Mercurial > solar_system
comparison src/solar-system.cpp @ 2:c24af3462002
initial commit
author | Eris Caffee <discordia@eldalin.com> |
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date | Sat, 27 Apr 2013 13:22:17 -0500 |
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children | 4f8b47ac2715 7ae4ee5c27f8 |
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-1:000000000000 | 0:d13c292333fc |
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1 #include <GLTools.h> | |
2 #include <GLShaderManager.h> | |
3 #include <GLFrustum.h> | |
4 #include <GLBatch.h> | |
5 #include <GLFrame.h> | |
6 #include <GLMatrixStack.h> | |
7 #include <GLGeometryTransform.h> | |
8 #include <StopWatch.h> | |
9 | |
10 #include <math.h> | |
11 #include <ctype.h> | |
12 #include <stdlib.h> | |
13 #include <string.h> | |
14 | |
15 #include <dirent.h> | |
16 | |
17 #include <GL/glut.h> | |
18 #include <GL/glx.h> | |
19 | |
20 GLShaderManager shaderManager; | |
21 GLMatrixStack modelViewMatrix; | |
22 GLMatrixStack projectionMatrix; | |
23 GLFrustum viewFrustum; | |
24 GLGeometryTransform transformPipeline; | |
25 | |
26 GLFrame cameraFrame; | |
27 | |
28 GLenum polymode = GL_FILL; | |
29 | |
30 int width = 800; | |
31 int height = 600; | |
32 int fullscreen = 0; | |
33 | |
34 #define NUM_SPHERES 50 | |
35 GLFrame spheres[NUM_SPHERES]; | |
36 | |
37 GLTriangleBatch jupiterBatch; | |
38 GLTriangleBatch sphereBatch; | |
39 GLTriangleBatch earthBatch; | |
40 GLTriangleBatch moonBatch; | |
41 GLTriangleBatch sunBatch; | |
42 GLBatch floorBatch; | |
43 | |
44 #define TEX_EARTH 1 | |
45 #define TEX_MOON 2 | |
46 #define TEX_JUPITER 3 | |
47 #define TEX_SUN 4 | |
48 #define NUM_TEXTURES 5 | |
49 GLuint uiTextures[NUM_TEXTURES]; | |
50 | |
51 //////////////////////////////////////////////////////////////////////////////// | |
52 #define SCREENSHOT_FILENAME_BASE "screenshot-" | |
53 #define SCREENSHOT_FILENAME_BASELEN 11 | |
54 #define SCREENSHOT_FILENAME_EXT ".tga" | |
55 #define SCREENSHOT_FILENAME_EXTLEN 4 | |
56 | |
57 int scandir_filter(const struct dirent * d) | |
58 { | |
59 if (memcmp(d->d_name, SCREENSHOT_FILENAME_BASE, | |
60 SCREENSHOT_FILENAME_BASELEN) != 0) return 0; | |
61 if (memcmp(d->d_name+SCREENSHOT_FILENAME_BASELEN+3, | |
62 SCREENSHOT_FILENAME_EXT, SCREENSHOT_FILENAME_EXTLEN) != 0) | |
63 return 0; | |
64 if (isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN]) | |
65 && isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+1]) | |
66 && isdigit(d->d_name[SCREENSHOT_FILENAME_BASELEN+2])) | |
67 return 1; | |
68 return 0; | |
69 } | |
70 | |
71 | |
72 int get_next_file_name(char * filename) | |
73 { | |
74 static int i = 0; | |
75 | |
76 if (i == 0) | |
77 { | |
78 char pattern[SCREENSHOT_FILENAME_BASELEN+3+SCREENSHOT_FILENAME_EXTLEN]; | |
79 struct dirent ** file_list; | |
80 int num_files = scandir(".", &file_list, scandir_filter, alphasort); | |
81 if (num_files != 0) | |
82 sprintf(pattern, "%s%%03d%s", SCREENSHOT_FILENAME_BASE, | |
83 SCREENSHOT_FILENAME_EXT); | |
84 sscanf(file_list[num_files-1]->d_name, pattern, &i); | |
85 } | |
86 i++; | |
87 | |
88 sprintf(filename, "%s%03d%s", SCREENSHOT_FILENAME_BASE, i, | |
89 SCREENSHOT_FILENAME_EXT); | |
90 return i; | |
91 } | |
92 | |
93 //////////////////////////////////////////////////////////////////////////////// | |
94 bool LoadTGATexture(const char * szFileName, GLenum minFilter, | |
95 GLenum magFilter, GLenum wrapMode) | |
96 { | |
97 GLbyte * pBits; | |
98 int nWidth, nHeight, nComponents; | |
99 GLenum eFormat; | |
100 | |
101 pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat); | |
