int _tmain(int argc, _TCHAR* argv[]) { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, 500, 500); auxInitWindow(argv[0]); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0); glBegin(GL_POLYGON); glVertex2f(-0.5, -0.5 ); glVertex2f(-0.5, 0.5); glVertex2f(0.5, 0.5); glVertex2f(0.5, -0.5); glEnd(); //auxWireCube(0.5); glFlush(); Sleep(6000); return 0; }
void main(int argc,char** argv) { if(Args(argc,argv)==GL_FALSE) auxQuit(); windW=600; windH=300; auxInitPosition(0,0,windW,windH); windType=AUX_DEPTH16; windType|=(rgb)?AUX_RGB:AUX_INDEX; windType|=(doubleBuffer)?AUX_DOUBLE:AUX_SINGLE; auxInitDisplayMode(windType); if(auxInitWindow("速度测试")==GL_FALSE) auxQuit(); auxExposeFunc((AUXEXPOSEPROC)Resize); auxReshapeFunc((AUXRESHAPEPROC)Resize); auxKeyFunc(AUX_a,Key_a); auxKeyFunc(AUX_d,Key_d); auxKeyFunc(AUX_f,Key_f); auxKeyFunc(AUX_F,Key_F); auxKeyFunc(AUX_s,Key_s); auxKeyFunc(AUX_t,Key_t); auxMainLoop(Paint); }
void myinit(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA); auxInitPosition(100,100,800,600); auxInitWindow((LPCWSTR)"Solar System"); GLfloat light_ambient[]={0.3,0.5,0.3}; GLfloat light_diffuse[]={1.0,1.0,1.0}; GLfloat light_specular[]={0.8,0.8,0.0}; GLfloat light_position[]={0.0,0.0,0.0}; glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular); glLightfv(GL_LIGHT0,GL_POSITION, light_position); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glClearColor(0, 0, 0, 0); glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_CULL_FACE); LoadTextures(texture_id); for(int i = 0;i<8;i++){ year[i]=(rand()%360); day[i]=0; } }
int main(int ac,char *av[]) { png.Decode(av[1]); png.Flip(); // Need to flip upside down because glDrawPixels draws y=0 bottom. auxInitDisplayMode(AUX_DOUBLE|AUX_RGB); auxInitPosition(0,0,png.wid+2,png.hei+2); auxInitWindow(NULL); winWid=png.wid; winHei=png.hei; glViewport(0,0,png.wid,png.hei); int viewport[4]; glGetIntegerv(GL_VIEWPORT,viewport); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0,(double)viewport[2],(double)viewport[3],0.0,-1.0,1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); auxReshapeFunc(ReshapeFunc); auxMainLoop(DisplayFunc); return 0; }
int main() { float pos[4] = {300, 300, 300, 1}; float dir[3] = {-1, -1, -1}; GLfloat mat_specular[] = { 1, 1, 1, 1 }; GLfloat mat_diffuse[] = { 1, 1, 1, 1 }; GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1 }; auxInitPosition( 50, 10, 800, 600); auxInitDisplayMode( AUX_RGBA | AUX_DEPTH24 | AUX_DOUBLE ); auxInitWindow( "Graphics" ); auxIdleFunc(display); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); //glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); //glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialf(GL_FRONT, GL_SHININESS, 127); auxMainLoop(display); return 0; }
/* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 400, 150); auxInitWindow (argv[0]); myinit (); auxMainLoop(display); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,512,512); auxInitDisplayMode(AUX_RGBA); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxMainLoop(draw); return 0; }
/* Main Loop * Open window with initial window size, title bar, * color index display mode, depth buffer, * and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_INDEX | AUX_DEPTH); auxInitPosition (0, 0, 400, 400); auxInitWindow (argv[0]); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }
