void main() { /* Setup GL environment */ (void)GLenvsetup(); (void)GLinit(); rept_mode=SUMMARY; /* Detail Record Processing */ while ( (jefld_ptr=GLjegetnxt(line)) != NULL) { (void)GLheadchk(); if (GLctrlbrk(jefld_ptr) == JETRUE) { (void)GLsubtotals(jefld_ptr); } (void)GLdtl(jefld_ptr); } (void) GLfinals(); (void)GLinit(); rept_mode=DETAILED; /* Detail Record Processing */ while ( (jefld_ptr=GLjegetnxt(line)) != NULL) { (void)GLheadchk(); if (GLctrlbrk(jefld_ptr) == JETRUE) { (void)GLsubtotals(jefld_ptr); (void)GLheadchk(); (void)GLnewheads(); } (void)GLdtl(jefld_ptr); } (void) GLfinals(); /* Restore working directory */ chdir(cwdstr); } /* end of main */
int JMglrpt(void) { (void)GLinit(); /* Detail Record Processing */ while ( (jefld_ptr=GLjegetnxt(line)) != NULL) { (void)GLheadchk(); if (GLctrlbrk(jefld_ptr) == JETRUE) { (void)GLsubtotals(jefld_ptr); (void)GLheadchk(); (void)GLnewheads(); } (void)GLprtdtl(jefld_ptr); } (void) GLfinals(); return (JESUCCESS); } /* end of main */
int main() { int x,y,z; GLinit(); GLsetdisplay(1024,768,8,0); glTranslatef( 0.0, 0.0, -25.0); while( 0==0 ) { ProcessEvents(); glColor3d(255,0,0); glBegin(GL_LINES); for (z=-10;z<11;z++){ glVertex3f(-10,z,-10); glVertex3f(10,z,-10); } for (x=-10;x<11;x++){ glVertex3f(x,10,-10); glVertex3f(x,-10,-10); } glEnd(); glRotatef(0.1,0,1,0); GLscreenswap(); } GLterminate(); return 0; }
void main() { /* Setup GL environment */ (void)GLenvsetup(); /* Open new00 file */ (void)GLclsu(); (void)GLinit(); /* Detail Record Processing */ while ( (jefld_ptr=GLjegetnxt(line)) != NULL) { if (GLctrlbrk(jefld_ptr) == JETRUE) (void)GLsubtotals(jefld_ptr); (void)GLdtl(jefld_ptr); } (void) GLfinals(); /* close new00 */ if (fclose(new00_fp) == EOF) perror("could not close new00"); /* Restore working directory */ chdir(cwdstr); } /* end of main */
int main(int argc,char ** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(400,400); glutInitWindowPosition(200,200); glutCreateWindow(" Nfcj - OpenGl"); GLinit(); glutDisplayFunc(GLdis); glutReshapeFunc(GLres); glutMainLoop(); return 0; }
int main(int argc, char* argv[]) { if(argc < 5) { std::cout << "Usage: " << argv[0] << " originalMeshOBJ flattenedMeshOBJ textureImage flattenedImage" << std::endl; return EXIT_FAILURE; } char* originalMeshName = argv[1]; char* flattenedMeshName = argv[2]; char* textureImageName = argv[3]; char* flattenedImageName = argv[4]; cv::Mat textureImage = cv::imread(textureImageName); int width, height; width = textureImage.cols; height = textureImage.rows; textureImage.release(); // std::cout << "Width: " << width << std::endl // << "Height: " << height << std::endl; GLFWwindow* window; GLinit(&window, width, height); // int maxSize; // const GLubyte* version; // glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxSize); // std::cout << "Max texture size: " << maxSize << std::endl; // version = glGetString(GL_VERSION); // std::cout << "Version: " << version << std::endl; // Create Vertex Array Object GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Create a Vertex Buffer Object and copy the vertex data to it GLuint vbo; glGenBuffers(1, &vbo); GLfloat vertices[] = { // coord, color, texcoord -1.0f, 1.0f, 0.0f, 0.0f, // Top-left 1.0f, 1.0f, 1.0f, 0.0f, // Top-right 1.0f, -1.0f, 1.0f, 1.0f, // Bottom-right -1.0f, -1.0f, 0.0f, 1.0f // Bottom-left }; glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); GLuint elements[] = { 0, 1, 2, 2, 3, 0 }; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW); GLuint frameBuffer; glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); GLuint texColorBuffer; glGenTextures(1, &texColorBuffer); glBindTexture(GL_TEXTURE_2D, texColorBuffer); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texColorBuffer, 0); GLuint vertexShader, fragmentShader, shaderProgram; createShaderProgram(vertexSource, fragmentSource, vertexShader, fragmentShader, shaderProgram); specifyScreenVertexAttributes(shaderProgram); cv::Mat img; img.create(height, width, CV_8UC3); GLuint red, blue, green; loadTextures(textureImageName, red, blue, green); // Set texture background color // float color[] = { 1.0f, 0.0f, 0.0f, 1.0f }; // glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color); // Clear the screen to black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Draw glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glTexToCVmat(img, width, height); // glDeleteTextures(1, &tex); cv::imwrite(flattenedImageName, img); // Swap buffers glfwSwapBuffers(window); glDeleteProgram(shaderProgram); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteBuffers(1, &ebo); glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); glDeleteFramebuffers(1, &frameBuffer); glfwTerminate(); return 0; }