Added a GLView direct mode test app, a quick and dirty direct mode version of the BeBook GLView sample app.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@20463 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -1,3 +1,4 @@
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SubDir HAIKU_TOP src tests kits opengl ;
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SubInclude HAIKU_TOP src tests kits opengl glinfo ;
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SubInclude HAIKU_TOP src tests kits opengl direct_mode ;
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@@ -0,0 +1,245 @@
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// sample BGLView app from the Be Book, modified to stress direct mode support.
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#include <stdio.h>
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#include <Application.h>
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#include <DirectWindow.h>
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#include <CheckBox.h>
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#include <GLView.h>
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class SampleGLView : public BGLView
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{
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public:
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SampleGLView(BRect frame, uint32 type);
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virtual void AttachedToWindow(void);
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virtual void FrameResized(float newWidth, float newHeight);
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virtual void ErrorCallback(GLenum which);
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void Render(void);
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private:
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void gInit(void);
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void gDraw(void);
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void gReshape(int width, int height);
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float width;
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float height;
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};
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class SampleGLWindow : public BDirectWindow
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{
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public:
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SampleGLWindow(BRect frame, uint32 type);
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virtual bool QuitRequested();
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virtual void DirectConnected( direct_buffer_info *info );
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private:
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SampleGLView *theView;
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};
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class SampleGLApp : public BApplication
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{
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public:
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SampleGLApp();
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private:
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SampleGLWindow *theWindow;
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};
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SampleGLApp::SampleGLApp()
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: BApplication("application/x-vnd.sample")
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{
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BRect windowRect;
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uint32 type = BGL_RGB|BGL_DOUBLE;
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windowRect.Set(50, 50, 350, 350);
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theWindow = new SampleGLWindow(windowRect, type);
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}
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SampleGLWindow::SampleGLWindow(BRect frame, uint32 type)
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: BDirectWindow(frame, "OpenGL Test", B_TITLED_WINDOW, 0)
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{
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BRect r = Bounds();
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r.InsetBy(10, 10);
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theView = new SampleGLView(r, type);
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AddChild(theView);
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Show();
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theView->Render();
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}
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bool SampleGLWindow::QuitRequested()
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{
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theView->EnableDirectMode(false);
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be_app->PostMessage(B_QUIT_REQUESTED);
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return true;
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}
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void SampleGLWindow::DirectConnected(direct_buffer_info *info)
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{
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theView->DirectConnected(info);
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theView->EnableDirectMode(true);
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}
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SampleGLView::SampleGLView(BRect frame, uint32 type)
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: BGLView(frame, "SampleGLView", B_FOLLOW_ALL_SIDES, 0, type)
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{
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width = frame.right-frame.left;
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height = frame.bottom-frame.top;
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}
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void SampleGLView::AttachedToWindow(void)
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{
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LockGL();
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BGLView::AttachedToWindow();
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gInit();
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gReshape(width, height);
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UnlockGL();
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}
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void SampleGLView::FrameResized(float newWidth, float newHeight)
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{
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BGLView::FrameResized(newWidth, newHeight);
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LockGL();
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width = newWidth;
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height = newHeight;
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gReshape(width,height);
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UnlockGL();
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Render();
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}
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void SampleGLView::ErrorCallback(GLenum whichError)
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{
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// fprintf(stderr, "Unexpected error occured (%d):\\n", whichError);
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// fprintf(stderr, " %s\\n", gluErrorString(whichError));
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}
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// globals
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GLenum use_stipple_mode; // GL_TRUE to use dashed lines
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GLenum use_smooth_mode; // GL_TRUE to use anti-aliased lines
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GLint linesize; // Line width
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GLint pointsize; // Point diameter
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float pntA[3] = {
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-160.0, 0.0, 0.0
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};
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float pntB[3] = {
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-130.0, 0.0, 0.0
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};
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void SampleGLView::gInit(void)
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{
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glLineStipple(1, 0xF0E0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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use_stipple_mode = GL_FALSE;
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use_smooth_mode = GL_TRUE;
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linesize = 2;
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pointsize = 6;
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}
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void SampleGLView::gDraw(void)
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{
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GLint i;
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glClear(GL_COLOR_BUFFER_BIT);
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glLineWidth(linesize);
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/*
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if (use_stipple_mode) {
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glEnable(GL_LINE_STIPPLE);
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} else {
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glDisable(GL_LINE_STIPPLE);
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}
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*/
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glDisable(GL_POINT_SMOOTH);
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glPushMatrix();
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glPointSize(pointsize); // Set size for point
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for (i = 0; i < 360; i += 5) {
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glRotatef(5.0, 0,0,1); // Rotate right 5 degrees
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if (use_smooth_mode) {
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_BLEND);
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}