/* Main Loop * Open window with initial window size, title bar, * RGBA display mode, and handle input events. */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow (argv[0]); auxMouseFunc (AUX_LEFTBUTTON, AUX_MOUSEDOWN, toggleEye); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB); auxInitPosition(0,0,500,500); auxInitWindow("光滑明暗处理"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,500,500); auxInitWindow("¼òµ¥¹âÕÕʾÀý"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,640,480); auxInitDisplayMode(AUX_RGBA); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,left); auxMainLoop(draw); return 0; }
void main() { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, 400, 150); auxInitWindow("Синус"); auxReshapeFunc(resize); glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT); auxMainLoop(display); }
void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_ACCUM|AUX_DEPTH16); auxInitPosition(0,0,400,400); auxInitWindow("¾°Éî"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); }
int main(int argc, char *argv[]) { auxInitPosition(200,100,512,512); auxInitDisplayMode(AUX_RGBA|AUX_DOUBLE|AUX_DEPTH); auxInitWindow(argv[0]); auxReshapeFunc(resize); auxIdleFunc(draw); glCullFace(GL_BACK); auxMainLoop(none); return 0; }
void main(void) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,500,500); auxInitWindow("¹âÔ´Òƶ¯"); Init(); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,MoveLight); auxReshapeFunc(Resize); auxMainLoop(Paint); }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_ACCUM|AUX_DEPTH16); auxInitPosition(20,20,320,320); auxInitWindow("OpenGL ¸¨ÖúÓ¦Óÿâ"); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
void InitWindow (void) { #ifdef NO_LIB_GLAUX glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(0, 0); glutInitWindowSize(WIN_SIZE, WIN_SIZE); glutInitDisplayString("qcsg"); #else auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition(0, 0, WIN_SIZE, WIN_SIZE); auxInitWindow("qcsg"); #endif }
void InitWindow (void) { #if 0// gl auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE); auxInitWindow ("qcsg"); #else //glut glutinitdisplaymode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(WIN_SIZE, WIN_SIZE); glutInit("win", "qcsg"); #endif }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16); auxInitPosition(0,0,450,150); auxInitWindow("Он(RGBA ДЈКЅ)"); auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,FogCycle); Init(); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int _tmain(int argc, _TCHAR* argv[]) { auxInitDisplayMode(AUX_DOUBLE | AUX_RGBA); auxInitPosition(0, 0, 600, 600); auxInitWindow(argv[0]); myinit(); auxReshapeFunc(myReshape); auxIdleFunc(spinDisplay); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSEDOWN, startIdleFunc); auxMouseFunc(AUX_MIDDLEBUTTON, AUX_MOUSEDOWN, stopIdleFunc); auxMainLoop(display); return 0; }
int main(int argc,char** argv) { auxInitDisplayMode(AUX_SINGLE|AUX_RGB); auxInitPosition(0,0,400,400); auxInitWindow("Composite Modeling Transformations"); Init(); auxKeyFunc(AUX_LEFT,shoulderSubtract); auxKeyFunc(AUX_RIGHT,shoulderAdd); auxKeyFunc(AUX_UP,elbowAdd); auxKeyFunc(AUX_DOWN,elbowSubtract); auxReshapeFunc(Resize); auxMainLoop(Paint); return(0); }
