Hash :
150528ab
Author :
Date :
2008-05-12T14:11:45
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/* -*- coding: utf-8 -*-
* FTGLDemo - simple demo for FTGL, the OpenGL font library
*
* Copyright (c) 2001-2004 Henry Maddocks <ftgl@opengl.geek.nz>
* 2008 Sam Hocevar <sam@zoy.org>
* 2008 Éric Beets <ericbeets@free.fr>
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#if defined HAVE_GL_GLUT_H
# include <GL/glut.h>
#elif defined HAVE_GLUT_GLUT_H
# include <GLUT/glut.h>
#else
# error GLUT headers not present
#endif
#include <FTGL/ftgl.h>
#include "tb.h"
#if !defined FONT_FILE
# ifdef WIN32
# define FONT_FILE "C:\\WINNT\\Fonts\\arial.ttf"
# else
// Put your font file here if configure did not find it.
# define FONT_FILE 0
# endif
#endif
#define EDITING 1
#define INTERACTIVE 2
#define FTGL_BITMAP 0
#define FTGL_PIXMAP 1
#define FTGL_OUTLINE 2
#define FTGL_POLYGON 3
#define FTGL_EXTRUDE 4
#define FTGL_TEXTURE 5
char const* fontfile = FONT_FILE;
int current_font = FTGL_EXTRUDE;
GLint w_win = 640, h_win = 480;
int mode = INTERACTIVE;
int carat = 0;
FTSimpleLayout simpleLayout;
FTLayout *layouts[] = { &simpleLayout, NULL };
int currentLayout = 0;
const int NumLayouts = 2;
const float InitialLineLength = 600.0f;
const float OX = -300;
const float OY = 170;
//wchar_t myString[16] = { 0x6FB3, 0x9580};
char myString[4096];
static FTFont* fonts[6];
static FTPixmapFont* infoFont;
static float textures[][48] =
{
{
1.0, 1.0, 1.0, 0.7, 0.7, 0.7, 1.0, 1.0, 1.0, 0.7, 0.7, 0.7,
0.7, 0.7, 0.7, 0.4, 0.4, 0.4, 0.7, 0.7, 0.7, 0.4, 0.4, 0.4,
1.0, 1.0, 1.0, 0.7, 0.7, 0.7, 1.0, 1.0, 1.0, 0.7, 0.7, 0.7,
0.7, 0.7, 0.7, 0.4, 0.4, 0.4, 0.7, 0.7, 0.7, 0.4, 0.4, 0.4,
},
{
0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1,
0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3,
0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1,
0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3, 0.3,
}
};
static GLuint textureID[2];
void SetCamera(void);
void setUpLighting()
{
// Set up lighting.
float light1_ambient[4] = { 0.5, 0.5, 0.5, 1.0 };
float light1_diffuse[4] = { 1.0, 0.9, 0.9, 1.0 };
float light1_specular[4] = { 1.0, 0.7, 0.7, 1.0 };
float light1_position[4] = { 400.0, 400.0, 100.0, 1.0 };
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glEnable(GL_LIGHT1);
float front_emission[4] = { 0.5, 0.4, 0.3, 0.0 };
float front_ambient[4] = { 0.4, 0.4, 0.4, 0.0 };
float front_diffuse[4] = { 0.95, 0.95, 0.8, 0.0 };
float front_specular[4] = { 0.8, 0.8, 0.8, 0.0 };
glMaterialfv(GL_FRONT, GL_EMISSION, front_emission);
glMaterialfv(GL_FRONT, GL_AMBIENT, front_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 25.0);
glColor4fv(front_diffuse);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
}
void setUpFonts(const char* file)
{
fonts[FTGL_BITMAP] = new FTBitmapFont(file);
fonts[FTGL_PIXMAP] = new FTPixmapFont(file);
fonts[FTGL_OUTLINE] = new FTOutlineFont(file);
fonts[FTGL_POLYGON] = new FTPolygonFont(file);
fonts[FTGL_EXTRUDE] = new FTExtrudeFont(file);
fonts[FTGL_TEXTURE] = new FTTextureFont(file);
for(int x = 0; x < 6; ++x)
{
if(fonts[x]->Error())
{
fprintf(stderr, "Failed to open font %s", file);
exit(1);
}
if(!fonts[x]->FaceSize(30))
{
fprintf(stderr, "Failed to set size");
exit(1);
}
fonts[x]->Depth(3.);
fonts[x]->Outset(-.5, 1.5);
fonts[x]->CharMap(ft_encoding_unicode);
}
infoFont = new FTPixmapFont(file);
if(infoFont->Error())
{
fprintf(stderr, "Failed to open font %s", file);
exit(1);
}
infoFont->FaceSize(18);
strcpy(myString, "OpenGL is a powerful software interface for graphics "
"hardware that allows graphics programmers to produce high-quality "
"color images of 3D objects.\nabc def ghij klm nop qrs tuv wxyz "
"ABC DEF GHIJ KLM NOP QRS TUV WXYZ 01 23 45 67 89");
}
void renderFontmetrics()
{
FTBBox bbox;
float x1, y1, z1, x2, y2, z2;
// If there is a layout, use it to compute the bbox, otherwise query as
// a string.
