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authorMichael R Sweet <michael.r.sweet@gmail.com>1998-10-06 18:21:25 +0000
committerMichael R Sweet <michael.r.sweet@gmail.com>1998-10-06 18:21:25 +0000
commitf9039b2ae21988783feae9b362818e7923e82d14 (patch)
tree6d6fe3679d73448758f9794e7d4d4f6b22a4adad /test/fractals.cxx
parent67e89232f9ba067825a158734a09e0fa21aacbe3 (diff)
Initial revision
git-svn-id: file:///fltk/svn/fltk/trunk@2 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'test/fractals.cxx')
-rw-r--r--test/fractals.cxx779
1 files changed, 779 insertions, 0 deletions
diff --git a/test/fractals.cxx b/test/fractals.cxx
new file mode 100644
index 000000000..5eb783e51
--- /dev/null
+++ b/test/fractals.cxx
@@ -0,0 +1,779 @@
+/* Fractal drawing program
+ This is a GLUT demo program, with modifications to
+ demonstrate how to add fltk controls to a glut program. The glut
+ code is unchanged except for the end (search for fltk to find changes).
+*/
+
+#include <config.h>
+#if !HAVE_GL
+#include <FL/Fl.H>
+#include <FL/fl_message.H>
+int main(int, char**) {
+ fl_alert("This demo does not work without GL");
+ return 1;
+}
+#else
+/*
+ * To compile: cc -o fractals fractals.c -lGL -lGLU -lX11 -lglut -lXmu -lm
+ *
+ * Usage: fractals
+ *
+ * Homework 6, Part 2: fractal mountains and fractal trees
+ * (Pretty Late)
+ *
+ * Draws fractal mountains and trees -- and an island of mountains in water
+ * (I tried having trees on the island but it didn't work too well.)
+ *
+ * Two viewer modes: polar and flying (both restrained to y>0 for up vector).
+ * Keyboard 0->9 and +/- control speed when flying.
+ *
+ * Only keyboard commands are 0-9 and +/- for speed in flying mode.
+ *
+ * Fog would make the island look much better, but I couldn't get it to work
+ * correctly. Would line up on -z axis not from eye.
+ *
+ * Philip Winston - 3/4/95
+ * pwinston@hmc.edu
+ * http://www.cs.hmc.edu/people/pwinston
+ *
+ */
+
+#include <FL/glut.H>
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <limits.h> /* ULONG_MAX is defined here */
+#include <float.h> /* FLT_MAX is atleast defined here */
+
+#include <time.h> /* for random seed */
+
+#include "fracviewer.c" // changed from .h for fltk
+
+#if defined(WIN32) || defined(__EMX__)
+#define drand48() (((float) rand())/((float) RAND_MAX))
+#define srand48(x) (srand((x)))
+#endif
+
+typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF,
+ MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES,
+ AXES } DisplayLists;
+
+#define MAXLEVEL 8
+
+int Rebuild = 1, /* Rebuild display list in next display? */
+ Fract = TREE, /* What fractal are we building */
+ Level = 4; /* levels of recursion for fractals */
+
+int DrawAxes = 0;
+
+/***************************************************************/
+/************************* VECTOR JUNK *************************/
+/***************************************************************/
+
+ /* print vertex to stderr */
+void printvert(float v[3])
+{
+ fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]);
+}
+
+#if 0 // removed for FL, it is in fracviewer.c
+ /* normalizes v */
+void normalize(GLfloat v[3])
+{
+ GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
+
+ if (d == 0)
+ fprintf(stderr, "Zero length vector in normalize\n");
+ else
+ v[0] /= d; v[1] /= d; v[2] /= d;
+}
+
+ /* calculates a normalized crossproduct to v1, v2 */
+void ncrossprod(float v1[3], float v2[3], float cp[3])
+{
