windows-nt/Source/XPSP1/NT/multimedia/opengl/test/samples/tsphere.c
2020-09-26 16:20:57 +08:00

1034 lines
18 KiB
C

/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include "tk.h"
// Fix math definitions
#define cosf cos
#define sinf sin
#define FALSE 0
#define TRUE 1
#define PI 3.14159265358979323846
GLenum doubleBuffer, directRender;
int W = 400, H = 400;
char *imageFileName = 0;
TK_RGBImageRec *image;
int numComponents;
float *minFilter, *magFilter, *sWrapMode, *tWrapMode;
float decal[] = {GL_DECAL};
float modulate[] = {GL_MODULATE};
float repeat[] = {GL_REPEAT};
float clamp[] = {GL_CLAMP};
float nearest[] = {GL_NEAREST};
float linear[] = {GL_LINEAR};
float nearest_mipmap_nearest[] = {GL_NEAREST_MIPMAP_NEAREST};
float nearest_mipmap_linear[] = {GL_NEAREST_MIPMAP_LINEAR};
float linear_mipmap_nearest[] = {GL_LINEAR_MIPMAP_NEAREST};
float linear_mipmap_linear[] = {GL_LINEAR_MIPMAP_LINEAR};
GLint sphereMap[] = {GL_SPHERE_MAP};
float xRotation = 0.0, yRotation = 0.0;
float zTranslate = -4.0;
GLenum autoRotate = TRUE;
GLenum deepestColor = TK_GREEN;
GLenum isLit = TRUE;
GLenum isFogged = FALSE;
float *textureEnvironment = modulate;
struct MipMap {
int width, height;
unsigned char *data;
};
int cube, cage, cylinder, torus, genericObject;
float c[6][4][4][3] = {
{
{
{
1.0, 1.0, -1.0
},
{
0.0, 1.0, -1.0
},
{
0.0, 0.0, -1.0
},
{
1.0, 0.0, -1.0
},
},
{
{
0.0, 1.0, -1.0
},
{
-1.0, 1.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
0.0, 0.0, -1.0
},
},
{
{
0.0, 0.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
-1.0, -1.0, -1.0
},
{
0.0, -1.0, -1.0
},
},
{
{
1.0, 0.0, -1.0
},
{
0.0, 0.0, -1.0
},
{
0.0, -1.0, -1.0
},
{
1.0, -1.0, -1.0
},
},
},
{
{
{
1.0, 1.0, 1.0
},
{
1.0, 1.0, 0.0
},
{
1.0, 0.0, 0.0
},
{
1.0, 0.0, 1.0
},
},
{
{
1.0, 1.0, 0.0
},
{
1.0, 1.0, -1.0
},
{
1.0, 0.0, -1.0
},
{
1.0, 0.0, 0.0
},
},
{
{
1.0, 0.0, -1.0
},
{
1.0, -1.0, -1.0
},
{
1.0, -1.0, 0.0
},
{
1.0, 0.0, 0.0
},
},
{
{
1.0, 0.0, 0.0
},
{
1.0, -1.0, 0.0
},
{
1.0, -1.0, 1.0
},
{
1.0, 0.0, 1.0
},
},
},
{
{
{
-1.0, 1.0, 1.0
},
{
0.0, 1.0, 1.0
},
{
0.0, 0.0, 1.0
},
{
-1.0, 0.0, 1.0
},
},
{
{
0.0, 1.0, 1.0
},
{
1.0, 1.0, 1.0
},
{
1.0, 0.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
{
{
1.0, 0.0, 1.0
},
{
1.0, -1.0, 1.0
},
{
0.0, -1.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
{
{
0.0, -1.0, 1.0
},
{
-1.0, -1.0, 1.0
},
{
-1.0, 0.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
},
{
{
{
-1.0, 1.0, -1.0
},
{
-1.0, 1.0, 0.0
},
{
-1.0, 0.0, 0.0
},
{
-1.0, 0.0, -1.0
},
},
{
{
-1.0, 1.0, 0.0
},
{
-1.0, 1.0, 1.0
},
{
-1.0, 0.0, 1.0
},
{
-1.0, 0.0, 0.0
},
},
{
{
-1.0, 0.0, 1.0
},
{
-1.0, -1.0, 1.0
},
{
-1.0, -1.0, 0.0
},
{
-1.0, 0.0, 0.0
},
},
{
{
-1.0, -1.0, 0.0
},
{
-1.0, -1.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
-1.0, 0.0, 0.0
},
},
},
{
{
{
-1.0, 1.0, 1.0
},
{
-1.0, 1.0, 0.0
},
{
0.0, 1.0, 0.0
},
{
0.0, 1.0, 1.0
},
},
{
{
-1.0, 1.0, 0.0
},
{
-1.0, 1.0, -1.0
},
{
0.0, 1.0, -1.0
},
{
0.0, 1.0, 0.0
},
},
{
{
0.0, 1.0, -1.0
},
{
1.0, 1.0, -1.0
},
{
1.0, 1.0, 0.0
},
{
0.0, 1.0, 0.0
},
},
{
{
1.0, 1.0, 0.0
},
{
1.0, 1.0, 1.0
},
{
0.0, 1.0, 1.0
},
{
0.0, 1.0, 0.0
},
},
},
{
{
{
-1.0, -1.0, -1.0
},
{
-1.0, -1.0, 0.0
},
{
0.0, -1.0, 0.0
},
{
0.0, -1.0, -1.0
