470 lines
16 KiB
C
470 lines
16 KiB
C
/*
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* smooth_opengl3.c, based on smooth.c, which is (c) by SGI, see below.
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* This program demonstrates smooth shading in a way which is fully
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* OpenGL-3.1-compliant.
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* A smooth shaded polygon is drawn in a 2-D projection.
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*/
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/*
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* Original copyright notice from smooth.c:
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*
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* License Applicability. Except to the extent portions of this file are
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* made subject to an alternative license as permitted in the SGI Free
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* Software License B, Version 1.1 (the "License"), the contents of this
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* file are subject only to the provisions of the License. You may not use
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* this file except in compliance with the License. You may obtain a copy
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* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
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* Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
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*
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* http://oss.sgi.com/projects/FreeB
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*
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* Note that, as provided in the License, the Software is distributed on an
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* "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
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* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
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* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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* PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
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*
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* Original Code. The Original Code is: OpenGL Sample Implementation,
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* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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* Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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* Copyright in any portions created by third parties is as indicated
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* elsewhere herein. All Rights Reserved.
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*
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* Additional Notice Provisions: The application programming interfaces
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* established by SGI in conjunction with the Original Code are The
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* OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
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* April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
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* 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
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* Window System(R) (Version 1.3), released October 19, 1998. This software
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* was created using the OpenGL(R) version 1.2.1 Sample Implementation
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* published by SGI, but has not been independently verified as being
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* compliant with the OpenGL(R) version 1.2.1 Specification.
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*
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*/
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#include <GL/freeglut.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <stddef.h>
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#include <string.h>
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/* report GL errors, if any, to stderr */
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void checkError(const char *functionName)
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{
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GLenum error;
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while (( error = glGetError() ) != GL_NO_ERROR) {
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fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
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}
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}
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/* extension #defines, types and entries, avoiding a dependency on additional
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libraries like GLEW or the GL/glext.h header */
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#ifndef GL_ARRAY_BUFFER
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#define GL_ARRAY_BUFFER 0x8892
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#endif
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#ifndef GL_STATIC_DRAW
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#define GL_STATIC_DRAW 0x88E4
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#endif
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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#ifndef GL_SHADING_LANGUAGE_VERSION
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
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#endif
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GL_LINK_STATUS
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#define GL_LINK_STATUS 0x8B82
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#endif
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#ifndef GL_INFO_LOG_LENGTH
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#define GL_INFO_LOG_LENGTH 0x8B84
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#endif
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typedef ptrdiff_t ourGLsizeiptr;
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typedef char ourGLchar;
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#ifndef GL_ARB_vertex_array_object
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typedef void (APIENTRY *PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
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typedef void (APIENTRY *PFNGLBINDVERTEXARRAYPROC) (GLuint array);
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#endif
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#ifndef GL_VERSION_1_5
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typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
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typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
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typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, ourGLsizeiptr size, const GLvoid *data, GLenum usage);
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#endif
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#ifndef GL_VERSION_2_0
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typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
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typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
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typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
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typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
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typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
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typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef void (APIENTRY *PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
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typedef void (APIENTRY *PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
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typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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#endif
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PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays;
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PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray;
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PFNGLGENBUFFERSPROC gl_GenBuffers;
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PFNGLBINDBUFFERPROC gl_BindBuffer;
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PFNGLBUFFERDATAPROC gl_BufferData;
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PFNGLCREATESHADERPROC gl_CreateShader;
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PFNGLSHADERSOURCEPROC gl_ShaderSource;
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PFNGLCOMPILESHADERPROC gl_CompileShader;
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PFNGLCREATEPROGRAMPROC gl_CreateProgram;
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PFNGLATTACHSHADERPROC gl_AttachShader;
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PFNGLLINKPROGRAMPROC gl_LinkProgram;
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PFNGLUSEPROGRAMPROC gl_UseProgram;
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PFNGLGETSHADERIVPROC gl_GetShaderiv;
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
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PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
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PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;
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PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;
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PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
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PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
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void initExtensionEntries(void)
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{
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gl_GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) glutGetProcAddress ("glGenVertexArrays");
