diff options
author | Florian Jung <flo@windfisch.org> | 2014-12-23 23:07:33 +0100 |
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committer | Florian Jung <flo@windfisch.org> | 2014-12-23 23:07:52 +0100 |
commit | e56c98a450ea5f125b337219787e58d692b9f675 (patch) | |
tree | 9b3bb528f518b6dacbd3678ef7be90b246c7c632 /client.c | |
parent | ce289fe207c844d8cf8dcfc96881ad064b19eef0 (diff) |
einfach alles anzünden!
Diffstat (limited to 'client.c')
-rw-r--r-- | client.c | 129 |
1 files changed, 128 insertions, 1 deletions
@@ -5,15 +5,142 @@ #include <string.h> #include <sys/un.h> +#include <GL/glut.h> // Header File For The GLUT Library +#include <GL/gl.h> // Header File For The OpenGL32 Library +#include <GL/glu.h> // Header File For The GLu32 Library + #define SOCKETPATH "/home/flo/uds_socket" void die(const char* msg){perror(msg); exit(1);} void suicide(const char* msg){ fprintf(stderr, "%s\n", msg); exit(1); } +int DrawGLScene(GLvoid); + + unsigned char buffer[67108864]; // must be unsigned. because reasons -_- -int main() +/* ascii code for the escape key */ +#define ESCAPE 27 + +/* The number of our GLUT window */ +int window; + +/* A general OpenGL initialization function. Sets all of the initial parameters. */ +void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. +{ + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black + glClearDepth(1.0); // Enables Clearing Of The Depth Buffer + glDepthFunc(GL_LESS); // The Type Of Depth Test To Do + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); // Reset The Projection Matrix + + gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window + + glMatrixMode(GL_MODELVIEW); +} + +/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */ +void ReSizeGLScene(int Width, int Height) { + if (Height==0) // Prevent A Divide By Zero If The Window Is Too Small + Height=1; + + glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); + glMatrixMode(GL_MODELVIEW); +} + +/* The function called whenever a key is pressed. */ +void keyPressed(unsigned char key, int x, int y) +{ + /* avoid thrashing this procedure */ + usleep(100); + + /* If escape is pressed, kill everything. */ + if (key == ESCAPE) + { + /* shut down our window */ + glutDestroyWindow(window); + + /* exit the program...normal termination. */ + exit(0); + } +} + +int init_all_teh_shitz(int argc, char **argv) +{ + /* Initialize GLUT state - glut will take any command line arguments that pertain to it or + X Windows - look at its documentation at http://reality.sgi.com/mjk/spec3/spec3.html */ + glutInit(&argc, argv); + + /* Select type of Display mode: + Double buffer + RGBA color + Alpha components supported + Depth buffer */ + glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH); + + /* get a 640 x 480 window */ + glutInitWindowSize(640, 480); + + /* the window starts at the upper left corner of the screen */ + glutInitWindowPosition(0, 0); + + /* Open a window */ + window = glutCreateWindow("Jeff Molofee's GL Code Tutorial ... NeHe '99"); + + /* Register the function to do all our OpenGL drawing. */ + glutDisplayFunc(&DrawGLScene); + + /* Go fullscreen. This is as soon as possible. */ + glutFullScreen(); + + /* Even if there are no events, redraw our gl scene. */ + glutIdleFunc(&DrawGLScene); + + /* Register the function called when our window is resized. */ + glutReshapeFunc(&ReSizeGLScene); + + /* Register the function called when the keyboard is pressed. */ + glutKeyboardFunc(&keyPressed); + + /* Initialize our window. */ + InitGL(640, 480); + + /* Start Event Processing Engine */ + glutMainLoop(); + + return 1; +} + + +int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer + glLoadIdentity(); + glTranslatef(-1.5f,0.0f,-6.0f); + + glBegin(GL_QUADS); + glVertex3f(-1.0f,-1.0f, 0.0f); + glVertex3f(-1.0f, 1.0f, 0.0f); + glVertex3f( 1.0f, 1.0f, 0.0f); + glVertex3f( 1.0f,-1.0f, 0.0f); + glEnd(); + + glutSwapBuffers(); +} + +int main(int argc, const char** argv) +{ + init_all_teh_shitz(argc, argv); + struct sockaddr_un my_sockaddr; my_sockaddr.sun_family=AF_UNIX; |