glutSurfaceTexture.c

/*
 *  glutSurfaceTexture.cpp
 *  GLUTTest
 *
 *  Created by GGS on Wed Feb 12 2003.
 *  Copyright (c) 2003-2004 Apple. All rights reserved.
 *
 
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 */
 
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
 
#include <GLUT/glut.h>
#include <OpenGL/glext.h>
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
 
#include "trackball.h"
#include "stanfordbunny.h"
 
#define DTOR 0.0174532925
#define CROSSPROD(p1,p2,p3) \
   p3.x = p1.y*p2.z - p1.z*p2.y; \
   p3.y = p1.z*p2.x - p1.x*p2.z; \
   p3.z = p1.x*p2.y - p1.y*p2.x
 
enum {
    kTextureSize = 256
};
 
typedef struct {
   GLdouble x,y,z;
} recVec;
 
typedef struct {
    recVec viewPos; // View position
    recVec viewDir; // View direction vector
    recVec viewUp; // View up direction
    recVec rotPoint; // Point to rotate about
    GLdouble focalLength; // Focal Length along view direction
    GLdouble aperture; // gCamera aperture
    GLdouble eyeSep; // Eye separation
    GLint screenWidth,screenHeight; // current window/screen height and width
} recCamera;
 
GLfloat gShapeSize = 7.0f;
 
GLint gDollyPanStartPoint[2] = {0, 0};
GLfloat gTrackBallRotation [4] = {0.0, 0.0, 0.0, 0.0};
GLboolean gDolly = GL_FALSE;
GLboolean gPan = GL_FALSE;
GLboolean gTrackBall = GL_FALSE;
GLfloat gWorldRotation [4] = {100.0, -0.7, 0.6, 0.5};
 
GLboolean gRectTexture = GL_FALSE;
GLboolean gSurfaceTexture = GL_TRUE;
GLint gTextureWidth = kTextureSize;
GLint gTextureHeight = kTextureSize;
 
GLboolean gLines = GL_FALSE;
GLboolean gPolygons = GL_TRUE;
 
GLboolean gShowHelp = GL_TRUE;
GLboolean gShowInfo = GL_TRUE;
 
recCamera gCamera;
recVec gOrigin = {0.0, 0.0, 0.0};
 
int gLastKey = ' ';
 
int gMainWindow = 0, gTextureWindow = 0;
GLint gSurfaceTexName = 0;
GLint gTextureValid = 0;
 
GLuint gBunnyWireList = NULL;
GLuint gBunnySolidList = NULL;
GLboolean gBunnyLines = GL_FALSE;
 
 
// simple cube data
GLint cube_num_vertices = 8;
GLfloat cube_vertices [8][3] = {
{1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {-1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0},
{1.0, 1.0, -1.0}, {1.0, -1.0, -1.0}, {-1.0, -1.0, -1.0}, {-1.0, 1.0, -1.0} };
 
GLint num_faces = 6;
short cube_faces [6][4] = {
{3, 2, 1, 0}, {2, 3, 7, 6}, {0, 1, 5, 4}, {3, 0, 4, 7}, {1, 2, 6, 5}, {4, 5, 6, 7} };
GLdouble cube_texCoords [2][4] = {
{0.0, 0.0, 1.0, 1.0}, {0.0, 1.0, 1.0, 0.0} };
 
#pragma mark ---- gCamera control ----
 
void gCameraReset(void)
{
   gCamera.aperture = 40;
   gCamera.focalLength = 10;
   gCamera.rotPoint = gOrigin;
 
   gCamera.viewPos.x = 0.0;
   gCamera.viewPos.y = 0.0;
   gCamera.viewPos.z = -gCamera.focalLength;
   gCamera.viewDir.x = -gCamera.viewPos.x; 
   gCamera.viewDir.y = -gCamera.viewPos.y; 
   gCamera.viewDir.z = -gCamera.viewPos.z;
 
   gCamera.viewUp.x = 0;  
   gCamera.viewUp.y = 1; 
   gCamera.viewUp.z = 0;
}
 
#pragma mark ---- Utilities ----
 
void
drawGLString(GLfloat x, GLfloat y, char *string)
{
  int len, i;
 
  glRasterPos2f(x, y);
  len = (int) strlen(string);
  for (i = 0; i < len; i++) {
    glutBitmapCharacter(GLUT_BITMAP_HELVETICA_10, string[i]);
  }
}
 
