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/** |
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* Implement glRasterPos + glBitmap with textures + shaders. |
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* Brian Paul |
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* 14 May 2007 |
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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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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 GLint WinWidth = 500, WinHeight = 500; |
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static GLboolean Anim = GL_TRUE; |
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static GLboolean Bitmap = GL_FALSE; |
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static GLfloat Xrot = 20.0f, Yrot = 70.0f; |
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static GLint uTex, uScale; |
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static GLuint Textures[2]; |
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#define TEX_WIDTH 16 |
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#define TEX_HEIGHT 8 |
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static void |
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BitmapText(const char *s) |
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{ |
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while (*s) { |
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s); |
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s++; |
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} |
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} |
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static void |
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Redisplay(void) |
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{ |
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static const GLfloat px[3] = { 1.2, 0, 0}; |
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static const GLfloat nx[3] = {-1.2, 0, 0}; |
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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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glEnable(GL_LIGHTING); |
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glPushMatrix(); |
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glScalef(0.5, 0.5, 0.5); |
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glutSolidDodecahedron(); |
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glPopMatrix(); |
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glDisable(GL_LIGHTING); |
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glColor3f(0, 1, 0); |
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glBegin(GL_LINES); |
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glVertex3f(-1, 0, 0); |
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glVertex3f( 1, 0, 0); |
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glEnd(); |
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glColor3f(1, 1, 0); |
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if (Bitmap) { |
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glRasterPos3fv(px); |
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BitmapText("+X"); |
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glRasterPos3fv(nx); |
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BitmapText("-X"); |
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} |
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else { |
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glUseProgram_func(Program); |
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/* vertex positions (deltas) depend on texture size and window size */ |
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if (uScale != -1) { |
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glUniform2f_func(uScale, |
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2.0 * TEX_WIDTH / WinWidth, |
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2.0 * TEX_HEIGHT / WinHeight); |
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} |
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/* draw +X */ |
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glBindTexture(GL_TEXTURE_2D, Textures[0]); |
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glBegin(GL_QUADS); |
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glTexCoord2f(0, 0); glVertex3fv(px); |
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glTexCoord2f(1, 0); glVertex3fv(px); |
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glTexCoord2f(1, 1); glVertex3fv(px); |
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glTexCoord2f(0, 1); glVertex3fv(px); |
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glEnd(); |
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/* draw -X */ |
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glBindTexture(GL_TEXTURE_2D, Textures[1]); |
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glBegin(GL_QUADS); |
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glTexCoord2f(0, 0); glVertex3fv(nx); |
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glTexCoord2f(1, 0); glVertex3fv(nx); |
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glTexCoord2f(1, 1); glVertex3fv(nx); |
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glTexCoord2f(0, 1); glVertex3fv(nx); |
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glEnd(); |
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glUseProgram_func(0); |
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} |
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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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Yrot = glutGet(GLUT_ELAPSED_TIME) * 0.01; |
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glutPostRedisplay(); |
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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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WinWidth = width; |
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WinHeight = height; |
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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, -10.0f); |
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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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(void) x; |
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(void) y; |
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switch(key) { |
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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 'b': |
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Bitmap = !Bitmap; |
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if (Bitmap) |
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printf("Using glBitmap\n"); |
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else |
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printf("Using billboard texture\n"); |
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break; |
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case 27: |
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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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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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const GLfloat step = 0.125f; |
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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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/*printf("Xrot: %f Yrot: %f\n", Xrot, Yrot);*/ |
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glutPostRedisplay(); |
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} |
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static void |
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MakeTexImage(const char *p, GLuint texobj) |
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{ |
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GLubyte image[TEX_HEIGHT][TEX_WIDTH]; |
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GLuint i, j, k; |
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for (i = 0; i < TEX_HEIGHT; i++) { |
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for (j = 0; j < TEX_WIDTH; j++) { |
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k = i * TEX_WIDTH + j; |
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if (p[k] == ' ') { |
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image[i][j] = 0; |
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} |
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else { |
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image[i][j] = 255; |
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} |
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} |
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} |
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glBindTexture(GL_TEXTURE_2D, texobj); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_INTENSITY, TEX_WIDTH, TEX_HEIGHT, 0, |
