2010-04-05 23:38:59 +02:00
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/*
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* tutorial3.cpp: Tutorial for the OGLFT library
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* Copyright (C) 2002 lignum Computing, Inc. <oglft@lignumcomputing.com>
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2010-11-13 18:37:16 +01:00
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* $Id: tutorial3.cpp,v 1.5 2003/10/01 14:09:28 allen Exp $
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2010-04-05 23:38:59 +02:00
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include <iostream>
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#include <cmath>
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#include <ctime>
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#include <vector> // The STL vector
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#include <algorithm> // The STL algorithms
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2010-11-13 18:37:16 +01:00
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using namespace std;
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2010-04-05 23:38:59 +02:00
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2010-11-13 18:37:16 +01:00
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#include <GL/glut.h>
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#include <config.h>
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2010-04-05 23:38:59 +02:00
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#include <OGLFT.h> // Note: this will depend on where you've installed OGLFT
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// A Face variable of the desired style
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#ifndef OGLFT_NO_SOLID
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OGLFT::Solid* solid;
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#else // If Solid is not defined, use Filled instead
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OGLFT::Filled* solid;
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#endif
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// The Bounding Box for the string
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OGLFT::BBox bbox;
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// A vector of OpenGL display list names
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OGLFT::DisplayLists dlists;
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// A vector of displacements defining the ocean
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struct vertex {
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float y;
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float nx, ny;
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};
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std::vector< vertex > ocean_vertices;
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void init ( const char* filename )
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{
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// Create a new face given the font filename and a size
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#ifndef OGLFT_NO_SOLID
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solid = new OGLFT::Solid( filename, 36 );
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#else
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solid = new OGLFT::Filled( filename, 36 );
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#endif
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// Always check to make sure the face was properly constructed
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if ( solid == 0 || !solid->isValid() ) {
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std::cerr << "Could not construct face from " << filename << std::endl;
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return;
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}
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const float AMPLITUDE = 25.;
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GLuint dlist = glGenLists( 2*13 );
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// The per character display lists are executed before the glyph is
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// rendered; so, the first display list must contain an absolute
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// transformation, but the subsequent ones must contain relative
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// transformations. However, we need complete sets of both transformations,
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// starting with a place holder for the first (absolute) transformation
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dlists.push_back( 0 );
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// Next, generate a sequence of relative displacements
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for ( int i=0; i<13; i++ ) {
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float dy = AMPLITUDE * ( sin( (i+1) * 2 * M_PI / 13 ) - sin( i * 2 * M_PI / 13 ) );
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glNewList( dlist, GL_COMPILE );
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glTranslatef( 0., dy, 0. );
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glEndList();
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dlists.push_back( dlist );
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dlist++;
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}
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// Next, generate a sequence of absolute displacements
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for ( int i=0; i<13; i++ ) {
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float y = AMPLITUDE * sin( i * 2 * M_PI / 13 );
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glNewList( dlist, GL_COMPILE );
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glTranslatef( 0., y, 0. );
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glEndList();
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dlists.push_back( dlist );
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dlist++;
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}
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// Finally, copy the first absolute displacement into the first element
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// of the display list vector
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dlists[0] = dlists[13+1];
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// Use centered justification
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solid->setHorizontalJustification( OGLFT::Face::CENTER );
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#ifndef OGLFT_NO_SOLID
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// Make the glyphs rather thick
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solid->setDepth( 10. );
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#endif
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// Apply the per character display lists
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solid->setCharacterDisplayLists( dlists );
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// Get the size of the string before it is transformed
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bbox = solid->measure( "Hello, World!" );
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// Make it (sea) green
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solid->setForegroundColor( 143./255., 188./255., 143./255. );
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// Set the window's background color
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glClearColor( .5, .5, .5, 1. );
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// Build an "ocean" for the characters to float upon (a higher resolution
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// version of the absolute displacements which we'll cycle through)
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for ( int i = 0; i <= 52; i++ ) {
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float s = sin( i * 2 * M_PI / 52 );
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float c = cos( i * 2 * M_PI / 52 );
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vertex v;
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v.y = AMPLITUDE * s;
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v.nx = c;
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v.ny = s;
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ocean_vertices.push_back( v );
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}
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// Enable lighting and the depth test
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_COLOR_MATERIAL );
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glEnable( GL_DEPTH_TEST );
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}
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static int offset = 0;
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static void display ( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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solid->draw( 250., 250., "Hello, World!" );
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glTranslatef( 254.- ( bbox.x_max_ + bbox.x_min_ ) / 2., 255., 0. );
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glBegin( GL_QUAD_STRIP );
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glColor3f( 0., 0., 1. );
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for ( int i=0; i<=52; i++ ) {
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float x = i * ( bbox.x_max_ - bbox.x_min_ ) / 52;
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glNormal3f( ocean_vertices[(i+offset)%53].nx,
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ocean_vertices[(i+offset)%53].ny,
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0 );
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glVertex3f( x, ocean_vertices[(i+offset)%53].y, -100. );
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glVertex3f( x, ocean_vertices[(i+offset)%53].y, 100. );
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}
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offset = offset < 48 ? offset+4 : 0;
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glEnd();
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glPopMatrix();
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glutSwapBuffers();
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}
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static void reshape ( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho( 0, width, 0, height, -200, 200 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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// Rotate the model slightly out of the XY plane so it looks 3D
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// (note we rotate the model instead of the view so that the lighting
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// is fixed relative to the view instead of the model)
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2010-11-13 18:37:16 +01:00
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glTranslatef( width/2, height/2, 0. );
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glRotatef( 25., 1., 0., 0. );
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glRotatef( 25., 0., 1., 0. );
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glTranslatef( -width/2, -height/2, 0. );
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}
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static void idle ( void )
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{
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// Use the STL rotate algorithm to animate the transformation display lists.
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// First, rotate the lists containing the relative displacements
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OGLFT::DLI first = solid->characterDisplayLists().begin()+1;
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OGLFT::DLI next = first + 1;
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OGLFT::DLI last = first + 13;
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rotate( first, next, last );
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// Next, rotate the the lists containing the absolute displacements
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first = solid->characterDisplayLists().begin() + 13 + 1;
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next = first + 1;
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last = first + 13;
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rotate( first, next, last );
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// Finally, copy the current absolute displacement into the leading element
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solid->characterDisplayLists()[0] = solid->characterDisplayLists()[13+1];
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glutPostRedisplay();
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// Too fast even without acceleration
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struct timespec request = { 0, 80000000 };
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nanosleep( &request, 0 );
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}
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static void key ( unsigned char c, int x, int y )
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{
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switch ( c ) {
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case 27:
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exit( 0 );
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}
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}
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int main ( int argc, char* argv[] )
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{
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// Check to be sure the user specified something as a font file name
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if ( argc != 2 ) {
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std::cerr << "usage: " << argv[0] << " fontfile" << std::endl;
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return 1;
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}
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// Standard GLUT setup commands
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glutInit( &argc, argv );
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glutInitWindowSize( 500, 500 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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glutCreateWindow( argv[0] );
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init( argv[1] );
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glutReshapeFunc( reshape );
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glutDisplayFunc( display );
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glutKeyboardFunc( key );
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glutIdleFunc( idle );
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glutMainLoop();
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return 0;
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}
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