Add a quick and dirty GLUT game mode testbed
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@37808 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -2,3 +2,4 @@ SubDir HAIKU_TOP src tests kits opengl ;
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SubInclude HAIKU_TOP src tests kits opengl direct_mode ;
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SubInclude HAIKU_TOP src tests kits opengl demos ;
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SubInclude HAIKU_TOP src tests kits opengl glut ;
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3
src/tests/kits/opengl/glut/Jamfile
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3
src/tests/kits/opengl/glut/Jamfile
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SubDir HAIKU_TOP src tests kits opengl glut ;
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SubInclude HAIKU_TOP src tests kits opengl glut game_mode ;
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15
src/tests/kits/opengl/glut/game_mode/Jamfile
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15
src/tests/kits/opengl/glut/game_mode/Jamfile
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SubDir HAIKU_TOP src tests kits opengl glut game_mode ;
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SetSubDirSupportedPlatformsBeOSCompatible ;
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if $(TARGET_PLATFORM) != haiku {
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# Needed for <GL/glut.h>, not present in R5.
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# Unfortunately we also get the other headers there,
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# that we don't really want.
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UsePublicHeaders opengl ;
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}
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SimpleTest GLUTGameMode :
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game_mode.c
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: be libGL.so $(TARGET_LIBSUPC++)
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;
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148
src/tests/kits/opengl/glut/game_mode/game_mode.c
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src/tests/kits/opengl/glut/game_mode/game_mode.c
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#include <stdio.h>
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#include <GL/glut.h>
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float spin = 0;
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static void
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draw_cube(void)
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{
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glLoadIdentity();
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/* A step backward, then spin the cube */
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glTranslatef(0, 0, -5);
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glRotatef(spin, 0, 0, 1);
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glRotatef(spin, 1, 0.6, 0);
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/* We tell we want to draw quads */
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glBegin (GL_QUADS);
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/* Every four calls to glVertex, a quad is drawn */
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glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
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glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
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glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
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glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
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glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
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glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
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glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
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glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
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glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
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glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
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glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
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glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
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glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
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glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
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glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
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glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
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glColor3f(0, 0, 0); glVertex3f(-1, -1, -1);
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glColor3f(0, 1, 0); glVertex3f(-1, 1, -1);
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glColor3f(1, 1, 0); glVertex3f( 1, 1, -1);
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glColor3f(1, 0, 0); glVertex3f( 1, -1, -1);
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glColor3f(0, 0, 1); glVertex3f(-1, -1, 1);
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glColor3f(0, 1, 1); glVertex3f(-1, 1, 1);
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glColor3f(1, 1, 1); glVertex3f( 1, 1, 1);
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glColor3f(1, 0, 1); glVertex3f( 1, -1, 1);
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glEnd();
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}
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static void
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display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw_cube();
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glutSwapBuffers();
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}
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static void
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idle(void)
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{
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spin += 2.0;
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if (spin > 360.0)
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spin = 0.0;
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glutPostRedisplay();
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}
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static void
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reshape(int w, int h)
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{
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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// Setup the view of the cube.
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective( /* field of view in degree */ 40.0,
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/* aspect ratio */ 1.0,
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/* Z near */ 1.0, /* Z far */ 10.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0, 0.0, 5.0, // eye is at (0,0,5)
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0.0, 0.0, 0.0, // center is at (0,0,0)
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0.0, 1.0, 0.); // up is in positive Y direction
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// Adjust cube position to be asthetic angle.
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glTranslatef(0.0, 0.0, -1.0);
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glRotatef(60, 1.0, 0.0, 0.0);
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glRotatef(-20, 0.0, 0.0, 1.0);
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}
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static void
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init(void)
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{
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glutIdleFunc(idle);
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glutDisplayFunc(display);
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glutReshapeFunc(reshape);
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glClearColor(0, 0, 0, 0);
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}
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int
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main(int argc, char **argv)
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{
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glutInit(&argc, argv);
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if (argc > 1) {
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printf("glutGameModeString(\"%s\"): ", argv[1]);
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glutGameModeString(argv[1]);
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if (!glutGameModeGet(GLUT_GAME_MODE_POSSIBLE))
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printf("*not* possible: fallback to windowed mode.\n");
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else {
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printf("possible!\nglutEnterGameMode()\n");
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glutEnterGameMode();
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printf("glutGameModeGet(GLUT_GAME_MODE_DISPLAY_CHANGED) = %d\n",
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glutGameModeGet(GLUT_GAME_MODE_DISPLAY_CHANGED));
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}
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}
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if (!glutGameModeGet(GLUT_GAME_MODE_ACTIVE)) {
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutCreateWindow(argv[0]);
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}
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init();
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glutMainLoop();
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if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE)) {
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printf("glutLeaveGameMode()\n");
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glutLeaveGameMode();
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}
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return 0;
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}
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