273 lines
5.2 KiB
C
273 lines
5.2 KiB
C
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/*
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* Bouncing ball demo.
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*
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* This program is in the public domain
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*
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* Brian Paul
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*
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* Conversion to GLUT by Mark J. Kilgard
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*
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* Conversion to UGL/Mesa by Stephane Raimbault
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ugl/ugl.h>
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#include <ugl/uglevent.h>
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#include <ugl/uglinput.h>
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#include <GL/uglmesa.h>
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#define COS(X) cos( (X) * 3.14159/180.0 )
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#define SIN(X) sin( (X) * 3.14159/180.0 )
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#define RED 1
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#define WHITE 2
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#define CYAN 3
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UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
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UGL_LOCAL UGL_EVENT_Q_ID qId;
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UGL_LOCAL UGL_MESA_CONTEXT umc;
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UGL_LOCAL GLuint Ball;
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UGL_LOCAL GLfloat Zrot, Zstep;
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UGL_LOCAL GLfloat Xpos, Ypos;
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UGL_LOCAL GLfloat Xvel, Yvel;
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UGL_LOCAL GLfloat Xmin, Xmax;
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UGL_LOCAL GLfloat Ymin;
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/* UGL_LOCAL GLfloat Ymax = 4.0; */
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UGL_LOCAL GLfloat G;
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UGL_LOCAL GLuint make_ball(void)
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{
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GLuint list;
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GLfloat a, b;
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GLfloat da = 18.0, db = 18.0;
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GLfloat radius = 1.0;
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GLuint color;
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GLfloat x, y, z;
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list = glGenLists(1);
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glNewList(list, GL_COMPILE);
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color = 0;
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for (a = -90.0; a + da <= 90.0; a += da)
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{
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glBegin(GL_QUAD_STRIP);
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for (b = 0.0; b <= 360.0; b += db)
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{
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if (color)
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{
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glIndexi(RED);
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glColor3f(1, 0, 0);
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}
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else
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{
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glIndexi(WHITE);
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glColor3f(1, 1, 1);
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}
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x = radius * COS(b) * COS(a);
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y = radius * SIN(b) * COS(a);
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z = radius * SIN(a);
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glVertex3f(x, y, z);
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x = radius * COS(b) * COS(a + da);
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y = radius * SIN(b) * COS(a + da);
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z = radius * SIN(a + da);
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glVertex3f(x, y, z);
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color = 1 - color;
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}
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glEnd();
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}
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glEndList();
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return list;
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}
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UGL_LOCAL void initGL(GLsizei width, GLsizei height)
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{
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float aspect = (float) width / (float) height;
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glViewport(0, 0, (GLint) width, (GLint) height);
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uglMesaSetColor(RED, 1.0, 0.0, 0.0);
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uglMesaSetColor(WHITE, 1.0, 1.0, 1.0);
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uglMesaSetColor(CYAN, 0.0, 1.0, 1.0);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-6.0 * aspect, 6.0 * aspect, -6.0, 6.0, -6.0, 6.0);
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glMatrixMode(GL_MODELVIEW);
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}
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UGL_LOCAL void drawGL(void)
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{
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GLint i;
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static float vel0 = -100.0;
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glClear(GL_COLOR_BUFFER_BIT);
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glIndexi(CYAN);
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glColor3f(0, 1, 1);
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glBegin(GL_LINES);
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for (i = -5; i <= 5; i++)
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{
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glVertex2i(i, -5);
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glVertex2i(i, 5);
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}
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for (i = -5; i <= 5; i++)
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{
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glVertex2i(-5, i);
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glVertex2i(5, i);
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}
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for (i = -5; i <= 5; i++)
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{
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glVertex2i(i, -5);
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glVertex2f(i * 1.15, -5.9);
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}
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glVertex2f(-5.3, -5.35);
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glVertex2f(5.3, -5.35);
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glVertex2f(-5.75, -5.9);
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glVertex2f(5.75, -5.9);
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glEnd();
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glPushMatrix();
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glTranslatef(Xpos, Ypos, 0.0);
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glScalef(2.0, 2.0, 2.0);
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glRotatef(8.0, 0.0, 0.0, 1.0);
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glRotatef(90.0, 1.0, 0.0, 0.0);
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glRotatef(Zrot, 0.0, 0.0, 1.0);
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glCallList(Ball);
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glPopMatrix();
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glFlush();
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uglMesaSwapBuffers();
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Zrot += Zstep;
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Xpos += Xvel;
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if (Xpos >= Xmax)
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{
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Xpos = Xmax;
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Xvel = -Xvel;
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Zstep = -Zstep;
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}
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if (Xpos <= Xmin)
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{
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Xpos = Xmin;
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Xvel = -Xvel;
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Zstep = -Zstep;
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}
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Ypos += Yvel;
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Yvel += G;
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if (Ypos < Ymin)
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{
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Ypos = Ymin;
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if (vel0 == -100.0)
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vel0 = fabs(Yvel);
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Yvel = vel0;
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}
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}
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UGL_LOCAL int getEvent(void)
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{
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UGL_EVENT event;
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UGL_STATUS status;
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int retVal = 0;
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status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
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while (status != UGL_STATUS_Q_EMPTY)
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{
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UGL_INPUT_EVENT * pInputEvent = (UGL_INPUT_EVENT *)&event;
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if (pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
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retVal = 1;
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status = uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT);
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}
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return(retVal);
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}
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void windMLBounce (UGL_BOOL windMLMode);
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void uglbounce (void)
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{
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taskSpawn("tBounce", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLBounce,
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UGL_FALSE,1,2,3,4,5,6,7,8,9);
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}
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void windMLBounce(UGL_BOOL windMLMode)
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{
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GLsizei width, height;
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UGL_INPUT_DEVICE_ID keyboardDevId;
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Zrot = 0.0;
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Zstep = 6.0;
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Xpos = 0.0;
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Ypos = 1.0;
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Xvel = 0.2;
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Yvel = 0.0;
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Xmin = -4.0;
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Xmax = 4.0;
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Ymin = -3.8;
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G = -0.1;
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uglInitialize();
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uglDriverFind (UGL_KEYBOARD_TYPE, 0, (UGL_UINT32 *)&keyboardDevId);
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uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
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qId = uglEventQCreate (eventServiceId, 100);
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if (windMLMode)
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umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE
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| UGL_MESA_WINDML_EXCLUSIVE, NULL);
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else
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umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
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if (umc == NULL)
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{
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uglDeinitialize();
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return;
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}
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/* Fullscreen */
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uglMesaMakeCurrentContext(umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
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UGL_MESA_FULLSCREEN_HEIGHT);
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Ball = make_ball();
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glDisable(GL_DITHER);
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glShadeModel(GL_FLAT);
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uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
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uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
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initGL(width, height);
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while(!getEvent())
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drawGL();
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uglEventQDestroy (eventServiceId, qId);
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uglMesaDestroyContext();
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uglDeinitialize ();
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return;
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}
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