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gl_BindVertexArray = (PFNGLBINDVERTEXARRAYPROC) glutGetProcAddress ("glBindVertexArray");
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if (!gl_GenVertexArrays || !gl_BindVertexArray)
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{
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fprintf (stderr, "glGenVertexArrays or glBindVertexArray not found");
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exit(1);
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}
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gl_GenBuffers = (PFNGLGENBUFFERSPROC) glutGetProcAddress ("glGenBuffers");
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gl_BindBuffer = (PFNGLBINDBUFFERPROC) glutGetProcAddress ("glBindBuffer");
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gl_BufferData = (PFNGLBUFFERDATAPROC) glutGetProcAddress ("glBufferData");
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if (!gl_GenBuffers || !gl_BindBuffer || !gl_BufferData)
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{
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fprintf (stderr, "glGenBuffers, glBindBuffer or glBufferData not found");
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exit(1);
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}
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gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
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gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
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gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
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gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
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gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
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gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
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gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
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gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
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gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
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gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
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gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
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gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation");
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gl_VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) glutGetProcAddress ("glVertexAttribPointer");
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gl_EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) glutGetProcAddress ("glEnableVertexAttribArray");
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gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
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gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
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if (!gl_CreateShader || !gl_ShaderSource || !gl_CompileShader || !gl_CreateProgram || !gl_AttachShader || !gl_LinkProgram || !gl_UseProgram || !gl_GetShaderiv || !gl_GetShaderInfoLog || !gl_GetProgramiv || !gl_GetProgramInfoLog || !gl_GetAttribLocation || !gl_VertexAttribPointer || !gl_EnableVertexAttribArray || !gl_GetUniformLocation || !gl_UniformMatrix4fv)
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{
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fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glVertexAttribPointer, glEnableVertexAttribArray, glGetUniformLocation or glUniformMatrix4fv not found");
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exit(1);
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}
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}
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/* vertex array data for a colored 2D triangle, consisting of RGB color values
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and XY coordinates */
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const GLfloat varray[] = {
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1.0f, 0.0f, 0.0f, /* red */
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5.0f, 5.0f, /* lower left */
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0.0f, 1.0f, 0.0f, /* green */
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25.0f, 5.0f, /* lower right */
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0.0f, 0.0f, 1.0f, /* blue */
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5.0f, 25.0f /* upper left */
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};
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/* ISO C somehow enforces this silly use of 'enum' for compile-time constants */
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enum {
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numColorComponents = 3,
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numVertexComponents = 2,
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stride = sizeof(GLfloat) * (numColorComponents + numVertexComponents),
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numElements = sizeof(varray) / stride
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};
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/* the name of the vertex buffer object */
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GLuint vertexBufferName;
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GLuint vertexArrayName;
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void initBuffer(void)
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{
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/* Need to setup a vertex array as otherwise invalid operation errors can
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* occur when accessing vertex buffer (OpenGL 3.3 has no default zero named
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* vertex array)
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*/
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gl_GenVertexArrays(1, &vertexArrayName);
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gl_BindVertexArray(vertexArrayName);
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gl_GenBuffers (1, &vertexBufferName);
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gl_BindBuffer (GL_ARRAY_BUFFER, vertexBufferName);
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gl_BufferData (GL_ARRAY_BUFFER, sizeof(varray), varray, GL_STATIC_DRAW);
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checkError ("initBuffer");
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}
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const ourGLchar *vertexShaderSource[] = {
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"#version 140\n",
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"uniform mat4 fg_ProjectionMatrix;\n",
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"in vec4 fg_Color;\n",
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"in vec4 fg_Vertex;\n",
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"smooth out vec4 fg_SmoothColor;\n",
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"void main()\n",
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"{\n",
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" fg_SmoothColor = fg_Color;\n",
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" gl_Position = fg_ProjectionMatrix * fg_Vertex;\n",
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"}\n"
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};
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const ourGLchar *fragmentShaderSource[] = {
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"#version 140\n",
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"smooth in vec4 fg_SmoothColor;\n",
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"out vec4 fg_FragColor;\n",
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"void main(void)\n",
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"{\n",
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" fg_FragColor = fg_SmoothColor;\n",
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"}\n"
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};
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void compileAndCheck(GLuint shader)
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{
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GLint status;
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gl_CompileShader (shader);
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gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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ourGLchar *infoLog;
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gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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infoLog = (ourGLchar*) malloc (infoLogLength);
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gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
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fprintf (stderr, "compile log: %s\n", infoLog);
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free (infoLog);
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}
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}
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GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
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{
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GLuint shader = gl_CreateShader (type);
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gl_ShaderSource (shader, count, string, NULL);
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compileAndCheck (shader);
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return shader;
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}
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void linkAndCheck(GLuint program)
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{
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GLint status;
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gl_LinkProgram (program);
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gl_GetProgramiv (program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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ourGLchar *infoLog;
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gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