},
},
{
{
-1.0, -1.0, 0.0
},
{
-1.0, -1.0, 1.0
},
{
0.0, -1.0, 1.0
},
{
0.0, -1.0, 0.0
},
},
{
{
0.0, -1.0, 1.0
},
{
1.0, -1.0, 1.0
},
{
1.0, -1.0, 0.0
},
{
0.0, -1.0, 0.0
},
},
{
{
1.0, -1.0, 0.0
},
{
1.0, -1.0, -1.0
},
{
0.0, -1.0, -1.0
},
{
0.0, -1.0, 0.0
},
},
}
};
float n[6][3] = {
{
0.0, 0.0, -1.0
},
{
1.0, 0.0, 0.0
},
{
0.0, 0.0, 1.0
},
{
-1.0, 0.0, 0.0
},
{
0.0, 1.0, 0.0
},
{
0.0, -1.0, 0.0
}
};
GLfloat identity[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
void BuildCylinder(int numEdges)
{
int i, top = 1.0, bottom = -1.0;
float x[100], y[100], angle;
for (i = 0; i <= numEdges; i++) {
angle = i * 2.0 * PI / numEdges;
x[i] = cosf(angle);
y[i] = sinf(angle);
}
glNewList(cylinder, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i <= numEdges; i++) {
glNormal3f(x[i], y[i], 0.0);
glVertex3f(x[i], y[i], bottom);
glVertex3f(x[i], y[i], top);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, top);
for (i = 0; i <= numEdges; i++) {
glVertex3f(x[i], -y[i], top);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0, 0.0, -1.0);
glVertex3f(0.0, 0.0, bottom);
for (i = 0; i <= numEdges; i++) {
glVertex3f(x[i], y[i], bottom);
}
glEnd();
glEndList();
}
void BuildTorus(float rc, int numc, float rt, int numt)
{
int i, j, k;
double s, t;
double x, y, z;
double pi, twopi;
pi = 3.14159265358979323846;
twopi = 2.0 * pi;
glNewList(torus, GL_COMPILE);
for (i = 0; i < numc; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= numt; j++) {
for (k = 0; k <= 1; k++) {
s = (i + k) % numc + 0.5;
t = j % numt;
x = cos(t*twopi/numt) * cos(s*twopi/numc);
y = sin(t*twopi/numt) * cos(s*twopi/numc);
z = sin(s*twopi/numc);
glNormal3f(x, y, z);
x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
z = rc * sin(s*twopi/numc);
glVertex3f(x, y, z);
}
}
glEnd();
}
glEndList();
}
void BuildCage(void)
{
int i, j;
float inc;
float right, left, top, bottom, front, back;
front = 0.0;
back = -8.0;
left = -4.0;
bottom = -4.0;
right = 4.0;
top = 4.0;
inc = 2.0 * 4.0 * 0.1;
glNewList(cage, GL_COMPILE);
for (i = 0; i < 10; i++) {
/*
** Back
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, back);
glVertex3f(left+i*inc, bottom, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom+i*inc, back);
glVertex3f(left, bottom+i*inc, back);
glEnd();
/*
** Front
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, front);
glVertex3f(left+i*inc, bottom, front);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom+i*inc, front);
glVertex3f(left, bottom+i*inc, front);
glEnd();
/*
** Left
*/
glBegin(GL_LINES);
glVertex3f(left, bottom+i*inc, front);
glVertex3f(left, bottom+i*inc, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(left, top, back+i*inc);
glVertex3f(left, bottom, back+i*inc);
glEnd();
/*
** Right
*/
glBegin(GL_LINES);
glVertex3f(right, top-i*inc, front);
glVertex3f(right, top-i*inc, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, top, back+i*inc);
glVertex3f(right, bottom, back+i*inc);
glEnd();
/*
** Top
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, front);
glVertex3f(left+i*inc, top, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, top, back+i*inc);
glVertex3f(left, top, back+i*inc);
glEnd();
/*
** Bottom
*/
glBegin(GL_LINES);
