365 lines
8.7 KiB
C
365 lines
8.7 KiB
C
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/*
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* Test GL_ARB_draw_buffers2, GL_ARB_draw_buffers, GL_EXT_framebuffer_object
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* and GLSL's gl_FragData[].
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*
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* We draw to two color buffers and show the left half of the first
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* color buffer on the left side of the window, and show the right
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* half of the second color buffer on the right side of the window.
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*
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* Different color masks are used for the two color buffers.
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* Blending is enabled for the second buffer only.
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*
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* Brian Paul
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* 31 Dec 2009
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*/
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#include <assert.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/glew.h>
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#include <GL/glut.h>
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#include "extfuncs.h"
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static int Win;
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static int Width = 400, Height = 400;
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static GLuint FBobject, RBobjects[3];
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static GLfloat Xrot = 0.0, Yrot = 0.0;
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static GLuint Program;
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static GLboolean Anim = GL_TRUE;
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static void
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CheckError(int line)
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{
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GLenum err = glGetError();
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if (err) {
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printf("GL Error 0x%x at line %d\n", (int) err, line);
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}
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}
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static void
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Display(void)
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{
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GLubyte *buffer = malloc(Width * Height * 4);
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static const GLenum buffers[2] = {
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GL_COLOR_ATTACHMENT0_EXT,
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GL_COLOR_ATTACHMENT1_EXT
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};
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glUseProgram_func(Program);
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glEnable(GL_DEPTH_TEST);
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/* draw to user framebuffer */
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
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/* Clear color buffer 0 (blue) */
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glClear(GL_COLOR_BUFFER_BIT);
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/* Clear color buffer 1 (1 - blue) */
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glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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/* draw to two buffers w/ fragment shader */
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glDrawBuffersARB(2, buffers);
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/* different color masks for each buffer */
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if (1) {
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glColorMaskIndexedEXT(0, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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glColorMaskIndexedEXT(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
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}
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glPushMatrix();
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glPushMatrix();
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glTranslatef(1, 0, 0);
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glutSolidTorus(1.0, 2.0, 10, 20);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-1, 0, 0);
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glRotatef(90, 1, 0, 0);
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glutSolidTorus(1.0, 2.0, 10, 20);
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glPopMatrix();
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glPopMatrix();
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/* restore default color masks */
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glColorMaskIndexedEXT(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaskIndexedEXT(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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/* read from user framebuffer */
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/* left half = colorbuffer 0 */
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glPixelStorei(GL_PACK_ROW_LENGTH, Width);
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glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
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glReadPixels(0, 0, Width / 2, Height, GL_RGBA, GL_UNSIGNED_BYTE,
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buffer);
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/* right half = colorbuffer 1 */
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glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
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glPixelStorei(GL_PACK_SKIP_PIXELS, Width / 2);
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glReadPixels(Width / 2, 0, Width - Width / 2, Height,
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GL_RGBA, GL_UNSIGNED_BYTE,
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buffer);
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/* draw to window */
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glUseProgram_func(0);
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glDisable(GL_DEPTH_TEST);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glWindowPos2iARB(0, 0);
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glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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free(buffer);
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glutSwapBuffers();
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CheckError(__LINE__);
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}
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static void
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Idle(void)
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{
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Xrot = glutGet(GLUT_ELAPSED_TIME) * 0.05;
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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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float ar = (float) width / (float) 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(-ar, ar, -1.0, 1.0, 5.0, 35.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -20.0);
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Width = width;
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Height = height;
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
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Width, Height);
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}
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static void
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CleanUp(void)
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{
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glDeleteFramebuffersEXT(1, &FBobject);
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glDeleteRenderbuffersEXT(3, RBobjects);
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glutDestroyWindow(Win);
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exit(0);
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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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Anim = !Anim;
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glutIdleFunc(Anim ? Idle : NULL);
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break;
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case 'x':
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Xrot += 5.0;
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break;
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case 'X':
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Xrot -= 5.0;
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break;
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case 'y':
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Yrot += 5.0;
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break;
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case 'Y':
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Yrot -= 5.0;
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break;
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case 27:
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CleanUp();
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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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CheckExtensions(void)
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{
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const char *req[] = {
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"GL_EXT_framebuffer_object",
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"GL_ARB_draw_buffers",
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"GL_EXT_draw_buffers2"
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};
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const char *version = (const char *) glGetString(GL_VERSION);
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GLint numBuf;
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GLint i;
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for (i = 0; i < 3; i++) {
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if (!glutExtensionSupported(req[i])) {
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printf("Sorry, %s extension is required!\n", req[i]);
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exit(1);
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}
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}
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if (version[0] != '2') {
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printf("Sorry, OpenGL 2.0 is required!\n");
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exit(1);
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}
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glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &numBuf);
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printf("GL_MAX_DRAW_BUFFERS_ARB = %d\n", numBuf);
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if (numBuf < 2) {
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printf("Sorry, GL_MAX_DRAW_BUFFERS_ARB needs to be >= 2\n");
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exit(1);
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}
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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}
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static void
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SetupRenderbuffers(void)
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{
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glGenFramebuffersEXT(1, &FBobject);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
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glGenRenderbuffersEXT(3, RBobjects);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[0]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[1]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, Width, Height);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, RBobjects[2]);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
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Width, Height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT, RBobjects[0]);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
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GL_RENDERBUFFER_EXT, RBobjects[1]);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, RBobjects[2]);
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CheckError(__LINE__);
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}
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static GLuint
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LoadAndCompileShader(GLenum target, const char *text)
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{
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GLint stat;
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GLuint shader = glCreateShader_func(target);
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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, "drawbuffers: problem compiling shader:\n%s\n", log);
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exit(1);
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}
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return shader;
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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, "drawbuffers: shader link error:\n%s\n", log);
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}
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}
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static void
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SetupShaders(void)
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{
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/* emit same color to both draw buffers */
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static const char *fragShaderText =
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"void main() {\n"
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" gl_FragData[0] = gl_Color; \n"
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" gl_FragData[1] = gl_Color; \n"
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"}\n";
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GLuint fragShader;
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fragShader = LoadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderText);
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Program = glCreateProgram_func();
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glAttachShader_func(Program, fragShader);
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glLinkProgram_func(Program);
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CheckLink(Program);
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glUseProgram_func(Program);
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}
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static void
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SetupLighting(void)
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{
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static const GLfloat ambient[4] = { 0.0, 0.0, 0.0, 0.0 };
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static const GLfloat diffuse[4] = { 1.0, 1.0, 1.0, 0.75 };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHTING);
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}
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static void
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Init(void)
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{
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CheckExtensions();
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GetExtensionFuncs();
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SetupRenderbuffers();
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SetupShaders();
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SetupLighting();
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glEnable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableIndexedEXT(GL_BLEND, 1);
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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(Width, Height);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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Win = glutCreateWindow(argv[0]);
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glewInit();
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glutIdleFunc(Anim ? Idle : NULL);
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Display);
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Init();
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glutMainLoop();
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return 0;
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}
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