if(layouts[currentLayout])
bbox = layouts[currentLayout]->BBox(myString);
else
bbox = fonts[current_font]->BBox(myString);
x1 = bbox.Lower().Xf(); y1 = bbox.Lower().Yf(); z1 = bbox.Lower().Zf();
x2 = bbox.Upper().Xf(); y2 = bbox.Upper().Yf(); z2 = bbox.Upper().Zf();
// Draw the bounding box
glDisable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // GL_ONE_MINUS_SRC_ALPHA
glColor3f(0.0, 1.0, 0.0);
// Draw the front face
glBegin(GL_LINE_LOOP);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y2, z1);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y1, z1);
glEnd();
// Draw the back face
if(current_font == FTGL_EXTRUDE && z1 != z2)
{
glBegin(GL_LINE_LOOP);
glVertex3f(x1, y1, z2);
glVertex3f(x1, y2, z2);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y1, z2);
glEnd();
// Join the faces
glBegin(GL_LINES);
glVertex3f(x1, y1, z1);
glVertex3f(x1, y1, z2);
glVertex3f(x1, y2, z1);
glVertex3f(x1, y2, z2);
glVertex3f(x2, y2, z1);
glVertex3f(x2, y2, z2);
glVertex3f(x2, y1, z1);
glVertex3f(x2, y1, z2);
glEnd();
}
// Render layout-specific metrics
if(!layouts[currentLayout])
{
// There is no layout. Draw the baseline, Ascender and Descender
glBegin(GL_LINES);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(fonts[current_font]->Advance(myString).Xf(), 0.0, 0.0);
glVertex3f(0.0, fonts[current_font]->Ascender(), 0.0);
glVertex3f(0.0, fonts[current_font]->Descender(), 0.0);
glEnd();
}
else if(layouts[currentLayout]
&& (dynamic_cast <FTSimpleLayout *>(layouts[currentLayout])))
{
float lineWidth = ((FTSimpleLayout *)layouts[currentLayout])->GetLineLength();
// The layout is a SimpleLayout. Render guides that mark the edges
// of the wrap region.