glVertex3f(right-i*inc, bottom, front);
glVertex3f(right-i*inc, bottom, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom, back+i*inc);
glVertex3f(left, bottom, back+i*inc);
glEnd();
}
glEndList();
}
void BuildCube(void)
{
int i, j;
glNewList(cube, GL_COMPILE);
for (i = 0; i < 6; i++) {
for (j = 0; j < 4; j++) {
glNormal3fv(n[i]);
glBegin(GL_POLYGON);
glVertex3fv(c[i][j][0]);
glVertex3fv(c[i][j][1]);
glVertex3fv(c[i][j][2]);
glVertex3fv(c[i][j][3]);
glEnd();
}
}
glEndList();
}
void BuildLists(void)
{
cube = glGenLists(1);
BuildCube();
cage = glGenLists(2);
BuildCage();
cylinder = glGenLists(3);
BuildCylinder(60);
torus = glGenLists(4);
BuildTorus(0.65, 20, .85, 65);
genericObject = torus;
}
void SetDeepestColor(void)
{
int redBits, greenBits, blueBits;
glGetIntegerv(GL_RED_BITS, &redBits);
glGetIntegerv(GL_GREEN_BITS, &greenBits);
glGetIntegerv(GL_BLUE_BITS, &blueBits);
deepestColor = (redBits >= greenBits) ? TK_RED : TK_GREEN;
deepestColor = (deepestColor >= blueBits) ? deepestColor : TK_BLUE;
}
void SetDefaultSettings(void)
{
magFilter = nearest;
minFilter = nearest;
sWrapMode = repeat;
tWrapMode = repeat;
textureEnvironment = modulate;
autoRotate = TRUE;
}
unsigned char *AlphaPadImage(int bufSize, unsigned char *inData, int alpha)
{
unsigned char *outData, *out_ptr, *in_ptr;
int i;
outData = malloc(bufSize * 4);
out_ptr = outData;
in_ptr = inData;
for (i = 0; i < bufSize; i++) {
*out_ptr++ = *in_ptr++;
*out_ptr++ = *in_ptr++;
*out_ptr++ = *in_ptr++;
*out_ptr++ = alpha;
}
free (inData);
return outData;
}
void Init(void)
{
float ambient[] = {0.0, 0.0, 0.0, 1.0};
float diffuse[] = {0.0, 1.0, 0.0, 1.0};
float specular[] = {1.0, 1.0, 1.0, 1.0};
float position[] = {2.0, 2.0, 0.0, 1.0};
float fog_color[] = {0.0, 0.0, 0.0, 1.0};
float mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
float mat_shininess[] = {90.0};
float mat_specular[] = {1.0, 1.0, 1.0, 1.0};
float mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0};
float lmodel_twoside[] = {GL_TRUE};
float lmodel_local_viewer[] = {GL_FALSE};
SetDeepestColor();
SetDefaultSettings();
if (numComponents == 4) {
image = tkRGBImageLoad(imageFileName);
image->data = AlphaPadImage(image->sizeX*image->sizeY,
image->data, 128);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents,
image->sizeX, image->sizeY,
GL_RGBA, GL_UNSIGNED_BYTE, image->data);
} else {
image = tkRGBImageLoad(imageFileName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents,
image->sizeX, image->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, image->data);
}
glFogf(GL_FOG_DENSITY, 0.125);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 4.0);
glFogf(GL_FOG_END, 9.0);
glFogfv(GL_FOG_COLOR, fog_color);
glDepthFunc(GL_LEQUAL);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, W, H);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_TEXTURE_2D);
glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sWrapMode);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tWrapMode);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);
BuildLists();
}
void ReInit(void)
{
if (genericObject == torus) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
if (isFogged) {
textureEnvironment = modulate;
}
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);
