update linux templates

This commit is contained in:
Roy Qu 2022-06-04 18:25:58 +08:00
parent 2e5f666411
commit a5d4345af1
24 changed files with 76 additions and 1530 deletions

View File

@ -63,6 +63,20 @@ void AutolinkManager::load()
file.write(content);
file.close();
preFile.close();
#elif defined(Q_OS_LINUX)
QFile preFile(":/config/autolink-linux.json");
if (!preFile.open(QFile::ReadOnly)) {
throw FileError(QObject::tr("Can't open file '%1' for read.")
.arg(":/config/autolink-linux.json"));
}
QByteArray content=preFile.readAll();
if (!file.open(QFile::WriteOnly|QFile::Truncate)) {
throw FileError(QObject::tr("Can't open file '%1' for write.")
.arg(filename));
}
file.write(content);
file.close();
preFile.close();
#else
return;
#endif

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@ -2,5 +2,6 @@
<qresource prefix="/config">
<file alias="autolink.json">resources/autolink.json</file>
<file alias="codesnippets.json">resources/codesnippets.json</file>
<file alias="autolink-linux.json">resources/autolink-linux.json</file>
</qresource>
</RCC>

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@ -0,0 +1,14 @@
[
{
"header": "raylib.h",
"links": "-lraylib -lGL -lm -lpthread -ldl -lrt -lX11"
},
{
"header": "rdrawing.h",
"links": "-lrdrawing"
},
{
"header": "rturtle.h",
"links": "-lrturtle"
}
]

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@ -1,29 +0,0 @@
[Template]
ver=2
Name=GLUT
Icon=CL_GLUT.ico
Description=A simple GLUT program
Description[zh_CN]=一个简单的GLUT程序
Category=3D
Category[zh_CN]=3D
[Unit0]
CName=main.c
C=CL_GLUT_shapes.c.txt
[Unit1]
CName=glmatrix.h
C=CL_GLUT_glmatrix.h.txt
[Unit2]
CName=glmatrix.c
C=CL_GLUT_glmatrix.c.txt
[Project]
UnitCount=3
Type=0
IsCpp=0
linker=-lm -lfreeglut -lopengl32 -lwinmm -lgdi32_@@__@@_

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@ -1,219 +0,0 @@
#include <string.h>
#define _USE_MATH_DEFINES
#include <math.h>
#include "glmatrix.h"
#ifndef M_PI
#define M_PI 3.141592653589793
#endif
#define MMODE_IDX(x) ((x) - GL_MODELVIEW)
#define MAT_STACK_SIZE 32
#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
static int mm_idx = 0;
static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
static int stack_top[3];
void gl_matrix_mode(int mm)
{
mm_idx = MMODE_IDX(mm);
}
void gl_push_matrix(void)
{
int top = stack_top[mm_idx];
memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
stack_top[mm_idx]++;
}
void gl_pop_matrix(void)
{
stack_top[mm_idx]--;
}
void gl_load_identity(void)
{
static const float idmat[] = MAT_IDENT;
int top = stack_top[mm_idx];
float *mat = mat_stack[mm_idx][top];
memcpy(mat, idmat, sizeof idmat);
}
void gl_load_matrixf(const float *m)
{
int top = stack_top[mm_idx];
float *mat = mat_stack[mm_idx][top];
memcpy(mat, m, 16 * sizeof *mat);
}
#define M4(i, j) ((i << 2) + j)
void gl_mult_matrixf(const float *m2)
{
int i, j;
int top = stack_top[mm_idx];
float *m1 = mat_stack[mm_idx][top];
float res[16];
for(i=0; i<4; i++) {
for(j=0; j<4; j++) {
res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
m1[M4(i,1)] * m2[M4(1,j)] +
m1[M4(i,2)] * m2[M4(2,j)] +
m1[M4(i,3)] * m2[M4(3,j)];
}
}
memcpy(m1, res, sizeof res);
}
void gl_translatef(float x, float y, float z)
{
float mat[] = MAT_IDENT;
mat[12] = x;
mat[13] = y;
mat[14] = z;
gl_mult_matrixf(mat);
}
void gl_rotatef(float angle, float x, float y, float z)
{
float mat[] = MAT_IDENT;
float angle_rad = (float)M_PI * angle / 180.f;
float sina = (float)sin(angle_rad);
float cosa = (float)cos(angle_rad);
float one_minus_cosa = 1.f - cosa;
float nxsq = x * x;
float nysq = y * y;
float nzsq = z * z;
mat[0] = nxsq + (1.f - nxsq) * cosa;
