439 lines
11 KiB
C
439 lines
11 KiB
C
/**
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* Test texturing with GL shading language.
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*
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* Copyright (C) 2007 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glew.h>
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#include "GL/glut.h"
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#include "readtex.h"
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#include "shaderutil.h"
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static const char *Demo = "texdemo1";
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static const char *ReflectVertFile = "reflect.vert";
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static const char *CubeFragFile = "cubemap.frag";
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static const char *SimpleVertFile = "simple.vert";
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static const char *SimpleTexFragFile = "shadowtex.frag";
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static const char *GroundImage = "../images/tile.rgb";
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static GLuint Program1, Program2;
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static GLfloat TexXrot = 0, TexYrot = 0;
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static GLfloat Xrot = 20.0, Yrot = 20.0, Zrot = 0.0;
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static GLfloat EyeDist = 10;
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static GLboolean Anim = GL_TRUE;
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static int win = 0;
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static struct uniform_info ReflectUniforms[] = {
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{ "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
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{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static struct uniform_info SimpleUniforms[] = {
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{ "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
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{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
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END_OF_UNIFORMS
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};
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static void
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DrawGround(GLfloat size)
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{
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glPushMatrix();
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glRotatef(90, 1, 0, 0);
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glNormal3f(0, 0, 1);
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glBegin(GL_POLYGON);
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glTexCoord2f(-2, -2); glVertex2f(-size, -size);
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glTexCoord2f( 2, -2); glVertex2f( size, -size);
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glTexCoord2f( 2, 2); glVertex2f( size, size);
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glTexCoord2f(-2, 2); glVertex2f(-size, size);
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glEnd();
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glPopMatrix();
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}
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static void
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draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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glPushMatrix(); /* modelview matrix */
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glTranslatef(0.0, 0.0, -EyeDist);
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glRotatef(Zrot, 0, 0, 1);
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/* sphere w/ reflection map */
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glPushMatrix();
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glTranslatef(0, 1, 0);
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glUseProgram(Program1);
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/* setup texture matrix */
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glRotatef(-TexYrot, 0, 1, 0);
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glRotatef(-TexXrot, 1, 0, 0);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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glEnable(GL_TEXTURE_GEN_R);
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glutSolidSphere(2.0, 20, 20);
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glLoadIdentity(); /* texture matrix */
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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/* ground */
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glUseProgram(Program2);
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glTranslatef(0, -1.0, 0);
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DrawGround(5);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void
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idle(void)
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{
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GLfloat t = 0.05 * glutGet(GLUT_ELAPSED_TIME);
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TexYrot = t;
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glutPostRedisplay();
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}
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static void
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key(unsigned char k, 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 (k) {
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case ' ':
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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 'z':
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EyeDist -= 0.5;
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if (EyeDist < 6.0)
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EyeDist = 6.0;
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break;
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case 'Z':
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EyeDist += 0.5;
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if (EyeDist > 90.0)
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EyeDist = 90;
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break;
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case 27:
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glutDestroyWindow(win);
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exit(0);
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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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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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/* new window size or exposure */
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static void
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Reshape(int width, int height)
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{
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GLfloat ar = (float) width / (float) height;
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-2.0*ar, 2.0*ar, -2.0, 2.0, 4.0, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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static void
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InitCheckers(void)
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{
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#define CUBE_TEX_SIZE 64
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GLubyte image[CUBE_TEX_SIZE][CUBE_TEX_SIZE][3];
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static const GLubyte colors[6][3] = {
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{ 255, 0, 0 }, /* face 0 - red */
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{ 0, 255, 255 }, /* face 1 - cyan */
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{ 0, 255, 0 }, /* face 2 - green */
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{ 255, 0, 255 }, /* face 3 - purple */
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{ 0, 0, 255 }, /* face 4 - blue */
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{ 255, 255, 0 } /* face 5 - yellow */
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};
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static const GLenum targets[6] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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};
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GLint i, j, f;
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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/* make colored checkerboard cube faces */
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for (f = 0; f < 6; f++) {
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for (i = 0; i < CUBE_TEX_SIZE; i++) {
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for (j = 0; j < CUBE_TEX_SIZE; j++) {
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if ((i/4 + j/4) & 1) {
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image[i][j][0] = colors[f][0];
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image[i][j][1] = colors[f][1];
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image[i][j][2] = colors[f][2];
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}
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else {
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image[i][j][0] = 255;
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image[i][j][1] = 255;
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image[i][j][2] = 255;
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}
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}
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}
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glTexImage2D(targets[f], 0, GL_RGB, CUBE_TEX_SIZE, CUBE_TEX_SIZE, 0,
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GL_RGB, GL_UNSIGNED_BYTE, image);
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}
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}
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static void
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LoadFace(GLenum target, const char *filename,
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GLboolean flipTB, GLboolean flipLR)
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{
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GLint w, h;
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GLenum format;
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GLubyte *img = LoadRGBImage(filename, &w, &h, &format);
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if (!img) {
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printf("Error: couldn't load texture image %s\n", filename);
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exit(1);
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}
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assert(format == GL_RGB);
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/* <sigh> the way the texture cube mapping works, we have to flip
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* images to make things look right.
