int main(int argc, char** argv) { //initialisation du contexte glut initGlut(argc, argv); Menu* menu = (Menu *) malloc(sizeof(Menu)); Game* game = (Game *) malloc(sizeof(Game)); //si probleme lors de la création du menu -> exit if (!MakeMenu(WINDOW_WIDTH, WINDOW_HEIGHT, menu, debut)) return EXIT_FAILURE; //si porblème lors de la création du game -> exit if (!MakeGame(game)) { printf("Erreur MakeGame !!"); return EXIT_FAILURE; } CallMenuDemarrage(menu, game); //liberation du *game FreeGame(game); free(game); game = NULL; //libéraiton du *menu free(menu); menu = NULL; return EXIT_SUCCESS; }
MainWindow::MainWindow(string filename) { // Save pointer to current instance. Later on we // will create a proper singleton here... MainWindow::master = this; // Init glut main window initGlut(); initGL(); for(int i = 0; i < 256; i++) { m_keyStates[i] = false; m_specialkeyStates[i] = false; } // Create a triangle mesh instance m_mesh = TriangleMeshFactory::instance().getMesh(filename); // Create a sky box string names[6]; names[0] = "box1.ppm"; names[1] = "box2.ppm"; names[2] = "box3.ppm"; names[3] = "box4.ppm"; names[4] = "box5.ppm"; names[5] = "box6.ppm"; m_skybox = new Skybox(2048, names); // Call main loop glutMainLoop(); }
// main() function // Initializes the user interface (and any user variables) // then hands over control to the event handler, which calls // display() whenever the GL window needs to be redrawn. int main(int argc, char** argv) { // Process program arguments if(argc != 3) { printf("Usage: demo [width] [height]\n"); printf("Using 800x600 window by default...\n"); Win[0] = 800; Win[1] = 600; } else { Win[0] = atoi(argv[1]); Win[1] = atoi(argv[2]); } // Initialize glut, glui, and opengl glutInit(&argc, argv); initGlut(argv[0]); initGlui(); initGl(); // Invoke the standard GLUT main event loop glutMainLoop(); return 0; // never reached }
int main(int argc, char **argv) { initGlut(&argc, argv); initServer(&argc, argv); glutMainLoop(); // Loop forever return 0; }
/* main function in embree namespace */ int main(int argc, char** argv) { /* create stream for parsing */ Ref<ParseStream> stream = new ParseStream(new CommandLineStream(argc, argv)); /* parse command line */ parseCommandLine(stream, FileName()); if (filename.str() == "") { printf("Error: No input OBJ file specified, use -i option.\n"); exit(1); } /* load scene */ loadOBJ(filename,g_mesh); /* initialize ISPC */ init(g_verbose); /* set scene */ setScene(g_mesh,g_pointLightPosition,g_pointLightIntensity,g_ambientLightIntensity); /* initialize GLUT */ initGlut("tutorial03",g_width,g_height,g_fullscreen,false); return 0; }
/* main function in embree namespace */ int main(int argc, char** argv) { /* create stream for parsing */ Ref<ParseStream> stream = new ParseStream(new CommandLineStream(argc, argv)); /* parse command line */ parseCommandLine(stream, FileName()); if (g_numThreads) g_rtcore += ",threads=" + std::stringOf(g_numThreads); /* initialize task scheduler */ #if !defined(__EXPORT_ALL_SYMBOLS__) TaskScheduler::create(g_numThreads); #endif /* load scene */ loadOBJ(filename,g_obj_scene); /* initialize ray tracing core */ init(g_rtcore.c_str()); /* send model */ set_scene(&g_obj_scene); /* initialize GLUT */ initGlut(tutorialName,g_width,g_height,g_fullscreen,true); return 0; }
int main(int argc, char** argv) { initGlut(argc, argv); initGlew(); game.init(); glutMainLoop(); }