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GL_RED, GL_UNSIGNED_BYTE, image); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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} |
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static void |
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MakeBitmapTextures(void) |
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{ |
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const char *px = |
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" X X " |
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" X X X " |
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" X X X " |
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" XXXXX X " |
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" X X X " |
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" X X X " |
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" X X " |
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" X X "; |
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const char *nx = |
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" X X " |
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" X X " |
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" X X " |
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" XXXXX X " |
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" X X " |
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" X X " |
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" X X " |
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" X X "; |
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glGenTextures(2, Textures); |
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MakeTexImage(px, Textures[0]); |
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MakeTexImage(nx, Textures[1]); |
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} |
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static void |
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LoadAndCompileShader(GLuint shader, const char *text) |
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{ |
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GLint stat; |
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); |
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glCompileShader_func(shader); |
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glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); |
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if (!stat) { |
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GLchar log[1000]; |
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GLsizei len; |
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glGetShaderInfoLog_func(shader, 1000, &len, log); |
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fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log); |
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exit(1); |
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} |
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} |
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static void |
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CheckLink(GLuint prog) |
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{ |
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GLint stat; |
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glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); |
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if (!stat) { |
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GLchar log[1000]; |
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GLsizei len; |
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glGetProgramInfoLog_func(prog, 1000, &len, log); |
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fprintf(stderr, "Linker error:\n%s\n", log); |
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} |
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} |
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static void |
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Init(void) |
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{ |
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/* Fragment shader: modulate raster color by texture, discard fragments |
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* with alpha < 1.0 |
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*/ |
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static const char *fragShaderText = |
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"uniform sampler2D tex2d; \n" |
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"void main() {\n" |
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" vec4 c = texture2D(tex2d, gl_TexCoord[0].xy); \n" |
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" if (c.w < 1.0) \n" |
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" discard; \n" |
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" gl_FragColor = c * gl_Color; \n" |
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"}\n"; |
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/* Vertex shader: compute new vertex position based on incoming vertex pos, |
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* texcoords and special scale factor. |
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*/ |
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static const char *vertShaderText = |
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"uniform vec2 scale; \n" |
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"void main() {\n" |
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" vec4 p = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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" gl_Position.xy = p.xy + gl_MultiTexCoord0.xy * scale * p.w; \n" |
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" gl_Position.zw = p.zw; \n" |
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n" |
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" gl_FrontColor = gl_Color; \n" |
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"}\n"; |
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const char *version; |
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version = (const char *) glGetString(GL_VERSION); |
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if (version[0] != '2' || version[1] != '.') { |
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printf("This program requires OpenGL 2.x, found %s\n", version); |
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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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FragShader = glCreateShader_func(GL_FRAGMENT_SHADER); |
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LoadAndCompileShader(FragShader, fragShaderText); |
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VertShader = glCreateShader_func(GL_VERTEX_SHADER); |
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LoadAndCompileShader(VertShader, vertShaderText); |
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Program = glCreateProgram_func(); |
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glAttachShader_func(Program, FragShader); |
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glAttachShader_func(Program, VertShader); |
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glLinkProgram_func(Program); |
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CheckLink(Program); |
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glUseProgram_func(Program); |
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uScale = glGetUniformLocation_func(Program, "scale"); |
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uTex = glGetUniformLocation_func(Program, "tex2d"); |
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if (uTex != -1) { |
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glUniform1i_func(uTex, 0); /* tex unit 0 */ |
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} |
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glUseProgram_func(0); |
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f); |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_NORMALIZE); |
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glEnable(GL_LIGHT0); |
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MakeBitmapTextures(); |
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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(WinWidth, WinHeight); |
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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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if (Anim) |
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glutIdleFunc(Idle); |
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Init(); |
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glutMainLoop(); |
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return 0; |
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} |
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