}
void Draw(void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.2, 0.2, -0.2, 0.2, 0.15, 9.0);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (isFogged) {
glEnable(GL_FOG);
glColor3fv(tkRGBMap[deepestColor]);
} else {
glColor3fv(tkRGBMap[TK_WHITE]);
}
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_TEXTURE_2D);
glCallList(cage);
glPushMatrix();
glTranslatef(0.0, 0.0, zTranslate);
glRotatef(xRotation, 1, 0, 0);
glRotatef(yRotation, 0, 1, 0);
if (isLit == TRUE) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
glEnable(GL_TEXTURE_2D);
if (isFogged) {
glDisable(GL_FOG);
}
glPolygonMode(GL_FRONT, GL_FILL);
glColor3fv(tkRGBMap[deepestColor]);
glCallList(genericObject);
glPopMatrix();
glFlush();
if (autoRotate) {
xRotation += .75;
yRotation += .375;
}
tkSwapBuffers();
}
void Reshape(int width, int height)
{
W = width;
H = height;
ReInit();
}
GLenum Key(int key, GLenum mask)
{
switch (key) {
case TK_ESCAPE:
free(image->data);
tkQuit();
case TK_LEFT:
yRotation -= 0.5;
autoRotate = FALSE;
ReInit();
break;
case TK_RIGHT:
yRotation += 0.5;
autoRotate = FALSE;
ReInit();
break;
case TK_UP:
xRotation -= 0.5;
autoRotate = FALSE;
ReInit();
break;
case TK_DOWN:
xRotation += 0.5;
autoRotate = FALSE;
ReInit();
break;
case TK_a:
autoRotate = !autoRotate;
ReInit();
break;
case TK_c:
genericObject = (genericObject == cube) ? cylinder : cube;
ReInit();
break;
case TK_d:
textureEnvironment = decal;
ReInit();
break;
case TK_m:
textureEnvironment = modulate;
ReInit();
break;
case TK_l:
isLit = !isLit;
ReInit();
break;
case TK_f:
isFogged = !isFogged;
ReInit();
break;
case TK_t:
genericObject = torus;
ReInit();
break;
case TK_0:
magFilter = nearest;
ReInit();
break;
case TK_1:
magFilter = linear;
ReInit();
break;
case TK_2:
minFilter = nearest;
ReInit();
break;
case TK_3:
minFilter = linear;
ReInit();
break;
case TK_4:
minFilter = nearest_mipmap_nearest;
ReInit();
break;
case TK_5:
minFilter = nearest_mipmap_linear;
ReInit();
break;
case TK_6:
minFilter = linear_mipmap_nearest;
ReInit();
break;
case TK_7:
minFilter = linear_mipmap_linear;
ReInit();
break;
default:
return GL_FALSE;
}
return GL_TRUE;
}
GLenum Args(int argc, char **argv)
{
GLint i;
doubleBuffer = GL_FALSE;
directRender = GL_FALSE;
numComponents = 4;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-dr") == 0) {
directRender = GL_TRUE;
} else if (strcmp(argv[i], "-ir") == 0) {
directRender = GL_FALSE;
} else if (strcmp(argv[i], "-f") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
printf("-f (No file name).\n");
return GL_FALSE;
} else {
imageFileName = argv[++i];
}
} else if (strcmp(argv[i], "-4") == 0) {
numComponents = 4;
} else if (strcmp(argv[i], "-3") == 0) {
numComponents = 3;
} else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
tkQuit();
}
if (imageFileName == 0) {
printf("No image file.\n");
tkQuit();
}
tkInitPosition(0, 0, W, H);
type = TK_RGB | TK_DEPTH16;
type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
type |= (directRender) ? TK_DIRECT : TK_INDIRECT;
tkInitDisplayMode(type);
if (tkInitWindow("Texture Test") == GL_FALSE) {
tkQuit();
}
Init();
tkExposeFunc(Reshape);
tkReshapeFunc(Reshape);
tkKeyDownFunc(Key);
tkIdleFunc(Draw);
tkExec();
}