// The ubiquituous main function. int main ( int argc, char** argv ) // Create Main Function For Bringing It All Together { // get the the filename from the commandline. if (argc!=2) { } //initialize glut specific items initGlut(argc, argv); //initialize openGL specific items initGL (); // tells glut to use a particular display function to redraw glutDisplayFunc(display); // allow the user to quit using the right mouse button menu // Set menu function callback g_iMenuId = glutCreateMenu(menufunc); // Set identifier for menu glutSetMenu(g_iMenuId); // Add quit option to menu glutAddMenuEntry("Quit",0); glutAddMenuEntry("Take a Snapshot",1); // Attach menu to right button clicks glutAttachMenu(GLUT_RIGHT_BUTTON); // Set idle function. You can change this to call code for your animation, // or place your animation code in doIdle glutIdleFunc(doIdle); // callback for keyboard input glutKeyboardFunc(keyboard); // callback for mouse drags glutMotionFunc(mousedrag); // callback for idle mouse movement glutPassiveMotionFunc(mouseidle); // callback for mouse button changes glutMouseFunc(mousebutton); //initialize global variables sky.init(); c.init("track"); glutMainLoop (); // Initialize The Main Loop return 0; }
MainWindow::MainWindow() { m_sizeX = 762; m_sizeY = 576; m_cam = NULL; m_mesh = NULL; m_oldX = m_oldY = 0; initGlut(); initCallbacks(); }
int main(int argc, char** argv) { srand((unsigned int)time(0)); //Seed the random number generator initGlut(argc, argv); initCallbacks(); glewInit(); init(); glutMainLoop(); return 0; }
/****************************************************************************** Main function. ******************************************************************************/ int main(int argc, char* argv[]) { HDErrorInfo error; printf("Starting application\n"); atexit(exitHandler); // Initialize the device. This needs to be called before any other // actions on the device are performed. ghHD = hdInitDevice(HD_DEFAULT_DEVICE); if (HD_DEVICE_ERROR(error = hdGetError())) { hduPrintError(stderr, &error, "Failed to initialize haptic device"); fprintf(stderr, "\nPress any key to quit.\n"); getchar(); exit(-1); } printf("Found device %s\n",hdGetString(HD_DEVICE_MODEL_TYPE)); hdEnable(HD_FORCE_OUTPUT); hdEnable(HD_MAX_FORCE_CLAMPING); hdStartScheduler(); if (HD_DEVICE_ERROR(error = hdGetError())) { hduPrintError(stderr, &error, "Failed to start scheduler"); fprintf(stderr, "\nPress any key to quit.\n"); getchar(); exit(-1); } initGlut(argc, argv); // Get the workspace dimensions. HDdouble maxWorkspace[6]; hdGetDoublev(HD_MAX_WORKSPACE_DIMENSIONS, maxWorkspace); // Low/left/back point of device workspace. hduVector3Dd LLB(maxWorkspace[0], maxWorkspace[1], maxWorkspace[2]); // Top/right/front point of device workspace. hduVector3Dd TRF(maxWorkspace[3], maxWorkspace[4], maxWorkspace[5]); initGraphics(LLB, TRF); // Application loop. CoulombForceField(); printf("Done\n"); return 0; }
void runEventLoop() { initGlut(); glutThreadId = boost::this_thread::get_id(); mainLoopRunning = true; while (mainLoopRunning) { #ifdef TARGET_OSX glutCheckLoop(); #elif TARGET_LINUX glutMainLoopEvent(); #endif } }
int main(int argc, char * argv[]) { if (!initGlut(argc, argv)) { return -1; } if (!kinect.init()) { return -2; } initOpenGL(); execute(); return 0; }