102 if (pBits == NULL) | |
103 { | |
104 fprintf(stderr, "Failed to load %s\n", szFileName); | |
105 exit(EXIT_FAILURE); | |
106 } | |
107 | |
108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode); | |
109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode); | |
110 | |
111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); | |
112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter); | |
113 | |
114 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | |
115 glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0, | |
116 eFormat, GL_UNSIGNED_BYTE, pBits); | |
117 | |
118 free(pBits); | |
119 | |
120 if (minFilter == GL_LINEAR_MIPMAP_LINEAR || | |
121 minFilter == GL_LINEAR_MIPMAP_NEAREST || | |
122 minFilter == GL_NEAREST_MIPMAP_LINEAR || | |
123 minFilter == GL_NEAREST_MIPMAP_NEAREST) | |
124 { | |
125 glGenerateMipmap(GL_TEXTURE_2D); | |
126 } | |
127 | |
128 return true; | |
129 } | |
130 | |
131 //////////////////////////////////////////////////////////////////////////////// | |
132 void DrawSolarSystem(GLfloat yRot) | |
133 { | |
134 static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f }; | |
135 static GLfloat vLightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; | |
136 static M3DVector3f vSunPos = { 0.0f, 0.0f, 0.0f }; | |
137 static M3DVector3f vEarthPos = { 5.0f, 0.0f, 0.0f }; | |
138 static M3DVector3f vJupiterPos = { 10.0f, 0.0f, 0.0f }; | |
139 | |
140 float RotScale = 100.0; | |
141 float SunRotSpeed = 1.0/(25*24) * RotScale; | |
142 | |
143 float JupiterRotSpeed = 1.0/9 * RotScale; | |
144 float JupiterAxialTilt = 3.13; | |
145 | |
146 float EarthRotSpeed = 1.0/24 * RotScale; | |
147 float EarthAxialTilt = 23.5; | |
148 | |
149 float MoonRotSpeed = 1.0/29.5 * RotScale; | |
150 float MoonAxialTilt = 6.7; | |
151 float MoonOrbitSpeed = 1.0/29.5 * RotScale; | |
152 float MoonOrbitTilt = 5.145; | |
153 | |
154 static CStopWatch rotTimer; | |
155 | |
156 // Get the light position in eye space | |
157 M3DVector4f vLightTransformed; | |
158 M3DMatrix44f mCamera; | |
159 modelViewMatrix.GetMatrix(mCamera); | |
160 m3dTransformVector4(vLightTransformed, vLightPos, mCamera); | |
161 | |
162 | |
163 //////////////////////////////// | |
164 // Begin Sun | |
165 | |
166 float SunRot = rotTimer.GetElapsedSeconds() * SunRotSpeed; | |
167 | |
168 modelViewMatrix.PushMatrix(); | |
169 | |
170 modelViewMatrix.Translatev(vSunPos); | |
171 // North is up! | |
172 modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f); | |
173 // Rotate on axis | |
174 modelViewMatrix.Rotate(SunRot, 0.0f, 0.0f, 1.0f); | |
175 | |
176 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]); | |
177 if (polymode == GL_FILL) | |
178 { | |
179 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, | |
180 transformPipeline.GetModelViewProjectionMatrix(), | |
181 0); | |
182 } | |
183 else | |
184 { | |
185 shaderManager.UseStockShader(GLT_SHADER_FLAT, | |
186 transformPipeline.GetModelViewProjectionMatrix(), | |
187 vWhite); | |
188 } | |
189 sunBatch.Draw(); | |
190 modelViewMatrix.PopMatrix(); | |
191 // End Sun | |
192 ///////////////////////////////// | |
193 | |
194 | |
195 //////////////////////////////// | |
196 // Jupiter | |
197 float JupiterRot = rotTimer.GetElapsedSeconds() * JupiterRotSpeed; | |
198 | |
199 modelViewMatrix.PushMatrix(); | |
200 modelViewMatrix.Translatev(vJupiterPos); | |
201 // North is up! | |
202 modelViewMatrix.Rotate(-90.0f - JupiterAxialTilt, 1.0f, 0.0f, 0.0f); | |
203 // Rotate on axis | |
204 modelViewMatrix.Rotate(JupiterRot, 0.0f, 0.0f, 1.0f); | |
205 | |