+ cp[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ cp[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ cp[2] = v1[0]*v2[1] - v1[1]*v2[0];
+ normalize(cp);
+}
+#endif
+
+ /* calculates normal to the triangle designated by v1, v2, v3 */
+void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3])
+{
+ float vec1[3], vec2[3];
+
+ vec1[0] = v3[0] - v1[0]; vec2[0] = v2[0] - v1[0];
+ vec1[1] = v3[1] - v1[1]; vec2[1] = v2[1] - v1[1];
+ vec1[2] = v3[2] - v1[2]; vec2[2] = v2[2] - v1[2];
+
+ ncrossprod(vec2, vec1, norm);
+}
+
+float xzlength(float v1[3], float v2[3])
+{
+ return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) +
+ (v1[2] - v2[2])*(v1[2] - v2[2]));
+}
+
+float xzslope(float v1[3], float v2[3])
+{
+ return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0]))
+ : FLT_MAX);
+}
+
+
+/***************************************************************/
+/************************ MOUNTAIN STUFF ***********************/
+/***************************************************************/
+
+GLfloat DispFactor[MAXLEVEL]; /* Array of what to multiply random number
+ by for a given level to get midpoint
+ displacement */
+GLfloat DispBias[MAXLEVEL]; /* Array of what to add to random number
+ before multiplying it by DispFactor */
+
+#define NUMRANDS 191
+float RandTable[NUMRANDS]; /* hash table of random numbers so we can
+ raise the same midpoints by the same amount */
+
+ /* The following are for permitting an edge of a moutain to be */
+ /* pegged so it won't be displaced up or down. This makes it */
+ /* easier to setup scenes and makes a single moutain look better */
+
+GLfloat Verts[3][3], /* Vertices of outside edges of mountain */
+ Slopes[3]; /* Slopes between these outside edges */
+int Pegged[3]; /* Is this edge pegged or not */
+
+ /*
+ * Comes up with a new table of random numbers [0,1)
+ */
+void InitRandTable(unsigned int seed)
+{
+ int i;
+
+ srand48((long) seed);
+ for (i = 0; i < NUMRANDS; i++)
+ RandTable[i] = drand48() - 0.5;
+}
+
+ /* calculate midpoint and displace it if required */
+void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
+ int edge, int level)
+{
+ unsigned hash;
+
+ mid[0] = (v1[0] + v2[0]) / 2;
+ mid[1] = (v1[1] + v2[1]) / 2;
+ mid[2] = (v1[2] + v2[2]) / 2;
+ if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid)
+ - Slopes[edge]) > 0.00001)) {
+ srand48((int)((v1[0]+v2[0])*23344));
+ hash = unsigned(drand48() * 7334334);
+ srand48((int)((v2[2]+v1[2])*43433));
+ hash = (unsigned)(drand48() * 634344 + hash) % NUMRANDS;
+ mid[1] += ((RandTable[hash] + DispBias[level]) * DispFactor[level]);
+ }
+}
+
+ /*
+ * Recursive moutain drawing routine -- from lecture with addition of
+ * allowing an edge to be pegged. This function requires the above
+ * globals to be set, as well as the Level global for fractal level
+ */
+static float cutoff = -1;
+
+void FMR(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int level)
+{
+ if (level == Level) {
+ GLfloat norm[3];
+ if (v1[1] <= cutoff && v2[1]<=cutoff && v3[1]<=cutoff) return;
+ triagnormal(v1, v2, v3, norm);
+ glNormal3fv(norm);
+ glVertex3fv(v1);
+ glVertex3fv(v2);
+ glVertex3fv(v3);
+
+ } else {
+ GLfloat m1[3], m2[3], m3[3];
+
+ Midpoint(m1, v1, v2, 0, level);
+ Midpoint(m2, v2, v3, 1, level);
+ Midpoint(m3, v3, v1, 2, level);
+
+ FMR(v1, m1, m3, level + 1);
+ FMR(m1, v2, m2, level + 1);
+ FMR(m3, m2, v3, level + 1);
+ FMR(m1, m2, m3, level + 1);
+ }
+}
+
+ /*
+ * sets up lookup tables and calls recursive mountain function