int main(int argc, char* argv[]) { lua_State* L = luaL_newstate(); luaL_openlibs(L); gLuaLibOpenGL.Initialize(L); auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(1366 - 550, 50, 500, 500); auxInitWindow("Lua bind OpenGL"); OnInitialize(); auxReshapeFunc(OnWindowSize); auxMainLoop(OnRend); lua_close(L); return 0; }
///////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////MAIN /////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// int APIENTRY WinMain(HINSTANCE hInst,HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { float pos[4] = {1,1,10,1}; float dir[3] = {-1,-1,-1}; float lposSt[4] = {0,0,0,1}; float dir2[3] = {1,1,1}; int val = 180; GLfloat mat_specular[] = {3,3,3,10}; auxInitPosition( 250, 110, WIDTH, HEIGHT); auxInitDisplayMode( AUX_RGB | AUX_DEPTH24 | AUX_DOUBLE); auxInitWindow("OpenGL Laba Project!"); auxIdleFunc(oGl_Render); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_ALPHA); glEnable(GL_BLEND); glShadeModel(GL_FLAT); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glLightfv(GL_LIGHT1, GL_POSITION, lposSt); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, dir2); glLightiv(GL_LIGHT1, GL_SPOT_CUTOFF, &val); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 128.0); auxKeyFunc(AUX_LEFT, Proc_Left); auxKeyFunc(AUX_RIGHT, Proc_Right); auxKeyFunc(AUX_UP, Proc_Up); auxKeyFunc(AUX_DOWN, Proc_Down); auxKeyFunc(AUX_ESCAPE, Proc_Quit); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSELOC, Mouse_Proc); auxMainLoop(oGl_Render); return 0; }
void SetMode(long w, long h) { auxInitDisplayMode(AUX_SINGLE | AUX_RGBA); auxInitPosition(0, 0, w, h); auxInitWindow("Backlight Preview"); glOrtho(0.0f, (float)w, 0.0f, (float)h, 1.0f, -1.0f); glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_LINES); glVertex2i(0, 0); glVertex2i(w, h); glVertex2i(w, 0); glVertex2i(0, h); glEnd(); glFlush(); glBegin(GL_POINTS); }
void main() { float pos[4] = { 3, 3, 3, 1 }; float dir[3] = { -1, -1, -1 }; GLfloat mat_specular[] = { 1, 1, 1, 1 }; srand(time(0)); for (int i = 0; i < 50; i++) { initialize(x[i], y[i]); } auxInitPosition(50, 10, 400, 400); auxInitDisplayMode(AUX_RGB | AUX_DEPTH | AUX_DOUBLE); auxInitWindow("Controls"); auxIdleFunc(display); auxReshapeFunc(resize); glEnable(GL_DEPTH_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 128.0); auxKeyFunc(AUX_LEFT, Key_LEFT); auxKeyFunc(AUX_RIGHT, Key_RIGHT); auxKeyFunc(AUX_UP, Key_UP); auxKeyFunc(AUX_DOWN, Key_DOWN); auxMouseFunc(AUX_LEFTBUTTON, AUX_MOUSELOC, mouse); auxMainLoop(display); }
void main(int argc,char **argv) { if(Args(argc,argv)==GL_FALSE)auxQuit(); windW=600; windH=300; auxInitPosition(0,0,windW,windH); windType|=(rgb)?AUX_RGB:AUX_INDEX; windType|=(doubleBuffer)?AUX_DOUBLE:AUX_SINGLE; auxInitDisplayMode(windType); if(auxInitWindow("Primitive Test")==GL_FALSE)auxQuit(); Init(); auxExposeFunc((AUXEXPOSEPROC)Resize); auxReshapeFunc((AUXRESHAPEPROC)Resize); auxKeyFunc(AUX_1,KeyPress1); auxKeyFunc(AUX_2,KeyPress2); auxKeyFunc(AUX_3,KeyPress3); auxMainLoop(Paint); }
