diff options
| author | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-10-06 18:21:25 +0000 |
|---|---|---|
| committer | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-10-06 18:21:25 +0000 |
| commit | f9039b2ae21988783feae9b362818e7923e82d14 (patch) | |
| tree | 6d6fe3679d73448758f9794e7d4d4f6b22a4adad /test/fractals.cxx | |
| parent | 67e89232f9ba067825a158734a09e0fa21aacbe3 (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.cxx | 779 |
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 |