+ */
+void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
+ int pegged[3])
+{
+ GLfloat lengths[MAXLEVEL];
+ GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 };
+ GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 };
+ int i;
+ float avglen = (xzlength(v1, v2) +
+ xzlength(v2, v3) +
+ xzlength(v3, v1) / 3);
+
+ for (i = 0; i < 3; i++) {
+ Verts[0][i] = v1[i]; /* set mountain vertex globals */
+ Verts[1][i] = v2[i];
+ Verts[2][i] = v3[i];
+ Pegged[i] = pegged[i];
+ }
+
+ Slopes[0] = xzslope(Verts[0], Verts[1]); /* set edge slope globals */
+ Slopes[1] = xzslope(Verts[1], Verts[2]);
+ Slopes[2] = xzslope(Verts[2], Verts[0]);
+
+ lengths[0] = avglen;
+ for (i = 1; i < Level; i++) {
+ lengths[i] = lengths[i-1]/2; /* compute edge length for each level */
+ }
+
+ for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */
+ DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7]));
+ DispBias[i] = ((i <= 7) ? bias[i] : bias[7]);
+ }
+
+ glBegin(GL_TRIANGLES);
+ FMR(v1, v2, v3, 0); /* issues no GL but vertex calls */
+ glEnd();
+}
+
+ /*
+ * draw a mountain and build the display list
+ */
+void CreateMountain(void)
+{
+ GLfloat v1[3] = { 0, 0, -1 }, v2[3] = { -1, 0, 1 }, v3[3] = { 1, 0, 1 };
+ int pegged[3] = { 1, 1, 1 };
+
+ glNewList(MOUNTAIN, GL_COMPILE);
+ glPushAttrib(GL_LIGHTING_BIT);
+ glCallList(MOUNTAIN_MAT);
+ FractalMountain(v1, v2, v3, pegged);
+ glPopAttrib();
+ glEndList();
+}
+
+ /*
+ * new random numbers to make a different moutain
+ */
+void NewMountain(void)
+{
+ InitRandTable(time(NULL));
+}
+
+/***************************************************************/
+/***************************** TREE ****************************/
+/***************************************************************/
+
+long TreeSeed; /* for srand48 - remember so we can build "same tree"
+ at a different level */
+
+ /*
+ * recursive tree drawing thing, fleshed out from class notes pseudocode
+ */
+void FractalTree(int level)
+{
+ long savedseed; /* need to save seeds while building tree too */
+
+ if (level == Level) {
+ glPushMatrix();
+ glRotatef(drand48()*180, 0, 1, 0);
+ glCallList(STEMANDLEAVES);
+ glPopMatrix();
+ } else {
+ glCallList(STEM);
+ glPushMatrix();
+ glRotatef(drand48()*180, 0, 1, 0);
+ glTranslatef(0, 1, 0);
+ glScalef(0.7, 0.7, 0.7);
+
+ savedseed = (long)((ulong)drand48()*ULONG_MAX);
+ glPushMatrix();
+ glRotatef(110 + drand48()*40, 0, 1, 0);
+ glRotatef(30 + drand48()*20, 0, 0, 1);
+ FractalTree(level + 1);
+ glPopMatrix();
+
+ srand48(savedseed);
+ savedseed = (long)((ulong)drand48()*ULONG_MAX);
+ glPushMatrix();
+ glRotatef(-130 + drand48()*40, 0, 1, 0);
+ glRotatef(30 + drand48()*20, 0, 0, 1);
+ FractalTree(level + 1);
+ glPopMatrix();
+
+ srand48(savedseed);
+ glPushMatrix();
+ glRotatef(-20 + drand48()*40, 0, 1, 0);
+ glRotatef(30 + drand48()*20, 0, 0, 1);
+ FractalTree(level + 1);
+ glPopMatrix();
+
+ glPopMatrix();
+ }
+}
+
+ /*
+ * Create display lists for a leaf, a set of leaves, and a stem
+ */
+void CreateTreeLists(void)
+{
+ GLUquadricObj *cylquad = gluNewQuadric();
+ int i;
+
+ glNewList(STEM, GL_COMPILE);
+ glPushMatrix();
+ glRotatef(-90, 1, 0, 0);
+ gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 );
+ glPopMatrix();
+ glEndList();
+
+ glNewList(LEAF, GL_COMPILE); /* I think this was jeff allen's leaf idea */
+ glBegin(GL_TRIANGLES);
+ glNormal3f(-0.1, 0, 0.25); /* not normalized */
+ glVertex3f(0, 0, 0);
+ glVertex3f(0.25, 0.25, 0.1);
