code format

This commit is contained in:
Lexxy Fox 2023-11-01 10:15:55 -05:00
parent 04fac81a8e
commit 6200685e52
2 changed files with 288 additions and 305 deletions

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@ -2,15 +2,15 @@
#define GLUT_WRAP_H #define GLUT_WRAP_H
#ifdef HAVE_FREEGLUT #ifdef HAVE_FREEGLUT
# include <GL/freeglut.h> #include <GL/freeglut.h>
#elif defined __APPLE__ #elif defined __APPLE__
# include <GLUT/glut.h> #include <GLUT/glut.h>
#else #else
# include <GL/glut.h> #include <GL/glut.h>
#endif #endif
#ifndef GLAPIENTRY #ifndef GLAPIENTRY
#define GLAPIENTRY #define GLAPIENTRY
#endif #endif
#endif /* ! GLUT_WRAP_H */ #endif /* ! GLUT_WRAP_H */

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@ -12,13 +12,11 @@
/* Conversion to GLUT by Mark J. Kilgard */ /* Conversion to GLUT by Mark J. Kilgard */
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "glut_wrap.h" #include "glut_wrap.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
static GLint T0 = 0; static GLint T0 = 0;
static GLint Frames = 0; static GLint Frames = 0;
@ -28,7 +26,6 @@ static GLboolean Visible = GL_TRUE;
static GLboolean Animate = GL_TRUE; static GLboolean Animate = GL_TRUE;
static GLfloat viewDist = 40.0; static GLfloat viewDist = 40.0;
/** /**
Draw a gear wheel. You'll probably want to call this function when Draw a gear wheel. You'll probably want to call this function when
@ -42,365 +39,351 @@ static GLfloat viewDist = 40.0;
**/ **/
static void static void gear(
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth,
GLint teeth, GLfloat tooth_depth) GLfloat tooth_depth
{ ) {
GLint i; GLint i;
GLfloat r0, r1, r2; GLfloat r0, r1, r2;
GLfloat angle, da; GLfloat angle, da;
GLfloat u, v, len; GLfloat u, v, len;
r0 = inner_radius; r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0; r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0; r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0; da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT); glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, 1.0); glNormal3f(0.0, 0.0, 1.0);
/* draw front face */ /* draw front face */
glBegin(GL_QUAD_STRIP); glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) { for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth; angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) { if (i < teeth) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); glVertex3f(
} r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5
} );
glEnd(); }
}
glEnd();
/* draw front sides of teeth */ /* draw front sides of teeth */
glBegin(GL_QUADS); glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0; da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) { for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth; angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
} }
glEnd(); glEnd();
glNormal3f(0.0, 0.0, -1.0); glNormal3f(0.0, 0.0, -1.0);
/* draw back face */ /* draw back face */
glBegin(GL_QUAD_STRIP); glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) { for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth; angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) { if (i < teeth) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
} );
} glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glEnd(); }
}
glEnd();
/* draw back sides of teeth */ /* draw back sides of teeth */
glBegin(GL_QUADS); glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0; da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) { for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth; angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); );
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); glVertex3f(
} r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5
glEnd(); );
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
}
glEnd();
/* draw outward faces of teeth */ /* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP); glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) { for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth; angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
u = r2 * cos(angle + da) - r1 * cos(angle); u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle); v = r2 * sin(angle + da) - r1 * sin(angle);
