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/** |
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* Vertex "skinning" example. |
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* The idea is there are multiple modeling matrices applied to every |
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* vertex. Weighting values in [0,1] control the influence of each |
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* matrix on each vertex. |
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* |
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* 4 Nov 2008 |
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*/ |
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#include <assert.h> |
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#include <string.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <math.h> |
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#include <GL/gl.h> |
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#include <GL/glut.h> |
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#include <GL/glext.h> |
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#include "extfuncs.h" |
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#include "shaderutil.h" |
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static char *FragProgFile = "skinning.frag"; |
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static char *VertProgFile = "skinning.vert"; |
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/* program/shader objects */ |
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static GLuint fragShader; |
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static GLuint vertShader; |
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static GLuint program; |
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static GLint win = 0; |
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static GLboolean Anim = GL_TRUE; |
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static GLboolean WireFrame = GL_TRUE; |
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static GLfloat xRot = 0.0f, yRot = 90.0f, zRot = 0.0f; |
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#define NUM_MATS 2 |
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static GLfloat Matrices[NUM_MATS][16]; |
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static GLint uMat0, uMat1; |
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static GLint WeightAttr; |
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static void |
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Idle(void) |
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{ |
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yRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.005; |
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glutPostRedisplay(); |
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} |
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static void |
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Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks) |
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{ |
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float dw = 1.0 / (stacks - 1); |
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float dz = length / stacks; |
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int i, j; |
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for (j = 0; j < stacks; j++) { |
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float w0 = j * dw; |
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float z0 = j * dz; |
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glBegin(GL_TRIANGLE_STRIP); |
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for (i = 0; i < slices; i++) { |
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float a = (float) i / (slices - 1) * M_PI * 2.0; |
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float x = radius * cos(a); |
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float y = radius * sin(a); |
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glVertexAttrib1f_func(WeightAttr, w0); |
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glNormal3f(x, y, 0.0); |
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glVertex3f(x, y, z0); |
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glVertexAttrib1f_func(WeightAttr, w0 + dw); |
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glNormal3f(x, y, 0.0); |
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glVertex3f(x, y, z0 + dz); |
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} |
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glEnd(); |
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} |
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} |
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/** |
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* Update/animate the two matrices. One rotates, the other scales. |
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*/ |
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static void |
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UpdateMatrices(void) |
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{ |
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GLfloat t = glutGet(GLUT_ELAPSED_TIME) * 0.0025; |
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GLfloat scale = 0.5 * (1.1 + sin(0.5 * t)); |
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GLfloat rot = cos(t) * 90.0; |
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glPushMatrix(); |
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glLoadIdentity(); |
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glScalef(1.0, scale, 1.0); |
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[0]); |
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glPopMatrix(); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glRotatef(rot, 0, 0, 1); |
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[1]); |
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glPopMatrix(); |
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} |
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static void |
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Redisplay(void) |
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{ |
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UpdateMatrices(); |
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glUniformMatrix4fv_func(uMat0, 1, GL_FALSE, Matrices[0]); |
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glUniformMatrix4fv_func(uMat1, 1, GL_FALSE, Matrices[1]); |
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if (WireFrame) |
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
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else |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glPushMatrix(); |
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glRotatef(xRot, 1.0f, 0.0f, 0.0f); |
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glRotatef(yRot, 0.0f, 1.0f, 0.0f); |
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glRotatef(zRot, 0.0f, 0.0f, 1.0f); |
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glPushMatrix(); |
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glTranslatef(0, 0, -2.5); |
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Cylinder(5.0, 1.0, 10, 20); |
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glPopMatrix(); |
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glPopMatrix(); |
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glutSwapBuffers(); |
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} |
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static void |
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Reshape(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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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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glTranslatef(0.0f, 0.0f, -15.0f); |
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} |
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static void |
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CleanUp(void) |
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{ |
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glDeleteShader_func(fragShader); |
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glDeleteShader_func(vertShader); |
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glDeleteProgram_func(program); |
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glutDestroyWindow(win); |
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} |
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static void |
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Key(unsigned char key, int x, int y) |
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{ |
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const GLfloat step = 2.0; |
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(void) x; |
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(void) y; |
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switch(key) { |
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case 'a': |
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Anim = !Anim; |
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if (Anim) |
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glutIdleFunc(Idle); |
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else |
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glutIdleFunc(NULL); |
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break; |
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case 'w': |
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WireFrame = !WireFrame; |
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break; |
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case 'z': |
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zRot += step; |
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break; |
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case 'Z': |
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zRot -= step; |
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break; |
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case 27: |
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CleanUp(); |
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exit(0); |
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break; |
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} |
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glutPostRedisplay(); |
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} |
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static void |
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SpecialKey(int key, int x, int y) |
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{ |
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const GLfloat step = 2.0; |
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(void) x; |
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(void) y; |
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switch(key) { |
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case GLUT_KEY_UP: |
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xRot += step; |
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break; |
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case GLUT_KEY_DOWN: |
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xRot -= step; |
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break; |
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case GLUT_KEY_LEFT: |
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yRot -= step; |
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break; |
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case GLUT_KEY_RIGHT: |
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yRot += step; |
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break; |
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} |
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glutPostRedisplay(); |
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} |
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static void |
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Init(void) |
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{ |
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if (!ShadersSupported()) |
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exit(1); |
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GetExtensionFuncs(); |
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vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile); |
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fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile); |
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program = LinkShaders(vertShader, fragShader); |
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glUseProgram_func(program); |
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uMat0 = glGetUniformLocation_func(program, "mat0"); |
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uMat1 = glGetUniformLocation_func(program, "mat1"); |
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WeightAttr = glGetAttribLocation_func(program, "weight"); |
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assert(glGetError() == 0); |
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f); |
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glEnable(GL_DEPTH_TEST); |
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glColor3f(1, 0, 0); |
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} |
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static void |
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ParseOptions(int argc, char *argv[]) |
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{ |
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int i; |
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for (i = 1; i < argc; i++) { |
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if (strcmp(argv[i], "-fs") == 0) { |
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FragProgFile = argv[i+1]; |
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} |
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else if (strcmp(argv[i], "-vs") == 0) { |
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VertProgFile = argv[i+1]; |
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} |
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} |
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} |
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int |
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main(int argc, char *argv[]) |
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{ |
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glutInit(&argc, argv); |
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glutInitWindowSize(500, 500); |
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); |
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win = glutCreateWindow(argv[0]); |
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glutReshapeFunc(Reshape); |
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glutKeyboardFunc(Key); |
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glutSpecialFunc(SpecialKey); |
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glutDisplayFunc(Redisplay); |
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ParseOptions(argc, argv); |
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Init(); |
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if (Anim) |
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glutIdleFunc(Idle); |
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glutMainLoop(); |
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return 0; |
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} |
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