+ glVertex3f(0, 0.5, 0);
+
+ glNormal3f(0.1, 0, 0.25);
+ glVertex3f(0, 0, 0);
+ glVertex3f(0, 0.5, 0);
+ glVertex3f(-0.25, 0.25, 0.1);
+ glEnd();
+ glEndList();
+
+ glNewList(STEMANDLEAVES, GL_COMPILE);
+ glPushMatrix();
+ glPushAttrib(GL_LIGHTING_BIT);
+ glCallList(STEM);
+ glCallList(LEAF_MAT);
+ for(i = 0; i < 3; i++) {
+ glTranslatef(0, 0.333, 0);
+ glRotatef(90, 0, 1, 0);
+ glPushMatrix();
+ glRotatef(0, 0, 1, 0);
+ glRotatef(50, 1, 0, 0);
+ glCallList(LEAF);
+ glPopMatrix();
+ glPushMatrix();
+ glRotatef(180, 0, 1, 0);
+ glRotatef(60, 1, 0, 0);
+ glCallList(LEAF);
+ glPopMatrix();
+ }
+ glPopAttrib();
+ glPopMatrix();
+ glEndList();
+}
+
+ /*
+ * draw and build display list for tree
+ */
+void CreateTree(void)
+{
+ srand48(TreeSeed);
+
+ glNewList(TREE, GL_COMPILE);
+ glPushMatrix();
+ glPushAttrib(GL_LIGHTING_BIT);
+ glCallList(TREE_MAT);
+ glTranslatef(0, -1, 0);
+ FractalTree(0);
+ glPopAttrib();
+ glPopMatrix();
+ glEndList();
+}
+
+ /*
+ * new seed for a new tree (groan)
+ */
+void NewTree(void)
+{
+ TreeSeed = time(NULL);
+}
+
+/***************************************************************/
+/*********************** FRACTAL PLANET ************************/
+/***************************************************************/
+
+void CreateIsland(void)
+{
+ cutoff = .06;
+ CreateMountain();
+ cutoff = -1;
+ glNewList(ISLAND, GL_COMPILE);
+ glPushAttrib(GL_LIGHTING_BIT);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glCallList(WATER_MAT);
+
+ glBegin(GL_QUADS);
+ glNormal3f(0, 1, 0);
+ glVertex3f(10, 0.01, 10);
+ glVertex3f(10, 0.01, -10);
+ glVertex3f(-10, 0.01, -10);
+ glVertex3f(-10, 0.01, 10);
+ glEnd();
+
+ glPushMatrix();
+ glTranslatef(0, -0.1, 0);
+ glCallList(MOUNTAIN);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(135, 0, 1, 0);
+ glTranslatef(0.2, -0.15, -0.4);
+ glCallList(MOUNTAIN);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(-60, 0, 1, 0);
+ glTranslatef(0.7, -0.07, 0.5);
+ glCallList(MOUNTAIN);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(-175, 0, 1, 0);
+ glTranslatef(-0.7, -0.05, -0.5);
+ glCallList(MOUNTAIN);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(165, 0, 1, 0);
+ glTranslatef(-0.9, -0.12, 0.0);
+ glCallList(MOUNTAIN);
+ glPopMatrix();
+
+ glPopMatrix();
+ glPopAttrib();
+ glEndList();
+}
+
+
+void NewFractals(void)
+{
+ NewMountain();
+ NewTree();
+}
+
+void Create(int fract)
+{
+ switch(fract) {
+ case MOUNTAIN:
+ CreateMountain();
+ break;
+ case TREE:
+ CreateTree();
+ break;
+ case ISLAND:
+ CreateIsland();
+ break;
+ }
+}
+
+
+
+/***************************************************************/
+/**************************** OPENGL ***************************/
+/***************************************************************/
+
+
+void SetupMaterials(void)
+{
+ GLfloat mtn_ambuse[] = { 0.426, 0.256, 0.108, 1.0 };
+ GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 };
+ GLfloat mtn_shininess[] = { 10 };
+
+ GLfloat water_ambuse[] = { 0.0, 0.1, 0.5, 1.0 };
+ GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 };
+ GLfloat water_shininess[] = { 10 };
+
+ GLfloat tree_ambuse[] = { 0.4, 0.25, 0.1, 1.0 };
+ GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat tree_shininess[] = { 0 };
+
+ GLfloat leaf_ambuse[] = { 0.0, 0.8, 0.0, 1.0 };
+ GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 };
+ GLfloat leaf_shininess[] = { 10 };
+
+ glNewList(MOUNTAIN_MAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, mtn_specular);