mat[4] = x * y * one_minus_cosa - z * sina;
mat[8] = x * z * one_minus_cosa + y * sina;
mat[1] = x * y * one_minus_cosa + z * sina;
mat[5] = nysq + (1.f - nysq) * cosa;
mat[9] = y * z * one_minus_cosa - x * sina;
mat[2] = x * z * one_minus_cosa - y * sina;
mat[6] = y * z * one_minus_cosa + x * sina;
mat[10] = nzsq + (1.f - nzsq) * cosa;
gl_mult_matrixf(mat);
}
void gl_scalef(float x, float y, float z)
{
float mat[] = MAT_IDENT;
mat[0] = x;
mat[5] = y;
mat[10] = z;
gl_mult_matrixf(mat);
}
void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar)
{
float mat[] = MAT_IDENT;
float dx = right - left;
float dy = top - bottom;
float dz = zfar - znear;
float tx = -(right + left) / dx;
float ty = -(top + bottom) / dy;
float tz = -(zfar + znear) / dz;
float sx = 2.f / dx;
float sy = 2.f / dy;
float sz = -2.f / dz;
mat[0] = sx;
mat[5] = sy;
mat[10] = sz;
mat[12] = tx;
mat[13] = ty;
mat[14] = tz;
gl_mult_matrixf(mat);
}
void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar)
{
float mat[] = MAT_IDENT;
float dx = right - left;
float dy = top - bottom;
float dz = zfar - znear;
float a = (right + left) / dx;
float b = (top + bottom) / dy;
float c = -(zfar + znear) / dz;
float d = -2.f * zfar * znear / dz;
mat[0] = 2.f * znear / dx;
mat[5] = 2.f * znear / dy;
mat[8] = a;
mat[9] = b;
mat[10] = c;
mat[11] = -1.f;
mat[14] = d;
mat[15] = 0;
gl_mult_matrixf(mat);
}
void glu_perspective(float vfov, float aspect, float znear, float zfar)
{
float vfov_rad = (float)M_PI * vfov / 180.f;
float x = znear * (float)tan(vfov_rad / 2.f);
gl_frustum(-aspect * x, aspect * x, -x, x, znear, zfar);
}
/* return the matrix (16 elements, 4x4 matrix, row-major order */
float* get_matrix(int mm)
{
int idx = MMODE_IDX(mm);
int top = stack_top[idx];
return mat_stack[idx][top];
}
#define M3(i, j) ((i * 3) + j)
static float inv_transpose_result[9];
/* return the inverse transpose of the left-upper 3x3 of a matrix
The returned pointer is only valid until the next time this function is
called, so make a deep copy when you want to keep it around.
*/
float* get_inv_transpose_3x3(int mm)
{
int idx = MMODE_IDX(mm);
int top = stack_top[idx];
float *m1 = mat_stack[idx][top];
float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
-m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
+m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
float invdet = 1/determinant;
inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
return inv_transpose_result;
}

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@ -1,31 +0,0 @@
#ifndef GLMATRIX_H_
#define GLMATRIX_H_
#ifndef GL_MODELVIEW
#define GL_MODELVIEW 0x1700
#endif
#ifndef GL_PROJECTION
#define GL_PROJECTION 0x1701
#endif
#ifndef GL_TEXTURE
#define GL_TEXTURE 0x1702
#endif
void gl_matrix_mode(int mmode);
void gl_push_matrix(void);
void gl_pop_matrix(void);
void gl_load_identity(void);
void gl_load_matrixf(const float *mat);
void gl_mult_matrixf(const float *mat);
void gl_translatef(float x, float y, float z);
void gl_rotatef(float angle, float x, float y, float z);
void gl_scalef(float x, float y, float z);
void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar);
void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar);
void glu_perspective(float vfov, float aspect, float znear, float zfar);
/* getters */
float* get_matrix(int mm);
float* get_inv_transpose_3x3(int mm);
#endif /* GLMATRIX_H_ */

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@ -1,946 +0,0 @@
/*! \file shapes.c
\ingroup demos
This program is a test harness for the various shapes
in OpenGLUT. It may also be useful to see which
parameters control what behavior in the OpenGLUT
objects.