206 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]); | |
207 if (polymode == GL_FILL) | |
208 { | |
209 // shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, | |
210 // transformPipeline.GetModelViewProjectionMatrix(), | |
211 // 0); | |
212 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, | |
213 modelViewMatrix.GetMatrix(), | |
214 transformPipeline.GetProjectionMatrix(), | |
215 vLightTransformed, | |
216 vWhite, | |
217 0); | |
218 } | |
219 else | |
220 { | |
221 shaderManager.UseStockShader(GLT_SHADER_FLAT, | |
222 transformPipeline.GetModelViewProjectionMatrix(), | |
223 vWhite); | |
224 | |
225 } | |
226 jupiterBatch.Draw(); | |
227 modelViewMatrix.PopMatrix(); | |
228 // End Jupiter | |
229 //////////////////////////////// | |
230 | |
231 | |
232 | |
233 | |
234 ///////////////////////////////// | |
235 // Begin Earth/Moon | |
236 | |
237 // Begin Earth | |
238 float EarthRot = rotTimer.GetElapsedSeconds() * EarthRotSpeed; | |
239 | |
240 modelViewMatrix.PushMatrix(); | |
241 modelViewMatrix.Translatev(vEarthPos); | |
242 modelViewMatrix.PushMatrix(); // Save unrotated matrix for when we do the Moon | |
243 | |
244 // NOrth is up! | |
245 modelViewMatrix.Rotate(-90.0f - EarthAxialTilt, 1.0f, 0.0f, 0.0f); | |
246 // Rotate on the axis | |
247 modelViewMatrix.Rotate(EarthRot, 0.0f, 0.0f, 1.0f); | |
248 | |
249 if (polymode == GL_FILL) | |
250 { | |
251 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]); | |
252 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, | |
253 modelViewMatrix.GetMatrix(), | |
254 transformPipeline.GetProjectionMatrix(), | |
255 vLightTransformed, | |
256 vWhite, | |
257 0); | |
258 } | |
259 else | |
260 { | |
261 shaderManager.UseStockShader(GLT_SHADER_FLAT, | |
262 transformPipeline.GetModelViewProjectionMatrix(), | |
263 vWhite); | |
264 | |
265 } | |
266 earthBatch.Draw(); | |
267 modelViewMatrix.PopMatrix(); | |
268 | |
269 // Begin Moon | |
270 | |
271 | |
272 // orbit the Earth | |
273 modelViewMatrix.Rotate(MoonOrbitTilt, 0.0f, 0.0f, 1.0f); | |
274 // NOrth is up! | |
275 modelViewMatrix.Rotate(-90.0f - MoonAxialTilt, 0.0f, 1.0f, 0.0f); | |
276 | |
277 float MoonRot = rotTimer.GetElapsedSeconds() * MoonOrbitSpeed * 10; | |
278 modelViewMatrix.Rotate(MoonRot, 0.0f, 1.0f, 0.0f); | |
279 | |
280 modelViewMatrix.Translate(0.5f, 0.0f, 0.0f); | |
281 | |
282 | |
283 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]); | |
284 if (polymode == GL_FILL) | |
285 { | |
286 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, | |
287 modelViewMatrix.GetMatrix(), | |
288 transformPipeline.GetProjectionMatrix(), | |
289 vLightTransformed, | |
290 vWhite, | |
291 0); | |
292 } | |
293 else | |
294 { | |
295 shaderManager.UseStockShader(GLT_SHADER_FLAT, | |
296 transformPipeline.GetModelViewProjectionMatrix(), | |
297 vWhite); | |
298 } | |
299 moonBatch.Draw(); | |
300 modelViewMatrix.PopMatrix(); | |
301 | |
302 | |
303 modelViewMatrix.PopMatrix(); | |
304 // End Earth/Moon | |
305 //////////////////////////////// | |
306 | |
307 } | |
308 | |
309 //////////////////////////////////////////////////////////////////////////////// | |
310 void RenderScene(void) | |
311 { | |
312 static CStopWatch rotTimer; | |
313 float yRot = - rotTimer.GetElapsedSeconds() * 60.0f; | |
314 | |
315 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | |
316 | |
317 // Begin Render | |
318 modelViewMatrix.PushMatrix(); | |
319 | |
320 // Begin Camera position | |
321 static M3DMatrix44f mCamera; | |
322 cameraFrame.GetCameraMatrix(mCamera); | |
323 modelViewMatrix.MultMatrix(mCamera); | |
324 // End Camera position | |