MainWindow::MainWindow(string filename) { // Save pointer to current instance. Later on we // will create a proper singleton here... MainWindow::master = this; // Init glut main window initGlut(); initGL(); for(int i = 0; i < 256; i++) { m_keyStates[i] = false; m_specialkeyStates[i] = false; } /* // Timestamp this point */ /* Timestamp t; */ Logger::instance() << "Start loading mesh."; // Create a triangle mesh instance m_mesh = TriangleMeshFactory::instance().getMesh(filename); // Create a sky box. We assume that a model was loaded beforehand // to ensure that the base path in texture factory was set correctly. // If not set it manually before creating the sky box!! string names[6]; names[0] = "box1.ppm"; names[1] = "box2.jpg"; names[2] = "box3.ppm"; names[3] = "box4.jpg"; names[4] = "box5.ppm"; names[5] = "box6.jpg"; Logger::instance() << "Start rendering."; m_skybox = new Skybox(2048, names); Logger::instance() << "Finished rendering."; /* // print elapsed time */ /* std::cout << t << std::endl; */ // Call main loop glutMainLoop(); }
void OpenGL::InitOpenGLContext(int argc, char** argv) { printf ("Initializing OpenGL Contex ... \n"); printf (" First Initialize OpenGL Context, So We Can Properly Set the GL for CUDA. \n"); printf (" This is Necessary in order to Achieve Optimal Performance with OpenGL/CUDA Interop. \n"); // GLUT Initialization initGlut(argc, argv); // Register OpenGL CallBack Functions OpenGLRegisterOpenGLCallBacks(); }
int main(int argc, char ** argv) { //init OpenGL context initGlut(argc, argv); initGlew(); OnInit(); glutCloseFunc(OnShutDown); glutDisplayFunc(OnRender); glutReshapeFunc(OnResize); glutMouseFunc(OnMouseDown); glutMotionFunc(OnMouseMove); glutKeyboardFunc(OnKeyDown); glutIdleFunc(OnIdle); glutMainLoop(); return 0; }
MainWindow::MainWindow() { // Save pointer to current instance. Later on we // will create a proper singleton here... MainWindow::master = this; for(int i = 0; i < 256; i++) { m_keyStates[i] = false; m_specialkeyStates[i] = false; } // Create a triangle mesh instance m_mesh = new TriangleMesh(arrow_faces, arrow_vertices, 248, 396); m_cam = Camera(0, 20, 100); // Init glut main window initGlut(); }
GlutWindow::GlutWindow(unsigned int const width, unsigned int const height, char const * title) { this->width = width; this->height = height; initGlut(); /* * Set up a basic window. This is not very generic, but * exactly what is needed to render a raster image transferred via * OpenCL. */ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE); glutInitWindowSize(width, height); glutInitWindowPosition(glutGet(GLUT_SCREEN_WIDTH) / 2 - width / 2, glutGet( GLUT_SCREEN_HEIGHT) / 2 - height / 2); glutWindowID = glutCreateWindow(title); glutWindows[glutWindowID] = this; glutDisplayFunc(glutWindowDisplay); glutReshapeFunc(glutWindowReshape); glutKeyboardFunc(glutKeypress); glutSpecialFunc(glutSpecialKeypress); glutMouseFunc(glutMouse); }
void Tutorial::Run() { #ifdef __TUT_VERSION #if __TUT_VERSION >= 17 if (_tutorialID >= 17) { char windowName[255]; sprintf(&windowName[0], "Tutorial %d", _tutorialID); if (!GLUTBackendCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, false, windowName)) { return; } #if __TUT_VERSION == 17 _tutorial = new Tutorial17(); #elif __TUT_VERSION == 18 _tutorial = new Tutorial18(); #elif __TUT_VERSION == 19 _tutorial = new Tutorial19(); #elif __TUT_VERSION == 20 _tutorial = new Tutorial20(); #elif __TUT_VERSION == 21 _tutorial = new Tutorial21(); #elif __TUT_VERSION == 22 _tutorial = new Tutorial22(); #elif __TUT_VERSION == 23 _tutorial = new Tutorial23(); #endif if (!