glColor3f(0.5, 1.0, 1.0);
glBegin(GL_LINES);
glVertex3f(0, 10000, 0);
glVertex3f(0, -10000, 0);
glVertex3f(lineWidth, 10000, 0);
glVertex3f(lineWidth, -10000, 0);
glEnd();
}
// Draw the origin
glTranslatef(-OX, -OY,0);
glColor3f(1.0, 0.0, 0.0);
glPointSize(5.0);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
// Draw the axis
glColor3f(1, 0, 0);
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(100,0,0);
glEnd();
glColor3f(0, 1, 0);
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(0,100,0);
glEnd();
glColor3f(0, 0, 1);
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(0,0,100);
glEnd();
}
void renderFontInfo()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w_win, 0, h_win);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// draw mode
glColor3f(1.0, 1.0, 1.0);
glRasterPos2f(20.0f , h_win - (20.0f + infoFont->Ascender()));
switch(mode)
{
case EDITING:
infoFont->Render("Edit Mode");
break;
case INTERACTIVE:
break;
}
// draw font type
glRasterPos2i(20 , 20);
switch(current_font)
{
case FTGL_BITMAP:
infoFont->Render("Bitmap Font");
break;
case FTGL_PIXMAP:
infoFont->Render("Pixmap Font");
break;
case FTGL_OUTLINE:
infoFont->Render("Outline Font");
break;
case FTGL_POLYGON:
infoFont->Render("Polygon Font");
break;
case FTGL_EXTRUDE:
infoFont->Render("Extruded Font");
break;
case FTGL_TEXTURE:
infoFont->Render("Texture Font");
break;
}
glRasterPos2f(20.0f , 20.0f + infoFont->LineHeight());
infoFont->Render(fontfile);
// If the current layout is a SimpleLayout, output the alignemnt mode
if(layouts[currentLayout]
&& (dynamic_cast <FTSimpleLayout *>(layouts[currentLayout])))
{
glRasterPos2f(20.0f , 20.0f + 2*(infoFont->Ascender() - infoFont->Descender()));
// Output the alignment mode of the layout
switch (((FTSimpleLayout *)layouts[currentLayout])->GetAlignment())
{
case FTGL::ALIGN_LEFT:
infoFont->Render("Align Left");
break;
case FTGL::ALIGN_RIGHT:
infoFont->Render("Align Right");
break;
case FTGL::ALIGN_CENTER:
infoFont->Render("Align Center");
break;
case FTGL::ALIGN_JUSTIFY:
infoFont->Render("Align Justified");
break;
}
}
}
void do_display (void)
{
switch(current_font)
{
case FTGL_BITMAP:
case FTGL_PIXMAP:
case FTGL_OUTLINE:
glDisable(GL_TEXTURE_2D);
break;
case FTGL_POLYGON:
glDisable(GL_TEXTURE_2D);
setUpLighting();
break;
case FTGL_EXTRUDE:
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
setUpLighting();
glBindTexture(GL_TEXTURE_2D, textureID[0]);
break;
case FTGL_TEXTURE:
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
setUpLighting();
glNormal3f(0.0, 0.0, 1.0);
break;
}
glTranslatef(OX, OY,0);
// If you do want to switch the color of bitmaps rendered with glBitmap,
// you will need to explicitly call glRasterPos (or its ilk) to lock
// in a changed current color.
glPushMatrix();
glColor3f(1.0, 1.0, 1.0);
int renderMode = FTGL::RENDER_FRONT | FTGL::RENDER_BACK;
if(layouts[currentLayout])
layouts[currentLayout]->Render(myString, -1,
FTPoint(), renderMode);
else
fonts[current_font]->Render(myString, -1,
FTPoint(), FTPoint(), renderMode);
if(current_font == FTGL_EXTRUDE)
{
glBindTexture(GL_TEXTURE_2D, textureID[1]);
renderMode = FTGL::RENDER_SIDE;
if(layouts[currentLayout])
layouts[currentLayout]->Render(myString, -1,
FTPoint(), renderMode);
else
fonts[current_font]->Render(myString, -1,
FTPoint(), FTPoint(), renderMode);
}
glPopMatrix();
glPushMatrix();
renderFontmetrics();
glPopMatrix();
renderFontInfo();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetCamera();
switch(current_font)
{
case FTGL_BITMAP:
case FTGL_PIXMAP:
glRasterPos2i((long)(w_win / 2 + OX), (long)(h_win / 2 + OY));
glTranslatef(w_win / 2, h_win / 2, 0.0);
break;
case FTGL_OUTLINE:
case FTGL_POLYGON:
case FTGL_EXTRUDE:
case FTGL_TEXTURE:
tbMatrix();
break;
}
glPushMatrix();
do_display();
glPopMatrix();
glutSwapBuffers();
}
void myinit(const char* file)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.5, 0.5, 0.7, 0.0);
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(1.0, 1.0); // ????