325 | |
326 DrawSolarSystem(yRot); | |
327 | |
328 // End Render | |
329 modelViewMatrix.PopMatrix(); | |
330 | |
331 glutSwapBuffers(); | |
332 glutPostRedisplay(); | |
333 } | |
334 | |
335 //////////////////////////////////////////////////////////////////////////////// | |
336 void SetupRC() | |
337 { | |
338 shaderManager.InitializeStockShaders(); | |
339 glEnable(GL_DEPTH_TEST); | |
340 glEnable(GL_CULL_FACE); | |
341 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); | |
342 | |
343 gltMakeSphere(jupiterBatch, 0.5f, 128, 128 ); | |
344 gltMakeSphere(earthBatch, 0.2f, 26, 26); | |
345 gltMakeSphere(moonBatch, 0.1f, 26, 26); | |
346 gltMakeSphere(sunBatch, 1.0f, 26, 26); | |
347 | |
348 glGenTextures(NUM_TEXTURES, uiTextures); | |
349 | |
350 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_EARTH]); | |
351 LoadTGATexture("../textures/earth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); | |
352 | |
353 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_MOON]); | |
354 LoadTGATexture("../textures/moon.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); | |
355 | |
356 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_JUPITER]); | |
357 LoadTGATexture("../textures/jupiter.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); | |
358 | |
359 glBindTexture(GL_TEXTURE_2D, uiTextures[TEX_SUN]); | |
360 LoadTGATexture("../textures/sun.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE); | |
361 | |
362 static M3DMatrix44f mCamera; | |
363 cameraFrame.GetCameraMatrix(mCamera); | |
364 cameraFrame.MoveForward(-10.0); | |
365 // cameraFrame.RotateWorld(15.0, 0.0f, 1.0f, 0.0f); | |
366 } | |
367 | |
368 //////////////////////////////////////////////////////////////////////////////// | |
369 void ShutDownRC(void) | |
370 { | |
371 glDeleteTextures(NUM_TEXTURES, uiTextures); | |
372 } | |
373 | |
374 //////////////////////////////////////////////////////////////////////////////// | |
375 void ChangeSize(int nWidth, int nHeight) | |
376 { | |
377 if (nHeight == 0) | |
378 { | |
379 nHeight = 1; | |
380 } | |
381 glViewport(0,0,nWidth, nHeight); | |
382 viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f); | |
383 projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); | |
384 transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); | |
385 } | |
386 | |
387 //////////////////////////////////////////////////////////////////////////////// | |
388 void SpecialKeys(int key, int x, int y) | |
389 { | |
390 } | |
391 | |
392 //////////////////////////////////////////////////////////////////////////////// | |
393 void KeyboardFunc(unsigned char key, int x, int y) | |
394 { | |
395 static int changed; | |
396 static float linear = 0.1f; | |
397 | |
398 changed = 0; | |
399 | |
400 if ('w' == key) | |
401 { | |
402 cameraFrame.MoveForward(linear); | |
403 changed = 1; | |
404 } | |
405 else if ('W' == key) | |
406 { | |
407 cameraFrame.MoveForward(10*linear); | |
408 changed = 1; | |
409 } | |
410 else if ('s' == key) | |
411 { | |
412 cameraFrame.MoveForward(-linear); | |
413 changed = 1; | |
414 } | |
415 else if ('S' == key) | |
416 { | |
417 cameraFrame.MoveForward(-10*linear); | |
418 changed = 1; | |
419 } | |
420 else if ('a' == key) | |
421 { | |
422 cameraFrame.MoveRight(linear); | |
423 changed = 1; | |
424 } | |
425 else if ('A' == key) | |
426 { | |
427 cameraFrame.MoveRight(10*linear); | |
428 changed = 1; | |
429 } | |
430 else if ('d' == key) | |
431 { | |
432 cameraFrame.MoveRight(-linear); | |
433 changed = 1; | |
434 } | |
435 else if ('D' == key) | |
436 { | |
437 cameraFrame.MoveRight(-10*linear); | |