 
#pragma mark ---- Drawing ----
 
 
void SetLighting(void)
{
    GLfloat mat_ambient[] = {0.329412, 0.223529, 0.027451, 1.0};
    GLfloat mat_diffuse[] = {0.780392, 0.568627, 0.113725, 1.0};
    GLfloat mat_specular[] = {0.992157, 0.941176, 0.807843, 1.0};
    GLfloat mat_shininess[] = {27.8974};
 
    GLfloat position[4] = {7.0,-7.0,12.0,0.0};
    GLfloat ambient[4]  = {0.2,0.2,0.2,1.0};
    GLfloat diffuse[4]  = {0.9,0.9,0.9,1.0};
    GLfloat specular[4] = {1.0,1.0,1.0,1.0};
    
    glMaterialfv (GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv (GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
    
    glLightfv(GL_LIGHT0,GL_POSITION,position);
    glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
    glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
    glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
    glEnable(GL_LIGHT0);
}
 
void drawGLText (GLint window_width, GLint window_height)
{
    char outString [256] = "";
    GLint matrixMode;
    GLint vp[4];
    GLint lineSpacing = 13;
    GLint line = 0;
    GLint startOffest = 7;
    
    glGetIntegerv(GL_VIEWPORT, vp);
    glViewport(0, 0, window_width, window_height);
    
    glGetIntegerv(GL_MATRIX_MODE, &matrixMode);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glScalef(2.0f / window_width, -2.0f / window_height, 1.0f);
    glTranslatef(-window_width / 2.0f, -window_height / 2.0f, 0.0f);
    
    // draw 
    glColor3f (1.0, 1.0, 0.0);
    if (gShowInfo) {
    
        sprintf (outString, "Camera Position: (%0.1f, %0.1f, %0.1f)", gCamera.viewPos.x, gCamera.viewPos.y, gCamera.viewPos.z);
        drawGLString (10, window_height - (lineSpacing * line++) - startOffest, outString);
        sprintf (outString, "Trackball Rotation: (%0.1f, %0.2f, %0.2f, %0.2f)", gTrackBallRotation[0], gTrackBallRotation[1], gTrackBallRotation[2], gTrackBallRotation[3]);
        drawGLString (10, window_height - (lineSpacing * line++) - startOffest, outString);
        sprintf (outString, "World Rotation: (%0.1f, %0.2f, %0.2f, %0.2f)", gWorldRotation[0], gWorldRotation[1], gWorldRotation[2], gWorldRotation[3]);
        drawGLString (10, window_height - (lineSpacing * line++) - startOffest, outString);
        sprintf (outString, "Aperture: %0.1f", gCamera.aperture);
        drawGLString (10, window_height - (lineSpacing * line++) - startOffest, outString);
        sprintf (outString, "Focus Distance: %0.1f", gCamera.focalLength);
        drawGLString (10, window_height - (lineSpacing * line++) - startOffest, outString);
    }
    
    if (gShowHelp) {
        line = 1;
        sprintf (outString, "Controls:\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "left button drag: rotate camera\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "right (or crtl-left) button drag: dolly (zoom) camera\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "arrows: aperture & focal length\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "S: toggle surface texture\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "H: toggle help\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
        sprintf (outString, "I: toggle info\n");
        drawGLString (10, (lineSpacing * line++) + startOffest, outString);
    }
    