+ glMaterialfv(GL_FRONT, GL_SHININESS, mtn_shininess);
+ glEndList();
+
+ glNewList(WATER_MAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, water_ambuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, water_specular);
+ glMaterialfv(GL_FRONT, GL_SHININESS, water_shininess);
+ glEndList();
+
+ glNewList(TREE_MAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tree_ambuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, tree_specular);
+ glMaterialfv(GL_FRONT, GL_SHININESS, tree_shininess);
+ glEndList();
+
+ glNewList(LEAF_MAT, GL_COMPILE);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, leaf_ambuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, leaf_specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, leaf_shininess);
+ glEndList();
+}
+
+void myGLInit(void)
+{
+ GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
+ GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
+ GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 };
+
+ GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
+
+ 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);
+
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glEnable(GL_NORMALIZE);
+#if 0
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+#endif
+
+ glShadeModel(GL_SMOOTH);
+#if 0
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#endif
+
+ SetupMaterials();
+ CreateTreeLists();
+
+ glFlush();
+}
+
+/***************************************************************/
+/************************ GLUT STUFF ***************************/
+/***************************************************************/
+
+void reshape(int w, int h)
+{
+ glViewport(0,0,w,h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(60.0, (GLdouble)w/h, 0.01, 100);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glFlush();
+}
+
+void display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glFlush();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glPushMatrix(); /* clear of last viewing xform, leaving perspective */
+
+ agvViewTransform();
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (Rebuild) {
+ Create(Fract);
+ Rebuild = 0;
+ }
+
+ glCallList(Fract);
+
+ if (DrawAxes)
+ glCallList(AXES);
+
+ glutSwapBuffers();
+ glFlush();
+}
+
+void visible(int v)
+{
+ if (v == GLUT_VISIBLE)
+ agvSetAllowIdle(1);
+ else {
+ glutIdleFunc(NULL);
+ agvSetAllowIdle(0);
+ }
+}
+
+void menuuse(int v)
+{
+ if (v == GLUT_MENU_NOT_IN_USE)
+ agvSetAllowIdle(1);
+ else {
+ glutIdleFunc(NULL);
+ agvSetAllowIdle(0);
+ }
+}
+
+/***************************************************************/
+/******************* MENU SETUP & HANDLING *********************/
+/***************************************************************/
+
+typedef enum { MENU_QUIT, MENU_RAND, MENU_MOVE, MENU_AXES } MenuChoices;
+
+void setlevel(int value)
+{
+ Level = value;
+ Rebuild = 1;
+ glutPostRedisplay();
+}
+
+void choosefract(int value)
+{
+ Fract = value;
+ Rebuild = 1;
+ glutPostRedisplay();
+}
+
+void handlemenu(int value)
+{
+ switch (value) {
+ case MENU_QUIT:
+ exit(0);
+ break;
+ case MENU_RAND:
+ NewFractals();
+ Rebuild = 1;
+ glutPostRedisplay();
+ break;
+ case MENU_AXES:
+ DrawAxes = !DrawAxes;
+ glutPostRedisplay();
+ break;
+ }
+}
+
+void MenuInit(void)
+{
+ int submenu3, submenu2, submenu1;
+
+ submenu1 = glutCreateMenu(setlevel);
+ glutAddMenuEntry("0", 0); glutAddMenuEntry("1", 1);
+ glutAddMenuEntry("2", 2); glutAddMenuEntry("3", 3);