SetCamera();
tbInit(GLUT_LEFT_BUTTON);
tbAnimate(GL_FALSE);
setUpFonts(file);
// Configure the SimpleLayout
simpleLayout.SetLineLength(InitialLineLength);
simpleLayout.SetFont(fonts[current_font]);
glGenTextures(2, textureID);
for(int i = 0; i < 2; i++)
{
glBindTexture(GL_TEXTURE_2D, textureID[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, GL_FLOAT,
textures[i]);
}
}
void parsekey(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
exit(0);
break;
case 13:
if(mode == EDITING)
{
mode = INTERACTIVE;
}
else
{
mode = EDITING;
carat = 0;
}
break;
case '\t':
// If current layout is a SimpleLayout, change its alignment properties
if(layouts[currentLayout]
&& (dynamic_cast <FTSimpleLayout *>(layouts[currentLayout])))
{
FTSimpleLayout *l = (FTSimpleLayout *)layouts[currentLayout];
// Decrement the layout
switch (l->GetAlignment())
{
case FTGL::ALIGN_LEFT:
l->SetAlignment(FTGL::ALIGN_RIGHT);
break;
case FTGL::ALIGN_RIGHT:
l->SetAlignment(FTGL::ALIGN_CENTER);
break;
case FTGL::ALIGN_CENTER:
l->SetAlignment(FTGL::ALIGN_JUSTIFY);
break;
case FTGL::ALIGN_JUSTIFY:
l->SetAlignment(FTGL::ALIGN_LEFT);
break;
}
}
break;
default:
if(mode == INTERACTIVE)
{
myString[0] = key;
myString[1] = 0;
}
else
{
myString[carat] = key;
myString[carat + 1] = 0;
carat = carat > 2000 ? 2000 : carat + 1;
}
break;
}
glutPostRedisplay();
}
void parseSpecialKey(int key, int x, int y)
{
FTSimpleLayout *l = NULL;
float s;
// If the currentLayout is a SimpleLayout store a pointer in l
if(layouts[currentLayout]
&& (dynamic_cast <FTSimpleLayout *>(layouts[currentLayout])))
{
l = (FTSimpleLayout *)layouts[currentLayout];
}
switch (key)
{
case GLUT_KEY_UP:
current_font = (current_font + 1) % 6;
break;
case GLUT_KEY_DOWN:
current_font = (current_font + 5) % 6;
break;
case GLUT_KEY_PAGE_UP:
currentLayout = (currentLayout + 1) % NumLayouts;
break;
case GLUT_KEY_PAGE_DOWN:
currentLayout = (currentLayout + NumLayouts - 1) % NumLayouts;
break;
case GLUT_KEY_HOME:
/* If the current layout is simple decrement its line length */
if (l) l->SetLineLength(l->GetLineLength() - 10.0f);
break;
case GLUT_KEY_END:
/* If the current layout is simple increment its line length */
if (l) l->SetLineLength(l->GetLineLength() + 10.0f);
break;
case GLUT_KEY_LEFT:
s = fonts[current_font]->FaceSize();
if(s >= 2)
fonts[current_font]->FaceSize(s - 1);
break;
case GLUT_KEY_RIGHT:
fonts[current_font]->FaceSize(fonts[current_font]->FaceSize() + 1);
break;
}
// If the current layout is a SimpleLayout, update its font.
if(l)
{
l->SetFont(fonts[current_font]);
}
glutPostRedisplay();
}
void motion(int x, int y)
{
tbMotion(x, y);
}
void mouse(int button, int state, int x, int y)
{
tbMouse(button, state, x, y);
}
void myReshape(int w, int h)
{
glMatrixMode (GL_MODELVIEW);
glViewport (0, 0, w, h);
glLoadIdentity();
w_win = w;
h_win = h;
SetCamera();
tbReshape(w_win, h_win);
}
void SetCamera(void)
{
switch(current_font)
{
case FTGL_BITMAP:
case FTGL_PIXMAP:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w_win, 0, h_win);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
break;
case FTGL_OUTLINE:
case FTGL_POLYGON:
case FTGL_EXTRUDE:
case FTGL_TEXTURE:
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(90, (float)w_win / (float)h_win, 1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, (float)h_win / 2.0f, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
break;
}
}
int main(int argc, char *argv[])
{
#ifndef __APPLE_CC__ // Bloody finder args???
if (argc == 2)
fontfile = argv[1];
#endif
if (!fontfile)
{
fprintf(stderr, "A font file must be specified on the command line\n");
exit(1);
}
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowPosition(50, 50);
glutInitWindowSize(w_win, h_win);
glutCreateWindow("FTGL TEST");
glutDisplayFunc(display);
glutKeyboardFunc(parsekey);
glutSpecialFunc(parseSpecialKey);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutReshapeFunc(myReshape);
glutIdleFunc(display);
myinit(fontfile);
glutMainLoop();
return 0;
}