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(matrixMode);
    
    glViewport(vp[0], vp[1], vp[2], vp[3]);
}
 
static void DrawCube (GLfloat fSize, GLint texWidth, GLint texHeight)
{
    long f, i;
    glEnable (GL_POLYGON_OFFSET_FILL);
    if (gPolygons)
    {
        glColor3f (1.0, 1.0, 1.0);
        glBegin (GL_QUADS);
        for (f = 0; f < num_faces; f++)
            for (i = 0; i < 4; i++)
            {
                glVertex3f(cube_vertices[cube_faces[f][i]][0] * fSize, cube_vertices[cube_faces[f][i]][1] * fSize, cube_vertices[cube_faces[f][i]][2] * fSize);
                glTexCoord2d (cube_texCoords [0][i] * (gRectTexture ? texWidth : 1.0f), 
                              cube_texCoords [1][i] * (gRectTexture ? texHeight : 1.0f));
            }
        glEnd ();
    }
    if (gLines)
    {
        glDisable(gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
        glColor3f (0.0, 1.0, 1.0);
        for (f = 0; f < num_faces; f++)
        {
            glBegin (GL_LINE_LOOP);
                for (i = 0; i < 4; i++)
                    glVertex3f(cube_vertices[cube_faces[f][i]][0] * fSize, cube_vertices[cube_faces[f][i]][1] * fSize, cube_vertices[cube_faces[f][i]][2] * fSize);
            glEnd ();
        }
    }
    glDisable (GL_POLYGON_OFFSET_FILL);
}
 
void initMain (void)
{
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);    
    glFrontFace(GL_CCW);
    glPolygonOffset (1.0, 1.0);
    glEnable (GL_ALPHA_TEST); 
    glAlphaFunc (GL_GREATER, 0.5);
 
    glPolygonOffset (1.0, 1.0);
        
    gRectTexture = gluCheckExtension ((GLubyte *)"GL_EXT_texture_rectangle", glGetString (GL_EXTENSIONS)); // can we use texture rectangle
    
    glClearColor (0.2f, 0.2f, 0.4f, 1.0f);
 
    glEnable (GL_BLEND);
    glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
    gLines = GL_FALSE; //  do not draw edges
    
    gCameraReset ();
}
 
void initTexture (void)
{
    glEnable(GL_DEPTH_TEST);
 
    glShadeModel(GL_SMOOTH);    
    glEnable(GL_CULL_FACE);
    glFrontFace(GL_CCW);
 
    glColor3f(1.0,1.0,1.0);
    gBunnySolidList = GenStanfordBunnySolidList ();
    gBunnyWireList = GenStanfordBunnyWireList ();
 
    glClearColor(0.0,0.0,0.0,0.0);
 
    SetLighting();
    glEnable(GL_LIGHTING);
    glDisable(gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D); // disable texturing
}
 
#pragma mark ---- GLUT callbacks ----
 
 
void reshape (int w, int h)
{
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    gCamera.screenWidth = w;
    gCamera.screenHeight = h;
    glutPostRedisplay();
}
 
void texturereshape (int w, int h)
{
    if (!gRectTexture) { // if we require power of two, do not resize
        glutReshapeWindow (kTextureSize, kTextureSize);
        return;
    }
    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    gTextureWidth = w;
    gTextureHeight = h;
    if (0 != gSurfaceTexName) { // force texture update
        glutSetWindow (gMainWindow);
        glDeleteTextures (1, &gSurfaceTexName);
        glFlush();
        gSurfaceTexName = 0;
        glutSetWindow (gTextureWindow);
    }
    glutPostRedisplay();
    glutPostWindowRedisplay(gMainWindow);
}
 
void texturedisplay(void)
{
    static GLfloat fRot [3] = { 0.0, 0.0, 0.0 };
    static GLfloat fVel [3] = { 0.3, 0.1, 0.2 };
    static GLfloat fAccel [3] = { 0.003, -0.005, 0.004 };
    GLfloat fVMax = 2.0;
    short i;
 
    // do spin velocities
    for (i = 0; i < 3; i++) {
        fVel[i] += fAccel[i];
        if (fVel[i] > fVMax) {
            fAccel[i] *= -1.0;
            fVel[i] = fVMax;
        } else if (fVel[i] < -fVMax) {
            fAccel[i] *= -1.0;
            fVel[i] = -fVMax;
        }
        fRot[i] += fVel[i];
        while (fRot[i] > 360.0)
            fRot[i] -= 360.0;
        while (fRot[i] < -360.0)
            fRot[i] += 360.0;
    }
 
