281 lines
5.3 KiB
C
281 lines
5.3 KiB
C
/**
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* Vertex "skinning" example.
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* The idea is there are multiple modeling matrices applied to every
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* vertex. Weighting values in [0,1] control the influence of each
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* matrix on each vertex.
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*
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* 4 Nov 2008
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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/glew.h>
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#include <GL/glut.h>
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#include "shaderutil.h"
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#ifndef M_PI
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#define M_PI 3.1415926535
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#endif
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static char *FragProgFile = "skinning.frag";
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static char *VertProgFile = "skinning.vert";
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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 GLboolean Anim = GL_TRUE;
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static GLboolean WireFrame = GL_TRUE;
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static GLfloat xRot = 0.0f, yRot = 90.0f, zRot = 0.0f;
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#define NUM_MATS 2
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static GLfloat Matrices[NUM_MATS][16];
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static GLint uMat0, uMat1;
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static GLint WeightAttr;
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static void
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Idle(void)
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{
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yRot = 90 + glutGet(GLUT_ELAPSED_TIME) * 0.005;
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glutPostRedisplay();
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}
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static void
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Cylinder(GLfloat length, GLfloat radius, GLint slices, GLint stacks)
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{
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float dw = 1.0 / (stacks - 1);
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float dz = length / stacks;
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int i, j;
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for (j = 0; j < stacks; j++) {
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float w0 = j * dw;
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float z0 = j * dz;
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glBegin(GL_TRIANGLE_STRIP);
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for (i = 0; i < slices; i++) {
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float a = (float) i / (slices - 1) * M_PI * 2.0;
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float x = radius * cos(a);
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float y = radius * sin(a);
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glVertexAttrib1f(WeightAttr, w0);
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glNormal3f(x, y, 0.0);
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glVertex3f(x, y, z0);
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glVertexAttrib1f(WeightAttr, w0 + dw);
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glNormal3f(x, y, 0.0);
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glVertex3f(x, y, z0 + dz);
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}
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glEnd();
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}
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}
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/**
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* Update/animate the two matrices. One rotates, the other scales.
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*/
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static void
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UpdateMatrices(void)
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{
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GLfloat t = glutGet(GLUT_ELAPSED_TIME) * 0.0025;
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GLfloat scale = 0.5 * (1.1 + sin(0.5 * t));
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GLfloat rot = cos(t) * 90.0;
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glPushMatrix();
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glLoadIdentity();
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glScalef(1.0, scale, 1.0);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[0]);
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glPopMatrix();
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glPushMatrix();
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glLoadIdentity();
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glRotatef(rot, 0, 0, 1);
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glGetFloatv(GL_MODELVIEW_MATRIX, Matrices[1]);
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glPopMatrix();
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}
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static void
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Redisplay(void)
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{
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UpdateMatrices();
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glUniformMatrix4fv(uMat0, 1, GL_FALSE, Matrices[0]);
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glUniformMatrix4fv(uMat1, 1, GL_FALSE, Matrices[1]);
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if (WireFrame)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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glRotatef(zRot, 0.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(0, 0, -2.5);
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Cylinder(5.0, 1.0, 10, 20);
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glPopMatrix();
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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(fragShader);
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glDeleteShader(vertShader);
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glDeleteProgram(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 = 2.0;
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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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if (Anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 'w':
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WireFrame = !WireFrame;
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break;
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case 'z':
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zRot += step;
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break;
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case 'Z':
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zRot -= step;
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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 = 2.0;
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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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Init(void)
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{
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if (!ShadersSupported())
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exit(1);
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vertShader = CompileShaderFile(GL_VERTEX_SHADER, VertProgFile);
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fragShader = CompileShaderFile(GL_FRAGMENT_SHADER, FragProgFile);
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program = LinkShaders(vertShader, fragShader);
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glUseProgram(program);
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uMat0 = glGetUniformLocation(program, "mat0");
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uMat1 = glGetUniformLocation(program, "mat1");
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WeightAttr = glGetAttribLocation(program, "weight");
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assert(glGetError() == 0);
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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glColor3f(1, 0, 0);
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}
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static void
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ParseOptions(int argc, char *argv[])
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{
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int i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-fs") == 0) {
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FragProgFile = argv[i+1];
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}
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else if (strcmp(argv[i], "-vs") == 0) {
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VertProgFile = argv[i+1];
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}
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}
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowSize(500, 500);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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win = glutCreateWindow(argv[0]);
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glewInit();
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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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ParseOptions(argc, argv);
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Init();
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if (Anim)
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glutIdleFunc(Idle);
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glutMainLoop();
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return 0;
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}
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