_tutorial->Init(pVSFileName, pFSFileName)) { return; } char* version = (char*)glGetString(GL_VERSION); fprintf(stdout, "Version: '%s'\n", version); _tutorial->Run(); delete _tutorial; return; } #endif #endif initGlut(); initGlew(); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (_tutorialID == 16) { glFrontFace(GL_CW); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); } char* version = (char*)glGetString(GL_VERSION); fprintf(stdout, "Version: '%s'\n", version); /// /// Create vertex buffer: glGenBuffers, glBindBuffer, glBufferData. /// createVertexBuffer(); /// /// Create the index buffer: glGenBuffers, glBindBuffer, glBufferData. /// createIndexBuffer(); /// /// Read shaders from file, compile, verify and add to shader program. /// compileShaders(); if (_tutorialID == 16) { glUniform1i(_gSampler, 0); _pTexture = new Texture(GL_TEXTURE_2D, "/home/lparkin/Projects/S3/OpenGlDirsProject/LearnOpenGL-nonQt/Project/Content/test.png"); if (!_pTexture->Load()) { exit(1); } } /// /// Setup the perspective projection information. /// _gPersProjInfo.FOV = 60.0f; _gPersProjInfo.Height = WINDOW_HEIGHT_1_14; _gPersProjInfo.Width = WINDOW_WIDTH_1_14; _gPersProjInfo.zNear = 1.0f; _gPersProjInfo.zFar = 100.0f; /// /// Start the rendering loop. /// glutMainLoop(); }
int main( int argc, char** argv ) { bool setQuit = false; int capWidth = gw; int capHeight = gh; state.use_IPP = false; state.bqatest = false; unsigned int devN = 0; if( shrGetCmdLineArgumentu(argc, (const char **)argv, "device", &devN ) ) { printf("Using device %d\n", devN); } if( shrCheckCmdLineFlag( argc, (const char **)argv, "qatest") ) { printf("QA test mode.\n"); capture = NULL; state.bqatest = true; } else { printf("Attempting to initialize camera\n"); if( argc == 1 || (argc == 2 && strlen(argv[1]) == 1 && isdigit(argv[1][0]))) capture = cvCaptureFromCAM( argc == 2 ? argv[1][0] - '0' : 0 ); else if( argc == 2 ) capture = cvCaptureFromAVI( argv[1] ); } if( !capture ) { fprintf(stderr,"Could not initialize capturing...\n"); fprintf(stderr,"Attempting to use PGM files..\n"); } else { printf("Camera Initialized\n"); printf("Setting Size\n"); #ifdef _MSC_VER Sleep(5000); #else sleep(5); // pause 5 seconds before setting size on Mac , otherwise unstable #endif cvSetCaptureProperty(capture, CV_CAP_PROP_FRAME_WIDTH, gw); cvSetCaptureProperty(capture, CV_CAP_PROP_FRAME_HEIGHT, gh); } initGlut(argc,argv, gw, gh); initGLData(gw, gh, NULL); // Initialize openCL // loads the CL functions from the .cl files // also loads reference images../data/minicooper/frame10.pgm clCtx = initOCLFlow(vbo,devN); if( !capture ) { if( images[0].w != gw || images[0].h != gh || images[1].w != gw || images[1].h != gh ) { fprintf(stderr, "Bad image sizes supplied. Please use %d x %d images\n", gw, gh ); } // load the file into the texture (actually initOCLFLow loaded them into GPU but discarded them // so this is justa quick way to load them into the texture as well) unsigned int w, h; unsigned char *image_ub = NULL; shrLoadPGMub( "data/minicooper/frame10.pgm", (unsigned char **)&image_ub, &w, &h ); glBindTexture(GL_TEXTURE_RECTANGLE_NV, tex); glTexSubImage2D(GL_TEXTURE_RECTANGLE_NV, 0, 0, 0, gw, gh, GL_LUMINANCE, GL_UNSIGNED_BYTE, image_ub ); } glutMainLoop(); return 0; }
bool GlutApp::init() { initGlut(m_argc, m_argv); return true; }
// initalise display void initDisplay(int argc, char *argv[]) { initGlut(argc, argv); initGL(); }
RTresult sutilInitGlut(int* argc, char** argv) { return initGlut(argc, argv); }