    // Viewing transformation
    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    gluPerspective (45.0, 1.0, 1.0, 5.0);
 
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0, 0.0, -2.0);
 
    glRotatef (fRot[0], 1.0, 0.0, 0.0);
    glRotatef (fRot[1], 0.0, 1.0, 0.0);
    glRotatef (fRot[2], 0.0, 0.0, 1.0);
 
    // fill surface texture, this could be any GL content...
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    if (gBunnyLines) {
        glDisable (GL_LIGHTING);
        glColor3f (1.0, 1.0, 1.0); // no coloring
        glCallList (gBunnyWireList);
    } else {
        glEnable(GL_LIGHTING);
        glCallList (gBunnySolidList);
    }
    glutSwapBuffers();
    gTextureValid = 1;
}
 
void maindisplay(void)
{
    GLdouble ratio, radians, wd2;
    GLdouble left, right, top, bottom, near, far;
 
    if (!gTextureValid) { // ensure we have a valid texture to draw with
        glutSetWindow (gTextureWindow);
        texturedisplay();
        glutSetWindow (gMainWindow);
    }   
        
    near = -gCamera.viewPos.z - gShapeSize * 0.5;
    if (near < 0.1) near = 0.1;
    far = -gCamera.viewPos.z + gShapeSize * 0.5;
 
    // Misc stuff
    ratio  = gCamera.screenWidth / (double)gCamera.screenHeight;
    radians = DTOR * gCamera.aperture / 2;
    wd2     = near * tan(radians);
 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
    glMatrixMode (GL_PROJECTION);
    glLoadIdentity ();
    left  = - ratio * wd2;
    right =   ratio * wd2;
    top    =   wd2;
    bottom = - wd2;
    glFrustum (left, right, bottom, top, near, far);
    
    glMatrixMode (GL_MODELVIEW);
    glLoadIdentity ();
    gluLookAt (gCamera.viewPos.x, gCamera.viewPos.y, gCamera.viewPos.z,
            gCamera.viewPos.x + gCamera.viewDir.x,
            gCamera.viewPos.y + gCamera.viewDir.y,
            gCamera.viewPos.z + gCamera.viewDir.z,
            gCamera.viewUp.x, gCamera.viewUp.y ,gCamera.viewUp.z);
            
    // track ball rotation
    glRotatef (gTrackBallRotation[0], gTrackBallRotation[1], gTrackBallRotation[2], gTrackBallRotation[3]);
    glRotatef (gWorldRotation[0], gWorldRotation[1], gWorldRotation[2], gWorldRotation[3]);
    
    if (gSurfaceTexture) { // if surface texturing is on
        glEnable(gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D); // enable texturing 
#pragma mark === SurfaceTexture ===
        if (0 == gSurfaceTexName) {
            glGenTextures (1, &gSurfaceTexName);
            glBindTexture (gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D, gSurfaceTexName);
            // the following is superfluous for texture rectangle but required for texture 2D without mipmaps
            glTexParameterf (gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glutSurfaceTexture (gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D, GL_RGBA8, gTextureWindow);
        } else {
            glBindTexture (gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D, gSurfaceTexName);
        }
        glColor3f (1.0, 1.0, 1.0); // no coloring
    } else { // disable if no surface texture context
        glDisable(gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D);
        glColor3f (0.8f, 0.1f, 0.1f); // red cube
    }
    DrawCube(2.0, gTextureWidth, gTextureHeight); // draw a cube with the faces textured with surface texture
    glDisable(gRectTexture ? GL_TEXTURE_RECTANGLE_EXT : GL_TEXTURE_2D); // enable texturing 
 
    drawGLText (gCamera.screenWidth, gCamera.screenHeight);
    // this could be used for testing/exprimentation by forcing the texture to be deleted every frame
//  if (0 != gSurfaceTexName) { // force texture deletion
//      glDeleteTextures (1, &gSurfaceTexName);
//      gSurfaceTexName = 0;
//  }
    glutSwapBuffers();
}
 
