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/** |
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* Test noise() functions. |
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* 28 Jan 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 const char *VertShaderText = |
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"void main() {\n" |
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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"}\n"; |
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static const char *FragShaderText = |
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"uniform vec4 Scale, Bias;\n" |
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"uniform float Slice;\n" |
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"void main()\n" |
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"{\n" |
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" vec4 scale = vec4(5.0);\n" |
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" vec4 p;\n" |
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" p.xy = gl_TexCoord[0].xy;\n" |
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" p.z = Slice;\n" |
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" vec4 n = noise4(p * scale);\n" |
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" gl_FragColor = n * Scale + Bias;\n" |
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"}\n"; |
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struct uniform_info { |
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const char *name; |
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GLuint size; |
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GLint location; |
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GLfloat value[4]; |
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}; |
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static struct uniform_info Uniforms[] = { |
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{ "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} }, |
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{ "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} }, |
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{ "Slice", 1, -1, { 0.5, 0, 0, 0} }, |
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{ NULL, 0, 0, { 0, 0, 0, 0 } } |
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}; |
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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 GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; |
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static GLfloat Slice = 0.0; |
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static GLboolean Anim = GL_FALSE; |
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static void |
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Idle(void) |
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{ |
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Slice += 0.01; |
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glutPostRedisplay(); |
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} |
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static void |
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Redisplay(void) |
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{ |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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glUniform1fv_func(Uniforms[2].location, 1, &Slice); |
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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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glBegin(GL_POLYGON); |
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glTexCoord2f(0, 0); glVertex2f(-2, -2); |
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glTexCoord2f(1, 0); glVertex2f( 2, -2); |
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glTexCoord2f(1, 1); glVertex2f( 2, 2); |
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glTexCoord2f(0, 1); glVertex2f(-2, 2); |
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glEnd(); |
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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 = 0.01; |
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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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glutIdleFunc(Anim ? Idle : NULL); |
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case 's': |
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Slice -= step; |
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break; |
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case 'S': |
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Slice += step; |
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break; |
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case 'z': |
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zRot -= 1.0; |
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break; |
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case 'Z': |
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zRot += 1.0; |
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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 = 3.0f; |
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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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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, "brick: problem compiling shader: %s\n", log); |
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exit(1); |
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} |
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else { |
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printf("Shader compiled OK\n"); |
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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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else { |
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fprintf(stderr, "Link success!\n"); |
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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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const char *version; |
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GLint i; |
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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("Warning: this program expects OpenGL 2.0\n"); |
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/*exit(1);*/ |
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} |
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GetExtensionFuncs(); |
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vertShader = glCreateShader_func(GL_VERTEX_SHADER); |
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LoadAndCompileShader(vertShader, VertShaderText); |
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); |
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LoadAndCompileShader(fragShader, FragShaderText); |
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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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for (i = 0; Uniforms[i].name; i++) { |
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Uniforms[i].location |
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= glGetUniformLocation_func(program, Uniforms[i].name); |
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printf("Uniform %s location: %d\n", Uniforms[i].name, |
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Uniforms[i].location); |
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switch (Uniforms[i].size) { |
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case 1: |
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glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value); |
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break; |
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case 2: |
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glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value); |
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break; |
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case 3: |
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glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value); |
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break; |
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case 4: |
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glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value); |
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break; |
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default: |
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abort(); |
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} |
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} |
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assert(glGetError() == 0); |
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f); |
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); |
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assert(glIsProgram_func(program)); |
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assert(glIsShader_func(fragShader)); |
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assert(glIsShader_func(vertShader)); |
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glColor3f(1, 0, 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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glutInitWindowPosition( 0, 0); |
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glutInitWindowSize(400, 400); |
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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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Init(); |
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glutMainLoop(); |
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return 0; |
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} |
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