len = sqrt(u * u + v * v); len = sqrt(u * u + v * v);
u /= len; u /= len;
v /= len; v /= len;
glNormal3f(v, -u, 0.0); glNormal3f(v, -u, 0.0);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0); glNormal3f(cos(angle), sin(angle), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); glVertex3f(
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); );
glNormal3f(v, -u, 0.0); u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glNormal3f(v, -u, 0.0);
glNormal3f(cos(angle), sin(angle), 0.0); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
} glVertex3f(
r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
);
glNormal3f(cos(angle), sin(angle), 0.0);
}
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
glEnd(); glEnd();
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
} }
static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
static GLint gear1, gear2, gear3; static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0; static GLfloat angle = 0.0;
static void static void cleanup(void) {
cleanup(void) glDeleteLists(gear1, 1);
{ glDeleteLists(gear2, 1);
glDeleteLists(gear1, 1); glDeleteLists(gear3, 1);
glDeleteLists(gear2, 1); glutDestroyWindow(win);
glDeleteLists(gear3, 1);
glutDestroyWindow(win);
} }
static void static void draw(void) {
draw(void) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); glPushMatrix();
glTranslatef(0.0, 0.0, -viewDist); glTranslatef(0.0, 0.0, -viewDist);
glRotatef(view_rotx, 1.0, 0.0, 0.0); glRotatef(view_rotx, 1.0, 0.0, 0.0);
glRotatef(view_roty, 0.0, 1.0, 0.0); glRotatef(view_roty, 0.0, 1.0, 0.0);
glRotatef(view_rotz, 0.0, 0.0, 1.0); glRotatef(view_rotz, 0.0, 0.0, 1.0);
glPushMatrix(); glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0); glTranslatef(-3.0, -2.0, 0.0);
glRotatef(angle, 0.0, 0.0, 1.0); glRotatef(angle, 0.0, 0.0, 1.0);
glCallList(gear1); glCallList(gear1);
glPopMatrix(); glPopMatrix();
glPushMatrix(); glPushMatrix();
glTranslatef(3.1, -2.0, 0.0); glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
glCallList(gear2); glCallList(gear2);
glPopMatrix(); glPopMatrix();
glPushMatrix(); glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0); glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
glCallList(gear3); glCallList(gear3);
glPopMatrix(); glPopMatrix();
glPopMatrix(); glPopMatrix();
glutSwapBuffers(); glutSwapBuffers();
Frames++; Frames++;
{ {
GLint t = glutGet(GLUT_ELAPSED_TIME); GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 5000) { if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0; GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds; GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
fflush(stdout); fflush(stdout);
T0 = t; T0 = t;
Frames = 0; Frames = 0;
if ((t >= 999.0 * autoexit) && (autoexit)) { if ((t >= 999.0 * autoexit) && (autoexit)) {
cleanup(); cleanup();
exit(0); exit(0);
} }
} }
} }
} }
static void idle(void) {
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0) t0 = t;
dt = t - t0;
t0 = t;
static void angle += 70.0 * dt; /* 70 degrees per second */
idle(void) angle = fmod(angle, 360.0); /* prevents eventual overflow */
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
angle += 70.0 * dt; /* 70 degrees per second */ glutPostRedisplay();
angle = fmod(angle, 360.0); /* prevents eventual overflow */
glutPostRedisplay();
} }
static void static void update_idle_func(void) {
update_idle_func(void) if (Visible && Animate)
{ glutIdleFunc(idle);
if (Visible && Animate) else
glutIdleFunc(idle); glutIdleFunc(NULL);
else
glutIdleFunc(NULL);
} }
/* change view angle, exit upon ESC */ /* change view angle, exit upon ESC */
/* ARGSUSED1 */ /* ARGSUSED1 */
static void static void key(unsigned char k, int, int) {
key(unsigned char k, int x, int y) switch (k) {
{ case 'z':
switch (k) { view_rotz += 5.0;
case 'z': break;
view_rotz += 5.0; case 'Z':
break; view_rotz -= 5.0;
case 'Z': break;
view_rotz -= 5.0; case 'd':
break; viewDist += 1.0;
case 'd': break;
viewDist += 1.0; case 'D':
break; viewDist -= 1.0;
case 'D': break;
viewDist -= 1.0; case 'a':
break; Animate = !Animate;
case 'a': update_idle_func();
Animate = !Animate; break;
update_idle_func(); case 27: /* Escape */