Spinning wireframe and solid-shaded shapes are
displayed. Some parameters can be adjusted.
Keys:
- <tt>Esc &nbsp;</tt> Quit
- <tt>q Q &nbsp;</tt> Quit
- <tt>i I &nbsp;</tt> Show info
- <tt>p P &nbsp;</tt> Toggle perspective or orthographic projection
- <tt>r R &nbsp;</tt> Toggle fixed or animated rotation around model X-axis
- <tt>s S &nbsp;</tt> Toggle toggle fixed function or shader render path
- <tt>n N &nbsp;</tt> Toggle visualization of object's normal vectors
- <tt>= + &nbsp;</tt> Increase \a slices
- <tt>- _ &nbsp;</tt> Decreate \a slices
- <tt>, < &nbsp;</tt> Decreate \a stacks
- <tt>. > &nbsp;</tt> Increase \a stacks
- <tt>9 ( &nbsp;</tt> Decreate \a depth (Sierpinski Sponge)
- <tt>0 ) &nbsp;</tt> Increase \a depth (Sierpinski Sponge)
- <tt>up&nbsp; &nbsp;</tt> Increase "outer radius"
- <tt>down&nbsp;</tt> Decrease "outer radius"
- <tt>left&nbsp;</tt> Decrease "inner radius"
- <tt>right</tt> Increase "inner radius"
- <tt>PgUp&nbsp;</tt> Next shape-drawing function
- <tt>PgDn&nbsp;</tt> Prev shape-drawing function
\author Written by Nigel Stewart November 2003
\author Portions Copyright (C) 2004, the OpenGLUT project contributors. <br>
OpenGLUT branched from freeglut in February, 2004.
\image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration
\include demos/shapes/shapes.c
*/
#include <GL/freeglut.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include "glmatrix.h"
#ifdef _MSC_VER
/* DUMP MEMORY LEAKS */
#include <crtdbg.h>
#endif
/* report GL errors, if any, to stderr */
void checkError(const char *functionName)
{
GLenum error;
while (( error = glGetError() ) != GL_NO_ERROR) {
fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
}
}
/*
* OpenGL 2+ shader mode needs some function and macro definitions,
* avoiding a dependency on additional libraries like GLEW or the
* GL/glext.h header
*/
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
#ifndef GL_COMPILE_STATUS
#define GL_COMPILE_STATUS 0x8B81
#endif
#ifndef GL_LINK_STATUS
#define GL_LINK_STATUS 0x8B82
#endif
#ifndef GL_INFO_LOG_LENGTH
#define GL_INFO_LOG_LENGTH 0x8B84
#endif
typedef ptrdiff_t ourGLsizeiptr;
typedef char ourGLchar;
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef GL_VERSION_2_0
typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
#endif
PFNGLCREATESHADERPROC gl_CreateShader;
PFNGLSHADERSOURCEPROC gl_ShaderSource;
PFNGLCOMPILESHADERPROC gl_CompileShader;
PFNGLCREATEPROGRAMPROC gl_CreateProgram;
PFNGLATTACHSHADERPROC gl_AttachShader;
PFNGLLINKPROGRAMPROC gl_LinkProgram;
PFNGLUSEPROGRAMPROC gl_UseProgram;
PFNGLGETSHADERIVPROC gl_GetShaderiv;
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
void initExtensionEntries(void)
{
gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader");
gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram");
gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram");
gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv");
gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog");
gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv");
gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog");
gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation");
gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation");
gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv");
gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv");
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_GetUniformLocation || !gl_UniformMatrix4fv || !gl_UniformMatrix3fv)
{
fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glGetUniformLocation, glUniformMatrix4fv or gl_UniformMatrix3fv not found");
exit(1);
}
}
const ourGLchar *vertexShaderSource[] = {
"/**",
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
" * This file is in the public domain.",
" * Contributors: Sylvain Beucler",
" */",
"attribute vec3 fg_coord;",
"attribute vec3 fg_normal;",
"varying vec4 position; /* position of the vertex (and fragment) in world space */",
"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
"uniform mat4 m, p; /* don't need v, as always identity in our demo */",
"uniform mat3 m_3x3_inv_transp;",
" ",
"void main()",
"{",
" vec4 fg_coord4 = vec4(fg_coord, 1.0);",
" position = m * fg_coord4;",
" varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
" ",
" mat4 mvp = p*m; /* normally p*v*m */",
" gl_Position = mvp * fg_coord4;",
"}"
};
const ourGLchar *fragmentShaderSource[] = {
"/**",
" * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights",
" * This file is in the public domain.",
" * Contributors: Martin Kraus, Sylvain Beucler",
" */",
"varying vec4 position; /* position of the vertex (and fragment) in world space */",
"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
"/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */",
" ",
"struct lightSource",
"{",
" vec4 position;",
" vec4 diffuse;",
" vec4 specular;",
" float constantAttenuation, linearAttenuation, quadraticAttenuation;",
" float spotCutoff, spotExponent;",
" vec3 spotDirection;",
"};",
"lightSource light0 = lightSource(",
" vec4(2.0, 5.0, 5.0, 0.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" 0.0, 1.0, 0.0,",
" 180.0, 0.0,",
" vec3(0.0, 0.0, 0.0)",
");",
"vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);",
" ",
"struct material",
"{",
" vec4 ambient;",
" vec4 diffuse;",
" vec4 specular;",
" float shininess;",
"};",
"material frontMaterial = material(",
" vec4(1.0, 0.0, 0.0, 1.0),",
" vec4(1.0, 0.0, 0.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" 100.0",
");",
" ",
"void main()",
"{",
" vec3 normalDirection = normalize(varyingNormalDirection);",
" /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
" vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",
" vec3 lightDirection;",
" float attenuation;",
" ",
" if (0.0 == light0.position.w) /* directional light? */",
" {",
" attenuation = 1.0; /* no attenuation */",
" lightDirection = normalize(vec3(light0.position));",
" } ",
" else /* point light or spotlight (or other kind of light) */",
" {",
" vec3 positionToLightSource = vec3(light0.position - position);",
" float distance = length(positionToLightSource);",
" lightDirection = normalize(positionToLightSource);",
" attenuation = 1.0 / (light0.constantAttenuation",
" + light0.linearAttenuation * distance",
" + light0.quadraticAttenuation * distance * distance);",
" ",
" if (light0.spotCutoff <= 90.0) /* spotlight? */",
" {",
" float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
" if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */",
" {",
" attenuation = 0.0;",
" }",
" else",
" {",
" attenuation = attenuation * pow(clampedCosine, light0.spotExponent); ",
" }",
" }",
" }",
" ",
" vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);",
" ",
" vec3 diffuseReflection = attenuation ",
" * vec3(light0.diffuse) * vec3(frontMaterial.diffuse)",
" * max(0.0, dot(normalDirection, lightDirection));",
" ",
" vec3 specularReflection;",
" if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */",
" {",
" specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */",
" }",
" else /* light source on the right side */",
" {",
" specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
" }",
" ",
" gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);",
"}"
};
GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isAttrib)
{
if (isAttrib)
{
GLint attrib = gl_GetAttribLocation(program, name);
if (attrib == -1)
{
fprintf(stderr, "Warning: Could not bind attrib %s\n", name);
}
checkError ("getAttribOrUniformLocation");
return attrib;
}
else
{
GLint uniform = gl_GetUniformLocation(program, name);
if (uniform == -1)
{
fprintf(stderr, "Warning: Could not bind uniform %s\n", name);
}
checkError ("getAttribOrUniformLocation");
return uniform;
}
}
GLuint program;
GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */
void compileAndCheck(GLuint shader)
{
GLint status;
gl_CompileShader (shader);
gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
ourGLchar *infoLog;
gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength);
infoLog = (ourGLchar*) malloc (infoLogLength);
gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog);
fprintf (stderr, "compile log: %s\n", infoLog);
free (infoLog);
}
checkError ("compileAndCheck");
}
GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string)
{
GLuint shader = gl_CreateShader (type);
gl_ShaderSource (shader, count, string, NULL);
checkError ("compileShaderSource");
compileAndCheck (shader);
return shader;
}
void linkAndCheck(GLuint program)
{
GLint status;
gl_LinkProgram (program);
gl_GetProgramiv (program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
ourGLchar *infoLog;
gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength);
infoLog = (ourGLchar*) malloc (infoLogLength);
gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog);
fprintf (stderr, "link log: %s\n", infoLog);
free (infoLog);