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*/
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if (flipTB) {
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const int stride = 3 * w;
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GLubyte temp[3*1024];
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int i;
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for (i = 0; i < h / 2; i++) {
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memcpy(temp, img + i * stride, stride);
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memcpy(img + i * stride, img + (h - i - 1) * stride, stride);
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memcpy(img + (h - i - 1) * stride, temp, stride);
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}
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}
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if (flipLR) {
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const int stride = 3 * w;
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GLubyte temp[3];
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GLubyte *row;
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int i, j;
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for (i = 0; i < h; i++) {
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row = img + i * stride;
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for (j = 0; j < w / 2; j++) {
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int k = w - j - 1;
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temp[0] = row[j*3+0];
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temp[1] = row[j*3+1];
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temp[2] = row[j*3+2];
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row[j*3+0] = row[k*3+0];
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row[j*3+1] = row[k*3+1];
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row[j*3+2] = row[k*3+2];
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row[k*3+0] = temp[0];
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row[k*3+1] = temp[1];
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row[k*3+2] = temp[2];
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}
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}
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}
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gluBuild2DMipmaps(target, GL_RGB, w, h, format, GL_UNSIGNED_BYTE, img);
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free(img);
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}
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static void
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LoadEnvmaps(void)
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{
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LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, "right.rgb", GL_TRUE, GL_FALSE);
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LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, "left.rgb", GL_TRUE, GL_FALSE);
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LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, "top.rgb", GL_FALSE, GL_TRUE);
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LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, "bottom.rgb", GL_FALSE, GL_TRUE);
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LoadFace(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, "front.rgb", GL_TRUE, GL_FALSE);
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LoadFace(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, "back.rgb", GL_TRUE, GL_FALSE);
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}
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static void
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InitTextures(GLboolean useImageFiles)
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{
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GLenum filter;
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/*
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* Env map
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*/
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 1);
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if (useImageFiles) {
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LoadEnvmaps();
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filter = GL_LINEAR;
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}
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else {
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InitCheckers();
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filter = GL_NEAREST;
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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/*
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* Ground texture
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*/
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{
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GLint imgWidth, imgHeight;
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GLenum imgFormat;
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GLubyte *image = NULL;
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image = LoadRGBImage(GroundImage, &imgWidth, &imgHeight, &imgFormat);
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if (!image) {
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printf("Couldn't read %s\n", GroundImage);
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exit(0);
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 2);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
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imgFormat, GL_UNSIGNED_BYTE, image);
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free(image);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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static GLuint
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CreateProgram(const char *vertProgFile, const char *fragProgFile,
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struct uniform_info *uniforms)
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{
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GLuint fragShader, vertShader, program;
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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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SetUniformValues(program, uniforms);
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PrintUniforms(uniforms);
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return program;
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}
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static void
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InitPrograms(void)
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{
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Program1 = CreateProgram(ReflectVertFile, CubeFragFile, ReflectUniforms);
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Program2 = CreateProgram(SimpleVertFile, SimpleTexFragFile, SimpleUniforms);
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}
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static void
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Init(GLboolean useImageFiles)
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{
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if (!ShadersSupported()) {
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exit(1);
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}
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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InitTextures(useImageFiles);
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InitPrograms();
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glEnable(GL_DEPTH_TEST);
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glClearColor(.6, .6, .9, 0);
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glColor3f(1.0, 1.0, 1.0);
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowSize(500, 400);
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glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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win = glutCreateWindow(Demo);
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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(draw);
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if (Anim)
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glutIdleFunc(idle);
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if (argc > 1 && strcmp(argv[1] , "-i") == 0)
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Init(1);
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else
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Init(0);
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glutMainLoop();
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return 0;
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}
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