void animate(void)
{
    // ensure we are current window (since are calling display directly)
    glutSetWindow (gTextureWindow);
    texturedisplay();
    glutPostWindowRedisplay(gMainWindow);
}
 
void special(int key, int px, int py)
{
  gLastKey = key;
  switch (key) {
    case GLUT_KEY_UP: // arrow forward, close in on world
        gCamera.focalLength -= 0.5f;
        if (gCamera.focalLength < 0.0f)
            gCamera.focalLength = 0.0f;
        glutPostRedisplay();
        break;
    case GLUT_KEY_DOWN: // arrow back, back away from world
        gCamera.focalLength += 0.5f;
        glutPostRedisplay();
        break;
    case GLUT_KEY_LEFT: // arrow left, smaller aperture
        gCamera.aperture -= 0.5f;
        if (gCamera.aperture < 0.0f)
            gCamera.aperture = 0.0f;
        glutPostRedisplay();
        break;
    case GLUT_KEY_RIGHT: // arrow right, larger aperture
        gCamera.aperture += 0.5f;
        glutPostRedisplay();
        break;
  }
}
 
void mouseDolly (int x, int y)
{
    if (gDolly) {
        GLfloat dolly = (gDollyPanStartPoint[1] - y) * -gCamera.viewPos.z / 200.0f;
        GLfloat eyeRelative = gCamera.eyeSep / gCamera.focalLength;
        gCamera.focalLength += gCamera.focalLength / gCamera.viewPos.z * dolly; 
        if (gCamera.focalLength < 1.0)
            gCamera.focalLength = 1.0;
        gCamera.eyeSep = gCamera.focalLength * eyeRelative;
        gCamera.viewPos.z += dolly;
        if (gCamera.viewPos.z == 0.0) // do not let z = 0.0
            gCamera.viewPos.z = 0.0001;
        gDollyPanStartPoint[0] = x;
        gDollyPanStartPoint[1] = y;
        glutPostRedisplay();
    }
}
 
void mousePan (int x, int y)
{
    if (gPan) {
        GLfloat panX = (gDollyPanStartPoint[0] - x) / (900.0f / -gCamera.viewPos.z);
        GLfloat panY = (gDollyPanStartPoint[1] - y) / (900.0f / -gCamera.viewPos.z);
        gCamera.viewPos.x -= panX;
        gCamera.viewPos.y -= panY;
        gDollyPanStartPoint[0] = x;
        gDollyPanStartPoint[1] = y;
        glutPostRedisplay();
    }
}
 
void mouseTrackball (int x, int y)
{
    if (gTrackBall) {
        rollToTrackball (x, y, gTrackBallRotation);
        glutPostRedisplay();
    }
}
 