438 changed = 1; | |
439 } | |
440 | |
441 else if ('q' == key) | |
442 { | |
443 exit(0); | |
444 } | |
445 else if ('f' == key) | |
446 { | |
447 if (fullscreen) | |
448 { | |
449 glutReshapeWindow(width, height); | |
450 fullscreen = 0; | |
451 } | |
452 else | |
453 { | |
454 width = glutGet(GLUT_WINDOW_WIDTH); | |
455 height = glutGet(GLUT_WINDOW_HEIGHT); | |
456 glutFullScreen(); | |
457 fullscreen = 1; | |
458 } | |
459 } | |
460 else if ('o' == key) | |
461 { | |
462 // 'o' for 'outline' - toggle wireframe rendering | |
463 polymode = (polymode == GL_FILL) ? GL_LINE : GL_FILL; | |
464 glPolygonMode(GL_FRONT_AND_BACK, polymode); | |
465 } | |
466 else if ('p' == key) | |
467 { | |
468 // 'p' for 'print screen' - save a screenshot | |
469 char filename[20]; | |
470 get_next_file_name(filename); | |
471 | |
472 gltGrabScreenTGA(filename); | |
473 } | |
474 | |
475 if (changed) | |
476 { | |
477 glutPostRedisplay(); | |
478 } | |
479 } | |
480 | |
481 //////////////////////////////////////////////////////////////////////////////// | |
482 void MouseMotionFunc (int x, int y) | |
483 { | |
484 static float angular = (float) m3dDegToRad(0.5f); | |
485 static int xx = -1; | |
486 static int yy = -1; | |
487 | |
488 if (-1 == xx) | |
489 { | |
490 xx = x; | |
491 yy = y; | |
492 } | |
493 | |
494 if ((0 == x) || (x < xx)) | |
495 { | |
496 cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f); | |
497 glutPostRedisplay(); | |
498 } | |
499 else if ((x == glutGet(GLUT_WINDOW_WIDTH) -1) || (x > xx)) | |
500 { | |
501 cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f); | |
502 glutPostRedisplay(); | |
503 } | |
504 // Hmm. Need to transform normal vector, don't I? | |
505 // if ((0 == y) || (y < yy)) | |
506 // { | |
507 // cameraFrame.RotateWorld(angular, 1.0f, 0.0f, 0.0f); | |
508 // } | |
509 // else if ((y == glutGet(GLUT_WINDOW_HEIGHT) -1) || (y > yy)) | |
510 // { | |
511 // cameraFrame.RotateWorld(-angular, 1.0f, 0.0f, 0.0f); | |
512 // } | |
513 | |
514 xx = x; | |
515 yy = y; | |
516 } | |
517 | |
518 //////////////////////////////////////////////////////////////////////////////// | |
519 int main (int argc, char * argv[]) | |
520 { | |
521 gltSetWorkingDirectory(argv[0]); | |
522 glutInit(&argc, argv); | |
523 glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); | |
524 glutInitWindowSize(800, 600); | |
525 glutCreateWindow("OpenGL SphereWorld"); | |
526 | |
527 glutReshapeFunc(ChangeSize); | |
528 glutDisplayFunc(RenderScene); | |
529 glutSpecialFunc(SpecialKeys); | |
530 glutKeyboardFunc(KeyboardFunc); | |
531 glutMotionFunc(MouseMotionFunc); | |
532 glutPassiveMotionFunc(MouseMotionFunc); | |
533 glutSetCursor(GLUT_CURSOR_NONE); | |
534 | |
535 GLenum err = glewInit(); | |
536 if (GLEW_OK != err) | |
537 { | |
538 fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); | |
539 return 1; | |
540 } | |
541 | |
542 // This enabled vertical sync on Linux | |
543 // For full generality I should use Glew and check what OS I'm on. | |
544 // Note that the ATI Catalyst driver exports the WGL_EXT_swap_control | |
545 // extension name instead of SGI_swap_control as it should. | |
546 // but nonetheless the actual function provided is glXSwapIntervalSGI | |
547 | |
548 PFNGLXSWAPINTERVALSGIPROC SwapInterval; | |
549 SwapInterval = (PFNGLXSWAPINTERVALSGIPROC)glXGetProcAddress((const GLubyte*)"glXSwapIntervalSGI"); | |
550 | |
551 if (SwapInterval) | |
552 SwapInterval(1); | |
553 | |
554 SetupRC(); | |
555 glutMainLoop(); | |
556 ShutDownRC(); | |
557 | |
558 return 0; | |
559 } | |
560 | |
561 | |
562 | |
563 | |
564 |