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infoLog = (ourGLchar*) malloc (infoLogLength);
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gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
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fprintf (stderr, "link log: %s\n", infoLog);
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free (infoLog);
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}
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}
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GLuint createProgram(GLuint vertexShader, GLuint fragmentShader)
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{
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GLuint program = gl_CreateProgram ();
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if (vertexShader != 0) {
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gl_AttachShader (program, vertexShader);
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}
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if (fragmentShader != 0) {
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gl_AttachShader (program, fragmentShader);
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}
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linkAndCheck (program);
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return program;
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}
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GLuint fgProjectionMatrixIndex;
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GLuint fgColorIndex;
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GLuint fgVertexIndex;
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void initShader(void)
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{
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const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*);
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GLuint vertexShader =
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compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
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const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*);
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GLuint fragmentShader =
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compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
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GLuint program = createProgram (vertexShader, fragmentShader);
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gl_UseProgram (program);
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fgProjectionMatrixIndex = gl_GetUniformLocation(program, "fg_ProjectionMatrix");
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fgColorIndex = gl_GetAttribLocation(program, "fg_Color");
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gl_EnableVertexAttribArray (fgColorIndex);
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fgVertexIndex = gl_GetAttribLocation(program, "fg_Vertex");
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gl_EnableVertexAttribArray (fgVertexIndex);
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checkError ("initShader");
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}
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void initRendering(void)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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checkError ("initRendering");
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}
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void init(void)
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{
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initExtensionEntries ();
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initBuffer ();
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initShader ();
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initRendering ();
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}
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void dumpInfo(void)
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{
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printf ("Vendor: %s\n", glGetString (GL_VENDOR));
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printf ("Renderer: %s\n", glGetString (GL_RENDERER));
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printf ("Version: %s\n", glGetString (GL_VERSION));
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printf ("GLSL: %s\n", glGetString (GL_SHADING_LANGUAGE_VERSION));
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checkError ("dumpInfo");
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}
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const GLvoid *bufferObjectPtr (GLsizei index)
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{
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return (const GLvoid *) (((char *) NULL) + index);
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}
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GLfloat projectionMatrix[16];
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void triangle(void)
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{
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gl_UniformMatrix4fv (fgProjectionMatrixIndex, 1, GL_FALSE, projectionMatrix);
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gl_BindBuffer (GL_ARRAY_BUFFER, vertexBufferName);
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gl_VertexAttribPointer (fgColorIndex, numColorComponents, GL_FLOAT, GL_FALSE,
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stride, bufferObjectPtr (0));
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gl_VertexAttribPointer (fgVertexIndex, numVertexComponents, GL_FLOAT, GL_FALSE,
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stride, bufferObjectPtr (sizeof(GLfloat) * numColorComponents));
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glDrawArrays(GL_TRIANGLES, 0, numElements);
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checkError ("triangle");
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}
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void display(void)
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{
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glClear (GL_COLOR_BUFFER_BIT);
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triangle ();
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glFlush ();
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checkError ("display");
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}
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void loadOrthof(GLfloat *m, GLfloat l, GLfloat r, GLfloat b, GLfloat t,
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GLfloat n, GLfloat f)
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{
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m[ 0] = 2.0f / (r - l);
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m[ 1] = 0.0f;
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m[ 2] = 0.0f;
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m[ 3] = 0.0f;
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m[ 4] = 0.0f;
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m[ 5] = 2.0f / (t - b);
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m[ 6] = 0.0f;
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m[ 7] = 0.0f;
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m[ 8] = 0.0f;
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m[ 9] = 0.0f;
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m[10] = -2.0f / (f - n);
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m[11] = 0.0f;
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m[12] = -(r + l) / (r - l);
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m[13] = -(t + b) / (t - b);
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m[14] = -(f + n) / (f - n);
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m[15] = 1.0f;
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}
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void loadOrtho2Df(GLfloat *m, GLfloat l, GLfloat r, GLfloat b, GLfloat t)
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{
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loadOrthof (m, l, r, b, t, -1.0f, 1.0f);
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}
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void reshape (int w, int h)
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{
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glViewport (0, 0, (GLsizei) w, (GLsizei) h);
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if (w <= h) {
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loadOrtho2Df (projectionMatrix, 0.0f, 30.0f, 0.0f, 30.0f * (GLfloat) h/(GLfloat) w);
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} else {
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loadOrtho2Df (projectionMatrix, 0.0f, 30.0f * (GLfloat) w/(GLfloat) h, 0.0f, 30.0f);
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}
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checkError ("reshape");
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}
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void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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}
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void samplemenu(int menuID)
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{}
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int main(int argc, char** argv)
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{
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int menuA;
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glutInit(&argc, argv);
|
|
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
|
|
/* add command line argument "classic" for a pre-3.x context */
|
|
if ((argc != 2) || (strcmp (argv[1], "classic") != 0)) {
|
|
glutInitContextVersion (3, 1);
|
|
glutInitContextFlags (GLUT_FORWARD_COMPATIBLE | GLUT_DEBUG);
|
|
}
|
|
glutInitWindowSize (500, 500);
|
|
glutInitWindowPosition (100, 100);
|
|
glutCreateWindow (argv[0]);
|
|
dumpInfo ();
|
|
init ();
|
|
glutDisplayFunc(display);
|
|
glutReshapeFunc(reshape);
|
|
glutKeyboardFunc (keyboard);
|
|
|
|
/* Add a menu. They have their own context and should thus work with forward compatible main windows too. */
|
|
menuA = glutCreateMenu(samplemenu);
|
|
glutAddMenuEntry("Sub menu A1 (01)",1);
|
|
glutAddMenuEntry("Sub menu A2 (02)",2);
|
|
glutAddMenuEntry("Sub menu A3 (03)",3);
|
|
glutSetMenu(menuA);
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
|
|
glutMainLoop();
|
|
return 0;
|
|
}
|