}
checkError ("linkAndCheck");
}
void createProgram(GLuint vertexShader, GLuint fragmentShader)
{
program = gl_CreateProgram ();
if (vertexShader != 0) {
gl_AttachShader (program, vertexShader);
}
if (fragmentShader != 0) {
gl_AttachShader (program, fragmentShader);
}
checkError ("createProgram");
linkAndCheck (program);
}
void initShader(void)
{
const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*);
GLuint vertexShader =
compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource);
const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*);
GLuint fragmentShader =
compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource);
checkError ("initShader - 1");
createProgram (vertexShader, fragmentShader);
gl_UseProgram (program);
attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, GL_TRUE);
attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, GL_TRUE);
uniform_m = getAttribOrUniformLocation("m" , program, GL_FALSE);
uniform_p = getAttribOrUniformLocation("p" , program, GL_FALSE);
uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, GL_FALSE);
gl_UseProgram (0);
if (attribute_fg_coord==-1 || attribute_fg_normal==-1 ||
uniform_m==-1 || uniform_p==-1 || uniform_m_3x3_inv_transp==-1)
shaderReady = -1;
else
shaderReady = 1;
checkError ("initShader - 2");
}
/*
* This macro is only intended to be used on arrays, of course.
*/
#define NUMBEROF(x) ((sizeof(x))/(sizeof(x[0])))
/*
* These global variables control which object is drawn,
* and how it is drawn. No object uses all of these
* variables.
*/
static int function_index;
static int slices = 16;
static int stacks = 16;
static double irad = .25;
static double orad = 1.0; /* doubles as size for objects other than Torus */
static int depth = 4;
static double offset[ 3 ] = { 0, 0, 0 };
static GLboolean show_info = GL_TRUE;
static float ar;
static GLboolean persProject = GL_TRUE;
static GLboolean animateXRot = GL_FALSE;
static GLboolean useShader = GL_FALSE;
static GLboolean visNormals = GL_FALSE;
static GLboolean flat;
/*
* Enum to tell drawSizeInfo what to draw for each object
*/
#define GEO_NO_SIZE 0
#define GEO_SIZE 1
#define GEO_SCALE 2
#define GEO_INNER_OUTER_RAD 4
#define GEO_RAD 8
#define GEO_BASE_HEIGHT 16
#define GEO_RAD_HEIGHT 32
/*
* These one-liners draw particular objects, fetching appropriate
* information from the above globals. They are just thin wrappers
* for the FreeGLUT objects.
*/
static void drawSolidTetrahedron(void) { glutSolidTetrahedron (); }
static void drawWireTetrahedron(void) { glutWireTetrahedron (); }
static void drawSolidCube(void) { glutSolidCube(orad); } /* orad doubles as size input */
static void drawWireCube(void) { glutWireCube(orad); } /* orad doubles as size input */
static void drawSolidOctahedron(void) { glutSolidOctahedron (); }
static void drawWireOctahedron(void) { glutWireOctahedron (); }
static void drawSolidDodecahedron(void) { glutSolidDodecahedron (); }
static void drawWireDodecahedron(void) { glutWireDodecahedron (); }
static void drawSolidRhombicDodecahedron(void) { glutSolidRhombicDodecahedron (); }
static void drawWireRhombicDodecahedron(void) { glutWireRhombicDodecahedron (); }
static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); }
static void drawWireIcosahedron(void) { glutWireIcosahedron (); }
static void drawSolidSierpinskiSponge(void) { glutSolidSierpinskiSponge (depth, offset, orad);} /* orad doubles as size input */
static void drawWireSierpinskiSponge(void) { glutWireSierpinskiSponge (depth, offset, orad); } /* orad doubles as size input */
static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices,stacks); }
static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); }
static void drawSolidSphere(void) { glutSolidSphere(orad,slices,stacks); } /* orad doubles as size input */
static void drawWireSphere(void) { glutWireSphere(orad,slices,stacks); } /* orad doubles as size input */
static void drawSolidCone(void) { glutSolidCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */
static void drawWireCone(void) { glutWireCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */
static void drawSolidCylinder(void) { glutSolidCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */
static void drawWireCylinder(void) { glutWireCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */
/* per Glut manpage, it should be noted that the teapot is rendered
* with clockwise winding for front facing polygons...