int main( int argc, const char *argv[] ) { // reads model into global glb_model; ON::Begin(); ON_TextLog error_log; ON_BOOL32 bOK; int window_width = 500; int window_height = 500; //double port_aspect = ((double)window_width)/((double)window_height); // read the file into model if ( argc != 2 ) { printf("Syntax: %s filename.3dm\n",argv[0] ); return 0; } const char* sFileName = argv[1]; printf("\nFile: %s\n", sFileName ); // read the file CModel model; if ( !model.Read( sFileName, &error_log ) ) { // read failed error_log.Print("Unable to read file %s\n",sFileName); return 1; } glb_model = &model; // set bbox = world bounding box of all the objects model.m_bbox = model.BoundingBox(); if ( !model.m_bbox.IsValid() ) { // nothing to look at in this model return 2; } // set model.m_view if ( model.m_settings.m_views.Count() > 0 ) { // use first viewport projection in file double angle; model.m_view.m_vp = model.m_settings.m_views[0].m_vp; model.m_view.m_target = model.m_settings.m_views[0].m_target; model.m_view.m_vp.GetCameraAngle( &angle ); model.m_view.m_vp.Extents( angle, model.m_bbox ); } else { GetDefaultView( model.m_bbox, model.m_view ); } // If needed, enlarge frustum so its aspect matches the window's aspect. // Since the Rhino file does not store the far frustum distance in the // file, viewports read from a Rhil file need to have the frustum's far // value set by inspecting the bounding box of the geometry to be // displayed. /////////////////////////////////////////////////////////////////// // // GL stuff starts here // for(;;) { #if defined(ON_EXAMPLE_GL_USE_GLAUX) wchar_t sWindowTitleString[256]; #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) char sWindowTitleString[256]; #endif sWindowTitleString[255] = 0; if ( argv[0] && argv[0][0] ) { int i; for ( i = 0; i < 254 && argv[0][i]; i++ ) sWindowTitleString[i] = argv[0][i]; sWindowTitleString[i] = 0; } #if defined(ON_EXAMPLE_GL_USE_GLAUX) auxInitPosition( 0, 0, window_width, window_height ); auxInitDisplayMode( AUX_SINGLE | AUX_RGB | AUX_DEPTH ); auxInitWindow( sWindowTitleString ); // register event handler functions auxIdleFunc( 0 ); auxReshapeFunc( myGLAUX_Reshape ); auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseLeftEvent ); auxMouseFunc( AUX_LEFTBUTTON, AUX_MOUSEUP, myGLAUX_MouseLeftEvent ); auxMouseFunc( AUX_MIDDLEBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseMiddleEvent ); auxMouseFunc( AUX_MIDDLEBUTTON, AUX_MOUSEUP, myGLAUX_MouseMiddleEvent ); auxMouseFunc( AUX_RIGHTBUTTON, AUX_MOUSEDOWN, myGLAUX_MouseRightEvent ); auxMouseFunc( AUX_RIGHTBUTTON, AUX_MOUSEUP, myGLAUX_MouseRightEvent ); auxKeyFunc( AUX_LEFT, myKeyLeftArrowEvent ); auxKeyFunc( AUX_RIGHT, myKeyRightArrowEvent ); auxKeyFunc( AUX_UP, myKeyUpArrowEvent ); auxKeyFunc( AUX_DOWN, myKeyDownArrowEvent ); auxKeyFunc( AUX_E, myKeyViewExtents ); auxKeyFunc( AUX_e, myKeyViewExtents ); auxKeyFunc( AUX_Z, myKeyViewExtents ); auxKeyFunc( AUX_z, myKeyViewExtents ); #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) glutInit(&argc,(char**)argv); glutInitWindowPosition( 0, 0); glutInitWindowSize( window_width, window_height ); glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH ); glutCreateWindow( sWindowTitleString ); // register event handler functions glutIdleFunc( 0 ); glutReshapeFunc( myGLUT_Reshape ); glutMouseFunc( myGLUT_MouseEvent ); glutKeyboardFunc( myGLUT_KeyboardEvent ); glutSpecialFunc( myGLUT_SpecialKeyEvent ); glutDisplayFunc( myDisplay ); #endif // setup model view matrix, GL defaults, and the GL NURBS renderer GLUnurbsObj* pTheGLNURBSRender = NULL; // OpenGL NURBS rendering context bOK = myInitGL( model.m_view.m_vp, pTheGLNURBSRender ); if ( bOK ) { // build display list myBuildDisplayList( glb_display_list_number, pTheGLNURBSRender, model ); // look at it #if defined(ON_EXAMPLE_GL_USE_GLAUX) auxMainLoop( myDisplay ); #endif #if defined(ON_EXAMPLE_GL_USE_GLUT) glutMainLoop( ); #endif } gluDeleteNurbsRenderer( pTheGLNURBSRender ); break; } // // GL stuff ends here // /////////////////////////////////////////////////////////////////// ON::End(); return 0; }