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glColor3f(1.0, 1.0, 0.0); // Set color for line
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glBegin(GL_LINE_STRIP); // And create the line
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glVertex3fv(pntA);
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glVertex3fv(pntB);
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glEnd();
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glDisable(GL_POINT_SMOOTH);
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glDisable(GL_BLEND);
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glColor3f(0.0, 1.0, 0.0); // Set color for point
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glBegin(GL_POINTS);
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glVertex3fv(pntA); // Draw point at one end
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glVertex3fv(pntB); // Draw point at other end
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glEnd();
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}
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glPopMatrix(); // Done with matrix
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}
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void SampleGLView::gReshape(int width, int height)
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{
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-175, 175, -175, 175, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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}
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void SampleGLView::Render(void)
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{
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LockGL();
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gDraw();
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SwapBuffers();
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UnlockGL();
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}
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int main(int argc, char *argv[])
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{
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SampleGLApp *app = new SampleGLApp;
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app->Run();
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delete app;
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return 0;
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}
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@@ -0,0 +1,15 @@
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SubDir HAIKU_TOP src tests kits opengl direct_mode ;
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SetSubDirSupportedPlatformsBeOSCompatible ;
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if $(TARGET_PLATFORM) != haiku {
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# Needed for <GL/glut.h>, not present in R5.
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# Unfortunately we also get the other headers there,
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# that we don't really want.
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UsePublicHeaders opengl ;
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}
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SimpleTest GLDirectMode :
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GLDirectMode.cpp
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: be game libGL.so
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;
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@@ -0,0 +1,97 @@
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## BeOS Generic Makefile v2.0 ##
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## Fill in this file to specify the project being created, and the referenced
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## makefile-engine will do all of the hard work for you. This handles both
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## Intel and PowerPC builds of the BeOS.
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## Application Specific Settings ---------------------------------------------
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# specify the name of the binary
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NAME= GLDirectMode
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# specify the type of binary
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# APP: Application
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# SHARED: Shared library or add-on
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# STATIC: Static library archive
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# DRIVER: Kernel Driver
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TYPE= APP
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# specify the source files to use
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# full paths or paths relative to the makefile can be included
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# all files, regardless of directory, will have their object
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# files created in the common object directory.
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# Note that this means this makefile will not work correctly
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# if two source files with the same name (source.c or source.cpp)
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# are included from different directories. Also note that spaces
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# in folder names do not work well with this makefile.
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SRCS= GLDirectMode.cpp
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# specify the resource files to use
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# full path or a relative path to the resource file can be used.
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RSRCS=
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# specify additional libraries to link against
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# there are two acceptable forms of library specifications
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# - if your library follows the naming pattern of:
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# libXXX.so or libXXX.a you can simply specify XXX
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# library: libbe.so entry: be
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#
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# - if your library does not follow the standard library
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# naming scheme you need to specify the path to the library
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# and it's name
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# library: my_lib.a entry: my_lib.a or path/my_lib.a
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LIBS= be GL game
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# specify additional paths to directories following the standard
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# libXXX.so or libXXX.a naming scheme. You can specify full paths
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# or paths relative to the makefile. The paths included may not
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# be recursive, so include all of the paths where libraries can
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# be found. Directories where source files are found are
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# automatically included.
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LIBPATHS=
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# additional paths to look for system headers
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# thes use the form: #include <header>
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# source file directories are NOT auto-included here
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SYSTEM_INCLUDE_PATHS = /boot/develop/headers/be/opengl/
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# additional paths to look for local headers
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# thes use the form: #include "header"
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# source file directories are automatically included
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LOCAL_INCLUDE_PATHS =
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# specify the level of optimization that you desire
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# NONE, SOME, FULL
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OPTIMIZE=
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# specify any preprocessor symbols to be defined. The symbols
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# will be set to a value of 1. For example specify DEBUG if you want
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# DEBUG=1 to be set when compiling.
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DEFINES=
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# specify special warning levels
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# if unspecified default warnings will be used
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# NONE = supress all warnings
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# ALL = enable all warnings
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WARNINGS = ALL
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# specify whether image symbols will be created
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# so that stack crawls in the debugger are meaningful
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# if TRUE symbols will be created
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SYMBOLS =
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# specify debug settings
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# if TRUE will allow application to be run from
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# a source-level debugger
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DEBUGGER =
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# specify additional compiler flags for all files
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COMPILER_FLAGS =
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# specify additional linker flags
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LINKER_FLAGS =
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## include the makefile-engine
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include /boot/develop/etc/makefile-engine
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