print something funny
- */
- printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
-}
-
-/*
- * The sample's entry point
- */
-int main( int argc, char** argv )
-{
- int menuID, subMenuA, subMenuB;
-
- glutInit( &argc, argv );
-
- glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
- glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
- glutInitWindowPosition( 100, 100 );
-
- subMenuA = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Sub menu A1 (01)", 1 );
- glutAddMenuEntry( "Sub menu A2 (02)", 2 );
- glutAddMenuEntry( "Sub menu A3 (03)", 3 );
-
- subMenuB = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Sub menu B1 (04)", 4 );
- glutAddMenuEntry( "Sub menu B2 (05)", 5 );
- glutAddMenuEntry( "Sub menu B3 (06)", 6 );
- glutAddSubMenu( "Going to sub menu A", subMenuA );
-
- menuID = glutCreateMenu( SampleMenu );
- glutAddMenuEntry( "Entry one", 1 );
- glutAddMenuEntry( "Entry two", 2 );
- glutAddMenuEntry( "Entry three", 3 );
- glutAddMenuEntry( "Entry four", 4 );
- glutAddMenuEntry( "Entry five", 5 );
- glutAddSubMenu( "Enter sub menu A", subMenuA );
- glutAddSubMenu( "Enter sub menu B", subMenuB );
-
- glutCreateWindow( "Hello world!" );
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleKeyboard );
- glutSpecialFunc( SampleSpecial );
- glutIdleFunc( SampleIdle );
- glutAttachMenu( GLUT_LEFT_BUTTON );
-
- glutInitWindowPosition( 200, 200 );
- glutCreateWindow( "I am not Jan B." );
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleKeyboard );
- glutSpecialFunc( SampleSpecial );
- glutIdleFunc( SampleIdle );
- glutAttachMenu( GLUT_LEFT_BUTTON );
-
- printf( "Testing game mode string parsing, don't panic!\n" );
- glutGameModeString( "320x240:32@100" );
- glutGameModeString( "640x480:16@72" );
- glutGameModeString( "1024x768" );
- glutGameModeString( ":32@120" );
- glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
- glutGameModeString( "640x480:16@72" );
-
- glutEnterGameMode();
- glutDisplayFunc( SampleDisplay );
- glutReshapeFunc( SampleReshape );
- glutKeyboardFunc( SampleGameModeKeyboard );
- glutIdleFunc( SampleIdle );
- glutAttachMenu( GLUT_LEFT_BUTTON );
-
- printf( "current window is %ix%i+%i+%i",
- glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y ),
- glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT )
- );
-
- /*
- * Enter the main FreeGLUT processing loop
- */
- glutMainLoop();
-
- printf( "glutMainLoop() termination works fine!\n" );
-
- /*
- * This is never reached in FreeGLUT. Is that good?
- */
- return( EXIT_SUCCESS );
-}
-
-/*** END OF FILE ***/