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/** |
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* Test multi-texturing with GL shading language. |
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* |
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* Copyright (C) 2008 Brian Paul All Rights Reserved. |
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* |
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* Permission is hereby granted, free of charge, to any person obtaining a |
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* copy of this software and associated documentation files (the "Software"), |
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* to deal in the Software without restriction, including without limitation |
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* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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* and/or sell copies of the Software, and to permit persons to whom the |
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* Software is furnished to do so, subject to the following conditions: |
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* |
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* The above copyright notice and this permission notice shall be included |
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* in all copies or substantial portions of the Software. |
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* |
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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*/ |
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#include <assert.h> |
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#include <math.h> |
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#include <stdio.h> |
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#include <stdlib.h> |
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#include <string.h> |
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#include "GL/glut.h" |
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#include "readtex.h" |
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#include "extfuncs.h" |
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#include "shaderutil.h" |
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static const char *Demo = "multitex"; |
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static const char *VertFile = "multitex.vert.txt"; |
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static const char *FragFile = "multitex.frag.txt"; |
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static const char *TexFiles[2] = |
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{ |
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"../images/tile.rgb", |
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"../images/tree2.rgba" |
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}; |
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static GLuint Program; |
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static GLfloat Xrot = -90.0, Yrot = .0, Zrot = 0.0; |
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static GLfloat EyeDist = 10; |
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static GLboolean Anim = GL_TRUE; |
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/* value[0] = tex unit */ |
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static struct uniform_info Uniforms[] = { |
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{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, |
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{ "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, |
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END_OF_UNIFORMS |
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}; |
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static void |
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DrawPolygon(GLfloat size) |
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{ |
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glPushMatrix(); |
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glRotatef(90, 1, 0, 0); |
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glNormal3f(0, 0, 1); |
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glBegin(GL_POLYGON); |
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glMultiTexCoord2f(GL_TEXTURE0, 0, 0); |
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glMultiTexCoord2f(GL_TEXTURE1, 0, 0); |
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glVertex2f(-size, -size); |
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glMultiTexCoord2f(GL_TEXTURE0, 2, 0); |
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glMultiTexCoord2f(GL_TEXTURE1, 1, 0); |
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glVertex2f( size, -size); |
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glMultiTexCoord2f(GL_TEXTURE0, 2, 2); |
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glMultiTexCoord2f(GL_TEXTURE1, 1, 1); |
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glVertex2f( size, size); |
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glMultiTexCoord2f(GL_TEXTURE0, 0, 2); |
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glMultiTexCoord2f(GL_TEXTURE1, 0, 1); |
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glVertex2f(-size, size); |
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glEnd(); |
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glPopMatrix(); |
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} |
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static void |
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draw(void) |
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{ |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glPushMatrix(); /* modelview matrix */ |
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glTranslatef(0.0, 0.0, -EyeDist); |
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glRotatef(Zrot, 0, 0, 1); |
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glRotatef(Yrot, 0, 1, 0); |
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glRotatef(Xrot, 1, 0, 0); |
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DrawPolygon(3.0); |
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glPopMatrix(); |
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glutSwapBuffers(); |
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} |
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static void |
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idle(void) |
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{ |
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GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME); |
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Yrot = t; |
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glutPostRedisplay(); |
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} |
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static void |
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key(unsigned char k, int x, int y) |
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{ |
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(void) x; |
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(void) y; |
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switch (k) { |
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case ' ': |
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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 'z': |
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EyeDist -= 0.5; |
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if (EyeDist < 3.0) |
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EyeDist = 3.0; |
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break; |
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case 'Z': |
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EyeDist += 0.5; |
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if (EyeDist > 90.0) |
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EyeDist = 90; |
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break; |
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case 27: |
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exit(0); |
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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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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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/* new window size or exposure */ |
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static void |
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Reshape(int width, int height) |
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{ |
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GLfloat ar = (float) width / (float) height; |
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glViewport(0, 0, (GLint)width, (GLint)height); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0); |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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} |
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static void |
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InitTextures(void) |
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{ |
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GLenum filter = GL_LINEAR; |
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int i; |
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for (i = 0; i < 2; i++) { |
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GLint imgWidth, imgHeight; |
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GLenum imgFormat; |
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GLubyte *image = NULL; |
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image = LoadRGBImage(TexFiles[i], &imgWidth, &imgHeight, &imgFormat); |
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if (!image) { |
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printf("Couldn't read %s\n", TexFiles[i]); |
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exit(0); |
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} |
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glActiveTexture(GL_TEXTURE0 + i); |
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glBindTexture(GL_TEXTURE_2D, 42 + i); |
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, imgWidth, imgHeight, |
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imgFormat, GL_UNSIGNED_BYTE, image); |
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free(image); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); |
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} |
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} |
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static GLuint |
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CreateProgram(const char *vertProgFile, const char *fragProgFile, |
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struct uniform_info *uniforms) |
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{ |
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GLuint fragShader, vertShader, program; |
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vertShader = CompileShaderFile(GL_VERTEX_SHADER, vertProgFile); |
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fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, fragProgFile); |
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assert(vertShader); |
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program = LinkShaders(vertShader, fragShader); |
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glUseProgram_func(program); |
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InitUniforms(program, uniforms); |
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return program; |
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} |
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static void |
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InitPrograms(void) |
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{ |
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Program = CreateProgram(VertFile, FragFile, Uniforms); |
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} |
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static void |
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InitGL(void) |
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{ |
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const char *version = (const char *) glGetString(GL_VERSION); |
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if (version[0] != '2' || version[1] != '.') { |
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printf("Warning: this program expects OpenGL 2.0\n"); |
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/*exit(1);*/ |
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} |
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
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GetExtensionFuncs(); |
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InitTextures(); |
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InitPrograms(); |
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glEnable(GL_DEPTH_TEST); |
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glClearColor(.6, .6, .9, 0); |
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glColor3f(1.0, 1.0, 1.0); |
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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, 400); |
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glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); |
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glutCreateWindow(Demo); |
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glutReshapeFunc(Reshape); |
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glutKeyboardFunc(key); |
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glutSpecialFunc(specialkey); |
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glutDisplayFunc(draw); |
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if (Anim) |
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glutIdleFunc(idle); |
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InitGL(); |
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glutMainLoop(); |
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return 0; |
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} |