void mouse (int button, int state, int x, int y)
{
    if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_DOWN)) {
        if (gDolly) { // if we are currently dollying, end dolly
            mouseDolly (x, y);
            gDolly = GL_FALSE;
            glutMotionFunc (NULL);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
            glutMotionFunc (NULL);
        } else if (gPan) {
            mousePan (x, y);
            gPan = GL_FALSE;
            glutMotionFunc (NULL);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
            glutMotionFunc (NULL);
        }
        startTrackball (x, y, 0, 0, gCamera.screenWidth, gCamera.screenHeight);
        glutMotionFunc (mouseTrackball);
        gTrackBall = GL_TRUE;
    } else if ((button == GLUT_LEFT_BUTTON) && (state == GLUT_UP)) {
        gTrackBall = GL_FALSE;
        glutMotionFunc (NULL);
        rollToTrackball (x, y, gTrackBallRotation);
        if (gTrackBallRotation[0] != 0.0)
            addToRotationTrackball (gTrackBallRotation, gWorldRotation);
        gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
    }
    else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_DOWN)) {
        if (gTrackBall) {// if we are currently trackballing, end trackball
            gTrackBall = GL_FALSE;
            glutMotionFunc (NULL);
            rollToTrackball (x, y, gTrackBallRotation);
            if (gTrackBallRotation[0] != 0.0)
                addToRotationTrackball (gTrackBallRotation, gWorldRotation);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
        } else if (gPan) {
            mousePan (x, y);
            gPan = GL_FALSE;
            glutMotionFunc (NULL);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
            glutMotionFunc (NULL);
        }
        gDollyPanStartPoint[0] = x;
        gDollyPanStartPoint[1] = y;
        glutMotionFunc (mouseDolly);
        gDolly = GL_TRUE;
    } else if ((button == GLUT_RIGHT_BUTTON) && (state == GLUT_UP)) {
        mouseDolly (x, y);
        gDolly = GL_FALSE;
        glutMotionFunc (NULL);
        gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
        glutMotionFunc (NULL);
    }
    else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_DOWN)) {
        if (gTrackBall) {// if we are currently trackballing, end trackball
            gTrackBall = GL_FALSE;
            glutMotionFunc (NULL);
            rollToTrackball (x, y, gTrackBallRotation);
            if (gTrackBallRotation[0] != 0.0)
                addToRotationTrackball (gTrackBallRotation, gWorldRotation);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
        } else if (gDolly) {
            mouseDolly (x, y);
            gDolly = GL_FALSE;
            glutMotionFunc (NULL);
            gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
            glutMotionFunc (NULL);
        }
        gDollyPanStartPoint[0] = x;
        gDollyPanStartPoint[1] = y;
        glutMotionFunc (mousePan);
        gPan = GL_TRUE;
    } else if ((button == GLUT_MIDDLE_BUTTON) && (state == GLUT_UP)) {
        mousePan (x, y);
        gPan = GL_FALSE;
        glutMotionFunc (NULL);
        gTrackBallRotation [0] = gTrackBallRotation [1] = gTrackBallRotation [2] = gTrackBallRotation [3] = 0.0f;
        glutMotionFunc (NULL);
    }
}
 
void key(unsigned char inkey, int px, int py)
{
  gLastKey = inkey;
  switch (inkey) {
    case 27:
        exit(0);
        break;
    case 'h': // help
    case 'H':
        gShowHelp =  1 - gShowHelp;
        glutPostWindowRedisplay(gMainWindow);
        break;
    case 'i': // info
    case 'I':
        gShowInfo =  1 - gShowInfo;
        glutPostWindowRedisplay(gMainWindow);
        break;
    case 's': // control surface texturing
    case 'S':
        gSurfaceTexture = 1 - gSurfaceTexture;
        break;
    case 'w': // wire frame
    case 'W':
        gBunnyLines = 1 - gBunnyLines;
        break;
  }
}
 
void mainclose (void)
{
    if (0 != gSurfaceTexName) { // force texture update
        glutSetWindow (gMainWindow);
        glDeleteTextures (1, &gSurfaceTexName);
        glFlush();
        gSurfaceTexName = 0;
    }
}
 
#pragma mark ---- main ----
 
int main (int argc, const char * argv[])
{
    glutInit(&argc, (char **)argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); // non-stereo for main window
    glutInitWindowPosition (300, 50);
    glutInitWindowSize (800, 600);
    gMainWindow = glutCreateWindow("GLUTSurfaceTexture");
 
    initMain(); // GL init
 
    glutReshapeFunc (reshape);
    glutDisplayFunc (maindisplay);
    glutKeyboardFunc (key);
    glutSpecialFunc (special);
    glutMouseFunc (mouse);
    glutWMCloseFunc (mainclose);
 
 
    glutInitWindowSize (kTextureSize, kTextureSize);
    glutInitWindowPosition (40, 50);
    gTextureWindow = glutCreateWindow("Surface Texture");
 
    initTexture(); // GL init
 
    glutKeyboardFunc (key);
    glutDisplayFunc (texturedisplay);
    glutReshapeFunc (texturereshape);
    glutIdleFunc (animate);
    glutWMCloseFunc (mainclose);
 
    glutMainLoop();
    return 0;
}