break; cleanup();
case 27: /* Escape */ exit(0);
cleanup(); break;
exit(0); default:
break; return;
default: }
return; glutPostRedisplay();
}
glutPostRedisplay();
} }
/* change view angle */ /* change view angle */
/* ARGSUSED1 */ /* ARGSUSED1 */
static void static void special(int k, int, int) {
special(int k, int x, int y) switch (k) {
{ case GLUT_KEY_UP:
switch (k) { view_rotx += 5.0;
case GLUT_KEY_UP: break;
view_rotx += 5.0; case GLUT_KEY_DOWN:
break; view_rotx -= 5.0;
case GLUT_KEY_DOWN: break;
view_rotx -= 5.0; case GLUT_KEY_LEFT:
break; view_roty += 5.0;
case GLUT_KEY_LEFT: break;
view_roty += 5.0; case GLUT_KEY_RIGHT:
break; view_roty -= 5.0;
case GLUT_KEY_RIGHT: break;
view_roty -= 5.0; default:
break; return;
default: }
return; glutPostRedisplay();
}
glutPostRedisplay();
} }
/* new window size or exposure */ /* new window size or exposure */
static void static void reshape(int width, int height) {
reshape(int width, int height) GLfloat h = (GLfloat)height / (GLfloat)width;
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (GLint) width, (GLint) height); glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0); glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
} }
static void static void init(int argc, char *argv[]) {
init(int argc, char *argv[]) static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
{ static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0}; static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0}; GLint i;
static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
GLint i;
glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
/* make the gears */ /* make the gears */
gear1 = glGenLists(1); gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE); glNewList(gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0, 4.0, 1.0, 20, 0.7); gear(1.0, 4.0, 1.0, 20, 0.7);
glEndList(); glEndList();
gear2 = glGenLists(1); gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE); glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5, 2.0, 2.0, 10, 0.7); gear(0.5, 2.0, 2.0, 10, 0.7);
glEndList(); glEndList();
gear3 = glGenLists(1); gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE); glNewList(gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3, 2.0, 0.5, 10, 0.7); gear(1.3, 2.0, 0.5, 10, 0.7);
glEndList(); glEndList();
glEnable(GL_NORMALIZE); glEnable(GL_NORMALIZE);
for ( i=1; i<argc; i++ ) { for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-info")==0) { if (strcmp(argv[i], "-info") == 0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_RENDERER = %s\n", (char *)glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); printf("GL_VERSION = %s\n", (char *)glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); printf("GL_VENDOR = %s\n", (char *)glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); printf("GL_EXTENSIONS = %s\n", (char *)glGetString(GL_EXTENSIONS));
fflush(stdout); fflush(stdout);
} } else if (strcmp(argv[i], "-exit") == 0) {
else if ( strcmp(argv[i], "-exit")==0) { autoexit = 30;
autoexit = 30; printf("Auto Exit after %i seconds.\n", autoexit);
printf("Auto Exit after %i seconds.\n", autoexit ); fflush(stdout);
fflush(stdout); } else if (strcmp(argv[i], "-noanim") == 0) {
} Animate = GL_FALSE;
else if (strcmp(argv[i], "-noanim") == 0) { }
Animate = GL_FALSE; }
}
}
} }
static void visible(int vis) {
static void Visible = vis;
visible(int vis) update_idle_func();
{
Visible = vis;
update_idle_func();
} }
int main(int argc, char *argv[]) int main(int argc, char *argv[]) {
{ glutInitWindowSize(300, 300);
glutInitWindowSize(300, 300); glutInit(&argc, argv);
glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); win = glutCreateWindow("Gears");
win = glutCreateWindow("Gears"); init(argc, argv);
init(argc, argv);
glutDisplayFunc(draw); glutDisplayFunc(draw);
glutReshapeFunc(reshape); glutReshapeFunc(reshape);
glutKeyboardFunc(key); glutKeyboardFunc(key);
glutSpecialFunc(special); glutSpecialFunc(special);
glutVisibilityFunc(visible); glutVisibilityFunc(visible);
update_idle_func(); update_idle_func();
glutMainLoop(); glutMainLoop();
return 0; /* ANSI C requires main to return int. */ return 0; /* ANSI C requires main to return int. */
} }