void InitWindow (void) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE); auxInitWindow ("qcsg"); }
int main(int pn, char **ps){ int i,j,pxc,c; double sx,second[4]; FILE *ic; char ss[60]; puts(" ###############################################################################"); puts(" # BZPhaseFlow - Phase Portraits Builder of the Belousov-Zhabotinsky reaction #"); puts(" # Copyright (C) Andrew B. Ryzhkov and Arcady V. Antipin, 1997-2006. Ver. 2.00 #"); puts(" # Ufa, Institute of Organic Chemistry, Laboratory of Chemical Kinetics #"); puts(" # Montreal, McGill University, Department of Oceanic and Atmospheric Sciences #"); puts(" # E-Mail: [email protected] WWW: http://RedAndr.ca/bz #"); puts(" ###############################################################################"); SetConsoleTitle("BZPhaseFlow 2.00"); /* for Borland */ // _clear87(); // _control87(MCW_EM, MCW_EM); /* defined in float.h */ if(pn<2) { ic=fopen("BZPhase.dat","rt"); if(ic!=NULL) { ReadData: do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&BegRange); do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%d" ,&NumPoints); do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&DeltaSolve); do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&ep); tor=ep; for(i=0;i<nk;i++) { do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&k[i]);} for(i=0;i<n ;i++) { do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&x[i]);} for(i=0;i<n ;i++) { do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&flowc0[i]);} printf("BegRange = %5.0f, NumPoints = %6d, DeltaSolve = %2.2f, Precision = %9.2E\n", BegRange,NumPoints,DeltaSolve,ep); for(i=0;i<n ;i++) printf("k[%2d] = %E, c0[%2d] = %E, flowc0[%2d] = %E\n", i+1, k[i], i+1, x[i], i+1, flowc0[i]); for(i=n;i<nk;i++) printf("k[%2d] = %E\n", i+1, k[i]); do fgets(ss,80,ic); while(ss[0]==';'); sscanf(ss,"%le",&xflow); // flow parametr printf("Flow parameter = %14.8E\n", xflow); fclose(ic); } else if(errno==2) { help(); return 1; } else { printf("Error opening file 'bzphase.dat' #%d\n",errno); return 2; } } else { if(pn>2) { puts("Opening file"); ic=fopen(ps[1],"rt"); if(ic==NULL) { printf("Error opening file '%s' #%d",ps[1],errno); return 2; } pm=malloc(pmax*sizeof(float)*4); if( pm == NULL ) { puts( "Unable to allocate memory\n" ); return -1; } puts("Reading file"); j=0; do { fscanf(ic,"%le %le %le %le",&t,&p(j,0),&p(j,1),&p(j,2)); j++; if (j%100==0) printf("\r %d",j); fflush(stdout); if (j==pmax) break; } while (!feof(ic)); fclose(ic); printf("\n%d points is readout\n",j-1); goto Show; } else { ic=fopen(ps[1],"rt"); if(ic!