add freeglut (work in progress)
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94
Extras/freeglut/freeglut_display.c
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94
Extras/freeglut/freeglut_display.c
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/*
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* freeglut_display.c
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*
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* Display message posting, context buffer swapping.
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*
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* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
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* Written by Pawel W. Olszta, <olszta@sourceforge.net>
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* Creation date: Fri Dec 3 1999
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <GL/freeglut.h>
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#include "freeglut_internal.h"
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/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
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/*
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* Marks the current window to have the redisplay performed when possible...
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*/
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void FGAPIENTRY glutPostRedisplay( void )
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{
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPostRedisplay" );
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FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPostRedisplay" );
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fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
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}
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/*
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* Swaps the buffers for the current window (if any)
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*/
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void FGAPIENTRY glutSwapBuffers( void )
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{
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSwapBuffers" );
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FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSwapBuffers" );
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glFlush( );
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if( ! fgStructure.CurrentWindow->Window.DoubleBuffered )
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return;
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#if TARGET_HOST_UNIX_X11
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glXSwapBuffers( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
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#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
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SwapBuffers( fgStructure.CurrentWindow->Window.Device );
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#endif
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/* GLUT_FPS env var support */
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if( fgState.FPSInterval )
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{
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GLint t = glutGet( GLUT_ELAPSED_TIME );
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fgState.SwapCount++;
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if( fgState.SwapTime == 0 )
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fgState.SwapTime = t;
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else if( t - fgState.SwapTime > fgState.FPSInterval )
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{
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float time = 0.001f * ( t - fgState.SwapTime );
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float fps = ( float )fgState.SwapCount / time;
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fprintf( stderr,
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"freeglut: %d frames in %.2f seconds = %.2f FPS\n",
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fgState.SwapCount, time, fps );
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fgState.SwapTime = t;
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fgState.SwapCount = 0;
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}
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}
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}
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/*
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* Mark appropriate window to be displayed
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*/
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void FGAPIENTRY glutPostWindowRedisplay( int windowID )
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{
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SFG_Window* window;
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPostWindowRedisplay" );
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window = fgWindowByID( windowID );
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freeglut_return_if_fail( window );
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window->State.Redisplay = GL_TRUE;
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}
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/*** END OF FILE ***/
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