Segregation(int window_width_, int window_height_, int width_, int height_, int num_teams_, double rate_population, double rate_friend_) : window_width(window_width_), window_height(window_height_), width(width_), height(height_), num_teams(num_teams_), rate_friend(rate_friend_), agent_vertex_vbo(0), agent_color_vbo(0), max_num_teams(5), empty(-1), mouse_button(0), translate_x(0), translate_y(0), scale_size(1), pause(false), single(false), fpsLimit(1), fpsCount(0), vsync(1), ticks(0) { if (num_teams > max_num_teams) { std::cerr << "Error: Invalid Number of Teams\n"; std::exit(0); } if (!initGlut()) { std::exit(0); } patch = (float)window_width / width; halfPatch = patch / 2; /* Calculating population */ one_team_population = width * height * rate_population / num_teams; population = one_team_population * num_teams; /* Initializing Parameters */ pos = std::vector< Point<int> >(population, Point<int>()); group = std::vector<int>(population, 0); space = std::vector<int>(width * height, -1);// empty: -1 int agent_id = 0; while (agent_id < population) { int x = mcl::Random::random(width); int y = mcl::Random::random(height); if (space[getOneDimIdx(x, y)] == empty) { pos[agent_id].x = x, pos[agent_id].y = y; space[getOneDimIdx(x, y)] = group[agent_id] = agent_id % num_teams; agent_id++; } } /* Setting Positions on Screen */ fp[0].x = halfPatch; fp[0].y = -1 * halfPatch; fp[1].x = -1 * halfPatch; fp[1].y = -1 * halfPatch; fp[2].x = -1 * halfPatch; fp[2].y = halfPatch; fp[3].x = halfPatch; fp[3].y = halfPatch; /* Setting Color */ color_set = std::vector<mcl::Color::ColorElement>(max_num_teams); color_set[0].value = mcl::Color::Red; color_set[1].value = mcl::Color::Green; color_set[2].value = mcl::Color::Yellow; color_set[3].value = mcl::Color::Blue; color_set[4].value = mcl::Color::Orange; createVertexBuffer(); createColorBuffer(); }
HapticApp::HapticApp(int width, int height) { initGlut(width, height); initHL(); _happ = this; _running = false; }
/// // main() for GLinterop example // int main(int argc, char** argv) { cl_device_id device = 0; imWidth = 256; imHeight = 256; vbolen = imHeight; initGlut(argc, argv, imWidth, imHeight); vbo = initVBO(vbolen); initTexture(imWidth, imHeight); // Create an OpenCL context on first available platform context = CreateContext(); if (context == NULL) { std::cerr << "Failed to create OpenCL context." << std::endl; return 1; } // Create a command-queue on the first device available // on the created context commandQueue = CreateCommandQueue(context, &device); if (commandQueue == NULL) { Cleanup(); return 1; } // Create OpenCL program from GLinterop.cl kernel source program = CreateProgram(context, device, "kernel/GLinterop.cl"); if (program == NULL) { Cleanup(); return 1; } // Create OpenCL kernel kernel = clCreateKernel(program, "init_vbo_kernel", NULL); if (kernel == NULL) { std::cerr << "Failed to create kernel" << std::endl; Cleanup(); return 1; } tex_kernel = clCreateKernel(program, "init_texture_kernel", NULL); if (tex_kernel == NULL) { std::cerr << "Failed to create kernel" << std::endl; Cleanup(); return 1; } // Create memory objects that will be used as arguments to // kernel if (!CreateMemObjects(context, tex, vbo, &cl_vbo_mem, &cl_tex_mem)) { Cleanup(); return 1; } // Perform some queries to get information about the OpenGL objects performQueries(); glutMainLoop(); std::cout << std::endl; std::cout << "Executed program succesfully." << std::endl; Cleanup(); return 0; }