=NULL) goto ReadData; printf("Error opening file '%s' #%d\n",ps[1],errno); return 2; } } tor=ep; for(i=0;i<n;i++) yy[i]=x[i]; // begin concs printf("Calculate begining range: %10.2f",BegRange); fflush(stdout); Delta=BegRange; second[0]=(double)(GetTickCount())/1000; stepx(); second[1]=(double)(GetTickCount())/1000; printf("\n"); for(i=0;i<n ;i++) printf("c[%2d] = %20.12E\n",i+1,yy[i]); i=NumPoints*sizeof(float)*4; printf("Allocate %d bytes memory for %d points\n",i,NumPoints); pm=malloc(i); if( pm == NULL ) { puts( "Unable to allocate memory\n" ); return -1; } Delta=DeltaSolve; mj=NumPoints; mmj=(int)(t+mj*Delta); printf("Calculate until %d \n",mmj); second[2]=(double)(GetTickCount())/1000; for (j=0;j<mj;j++) { p(j,0)= (float)yy[2]; // Br- 2 p(j,1)= (float)yy[5]; // Me 5 p(j,2)= (float)yy[7]; // Br2 7 p(j,3)= (float)yy[9]; // Br' 9 //printf("%e %e %e %e\n",t,yy[2],yy[5],yy[7],yy[9]); if (j%1000==0) {printf("\r %6.2f %%",t*100/mmj); fflush(stdout);} stepx(); } second[3]=(double)(GetTickCount())/1000; printf("\nCalculation complete, elapsed time: %10.3f and %10.3f seconds\n",second[1]-second[0],second[3]-second[2]); stp=ms[6]; fun=ms[7]; jac=ms[8]; lum=ms[9]; slt=ms[10]; printf("Funs: %d Jacs: %d LUm: %d Slt: %d Steps: %d\n",fun,jac,lum,slt,stp); Show: pixcount=j-1; pxc=pixcount; puts("Search Max&Min"); maxpx=minpx=p(0,0); maxpy=minpy=p(0,1); maxpz=minpz=p(0,2); maxpw=minpw=p(0,3); for(c=1;c<pxc;c++) { sx=p(c,0); if(sx>maxpx) maxpx=sx; else if(sx<minpx) minpx=sx; sx=p(c,1); if(sx>maxpy) maxpy=sx; else if(sx<minpy) minpy=sx; sx=p(c,2); if(sx>maxpz) maxpz=sx; else if(sx<minpz) minpz=sx; sx=p(c,3); if(sx>maxpw) maxpw=sx; else if(sx<minpw) minpw=sx; } printf("Min[2]=%E Max[2]=%E\n",minpx,maxpx); printf("Min[5]=%E Max[5]=%E\n",minpy,maxpy); printf("Min[7]=%E Max[7]=%E\n",minpz,maxpz); printf("Min[9]=%E Max[9]=%E\n",minpw,maxpw); if(fabs(maxpx-minpx)<1e-10 && fabs(maxpy-minpy)<1e-10 && fabs(maxpz-minpz)<1e-10) { puts("I am sorry, but you have the attracting point only."); return 1; } puts("Stretching"); for(c=0;c<pxc;c++) { p(c,0)=(p(c,0)-minpx)/(maxpx-minpx)-0.5; p(c,1)=(p(c,1)-minpy)/(maxpy-minpy)-0.5; p(c,2)=(p(c,2)-minpz)/(maxpz-minpz)-0.5; p(c,3)=(p(c,3)-minpw)/(maxpw-minpw); } maxcor=1; puts("Go to graph"); help(); printf("Flow parameter = %14.8E\n", xflow); fflush(stdout); auxInitDisplayMode (AUX_DOUBLE | AUX_RGB | AUX_ACCUM | AUX_DEPTH24); auxInitPosition (0, 0, 700, 700); auxInitWindow ("BZPhase"); if (myinit()!=0) { puts("Error OpenGL initialization."); return 2; }; auxReshapeFunc (myReshape); auxKeyFunc (AUX_UP, rotx1); auxKeyFunc (AUX_DOWN, rotx2); auxKeyFunc (AUX_LEFT, roty1); auxKeyFunc (AUX_RIGHT, roty2); auxKeyFunc (AUX_SPACE, move0); auxKeyFunc (AUX_x, rotz1); auxKeyFunc (AUX_z, rotz2); auxKeyFunc (AUX_1, dis1); auxKeyFunc (AUX_2, dis2); auxKeyFunc (AUX_3, dis3); auxKeyFunc (AUX_4, glmodesw); auxKeyFunc (AUX_v, psize1); auxKeyFunc (AUX_c, psize2); auxKeyFunc (AUX_d, movex1); auxKeyFunc (AUX_a, movex2); auxKeyFunc (AUX_w, movey1); auxKeyFunc (AUX_s, movey2); auxKeyFunc (AUX_q, movez1); auxKeyFunc (AUX_e, movez2); auxKeyFunc (AUX_m, scale); auxKeyFunc (AUX_p, print); auxKeyFunc (AUX_r, par1); auxKeyFunc (AUX_t, par2); auxKeyFunc (AUX_y, par3); auxKeyFunc (AUX_u, par4); auxKeyFunc (AUX_i, par5); auxKeyFunc (AUX_o, par6); auxKeyFunc (AUX_f, par7); auxKeyFunc (AUX_g, par8); auxKeyFunc (AUX_h, par9); auxKeyFunc (AUX_j, para); auxKeyFunc (AUX_k, parb); auxKeyFunc (AUX_l, parc); auxMouseFunc (AUX_LEFTBUTTON , AUX_MOUSEUP, Mouse_leftup); auxMouseFunc (AUX_LEFTBUTTON , AUX_MOUSELOC, Mouse_move); auxIdleFunc (Calc); auxMainLoop(display); return(0); }