+ glutAddMenuEntry("4", 4); glutAddMenuEntry("5", 5);
+ glutAddMenuEntry("6", 6); glutAddMenuEntry("7", 7);
+ glutAddMenuEntry("8", 8);
+
+ submenu2 = glutCreateMenu(choosefract);
+ glutAddMenuEntry("Moutain", MOUNTAIN);
+ glutAddMenuEntry("Tree", TREE);
+ glutAddMenuEntry("Island", ISLAND);
+
+ submenu3 = glutCreateMenu(agvSwitchMoveMode);
+ glutAddMenuEntry("Flying", FLYING);
+ glutAddMenuEntry("Polar", POLAR);
+
+ glutCreateMenu(handlemenu);
+ glutAddSubMenu("Level", submenu1);
+ glutAddSubMenu("Fractal", submenu2);
+ glutAddSubMenu("Movement", submenu3);
+ glutAddMenuEntry("New Fractal", MENU_RAND);
+ glutAddMenuEntry("Toggle Axes", MENU_AXES);
+ glutAddMenuEntry("Quit", MENU_QUIT);
+ glutAttachMenu(GLUT_RIGHT_BUTTON);
+}
+
+
+/***************************************************************/
+/**************************** MAIN *****************************/
+/***************************************************************/
+
+// fltk-style callbacks to Glut menu callback translators:
+void setlevel(Fl_Widget*, void *value) {setlevel(long(value));}
+
+void choosefract(Fl_Widget*, void *value) {choosefract(long(value));}
+
+void handlemenu(Fl_Widget*, void *value) {handlemenu(long(value));}
+
+#include <FL/Fl_Button.H>
+#include <FL/Fl_Group.H>
+#include <FL/Fl_Window.H>
+
+int main(int argc, char** argv)
+{
+// glutInit(&argc, argv); // this line removed for fltk
+
+ // create fltk window:
+ Fl_Window window(512+20, 512+100);
+ window.resizable(window);
+
+ // create a bunch of buttons:
+ Fl_Group *g = new Fl_Group(110,50,400-110,30,"Level:");
+ g->align(FL_ALIGN_LEFT);
+ g->begin();
+ Fl_Button *b;
+ b = new Fl_Button(110,50,30,30,"0"); b->callback(setlevel,(void*)0);
+ b = new Fl_Button(140,50,30,30,"1"); b->callback(setlevel,(void*)1);
+ b = new Fl_Button(170,50,30,30,"2"); b->callback(setlevel,(void*)2);
+ b = new Fl_Button(200,50,30,30,"3"); b->callback(setlevel,(void*)3);
+ b = new Fl_Button(230,50,30,30,"4"); b->callback(setlevel,(void*)4);
+ b = new Fl_Button(260,50,30,30,"5"); b->callback(setlevel,(void*)5);
+ b = new Fl_Button(290,50,30,30,"6"); b->callback(setlevel,(void*)6);
+ b = new Fl_Button(320,50,30,30,"7"); b->callback(setlevel,(void*)7);
+ b = new Fl_Button(350,50,30,30,"8"); b->callback(setlevel,(void*)8);
+ g->end();
+
+ b = new Fl_Button(400,50,100,30,"New Fractal"); b->callback(handlemenu,(void*)MENU_RAND);
+
+ b = new Fl_Button( 10,10,100,30,"Mountain"); b->callback(choosefract,(void*)MOUNTAIN);
+ b = new Fl_Button(110,10,100,30,"Tree"); b->callback(choosefract,(void*)TREE);
+ b = new Fl_Button(210,10,100,30,"Island"); b->callback(choosefract,(void*)ISLAND);
+ b = new Fl_Button(400,10,100,30,"Quit"); b->callback(handlemenu,(void*)MENU_QUIT);
+
+
+ window.show(argc,argv); // glut will die unless parent window visible
+ window.begin(); // this will cause Glut window to be a child
+ glutInitWindowSize(512, 512);
+ glutInitWindowPosition(10,90); // place it inside parent window
+ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
+ glutCreateWindow("Fractal Planet?");
+ window.end();
+ window.resizable(glut_window);
+
+ agvInit(1); /* 1 cause we don't have our own idle */
+
+ glutReshapeFunc(reshape);
+ glutDisplayFunc(display);
+ glutVisibilityFunc(visible);
+ glutMenuStateFunc(menuuse);
+
+ NewFractals();
+ agvMakeAxesList(AXES);
+ myGLInit();
+ MenuInit();
+
+ glutMainLoop(); // must use this rather than Fl::run if glutIdleFunc is used
+ return 0;
+}
+#endif