* Same for the teacup and teaspoon
*/
static void drawSolidTeapot(void)
{ glFrontFace(GL_CW); glutSolidTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeapot(void)
{ glFrontFace(GL_CW); glutWireTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawSolidTeacup(void)
{ glFrontFace(GL_CW); glutSolidTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeacup(void)
{ glFrontFace(GL_CW); glutWireTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawSolidTeaspoon(void)
{ glFrontFace(GL_CW); glutSolidTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
static void drawWireTeaspoon(void)
{ glFrontFace(GL_CW); glutWireTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */}
#define RADIUSFAC 0.70710678118654752440084436210485f
static void drawSolidCuboctahedron(void)
{
GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_TRIANGLES );
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glVertex3d( radius, 0.0, radius );
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glVertex3d( radius, 0.0,-radius );
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0, radius, radius );
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, 0.0,-radius );
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius, 0.0, radius );
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_QUADS );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
static void drawWireCuboctahedron(void)
{
GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_LINE_LOOP );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
#undef RADIUSFAC
/*
* This structure defines an entry in our function-table.
*/
typedef struct
{
const char * const name;
void (*solid) (void);
void (*wire) (void);
int drawSizeInfoFlag;
} entry;
#define ENTRY(e,f) {#e, drawSolid##e, drawWire##e,f}
static const entry table [] =
{
ENTRY (Tetrahedron,GEO_NO_SIZE),
ENTRY (Cube,GEO_SIZE),
ENTRY (Octahedron,GEO_NO_SIZE),
ENTRY (Dodecahedron,GEO_NO_SIZE),
ENTRY (RhombicDodecahedron,GEO_NO_SIZE),
ENTRY (Icosahedron,GEO_NO_SIZE),
ENTRY (SierpinskiSponge,GEO_SCALE),
ENTRY (Teapot,GEO_SIZE),
ENTRY (Teacup,GEO_SIZE),
ENTRY (Teaspoon,GEO_SIZE),
ENTRY (Torus,GEO_INNER_OUTER_RAD),
ENTRY (Sphere,GEO_RAD),
ENTRY (Cone,GEO_BASE_HEIGHT),
ENTRY (Cylinder,GEO_RAD_HEIGHT),
ENTRY (Cuboctahedron,GEO_SIZE) /* This one doesn't work when in shader mode and is then skipped */
};
#undef ENTRY
/*!
Does printf()-like work using freeglut
glutBitmapString(). Uses a fixed font. Prints
at the indicated row/column position.
Limitation: Cannot address pixels.
Limitation: Renders in screen coords, not model coords.
*/
static void shapesPrintf (int row, int col, const char *fmt, ...)
{
static char buf[256];
int viewport[4];
void *font = GLUT_BITMAP_9_BY_15;
va_list args;
va_start(args, fmt);
#if defined(WIN32) && !defined(__CYGWIN__)
(void) _vsnprintf (buf, sizeof(buf), fmt, args);
#else
(void) vsnprintf (buf, sizeof(buf), fmt, args);
#endif
va_end(args);
glGetIntegerv(GL_VIEWPORT,viewport);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,viewport[2],0,viewport[3],-1,1);
glRasterPos2i
(
glutBitmapWidth(font, ' ') * col,
- glutBitmapHeight(font) * row + viewport[3]
);
glutBitmapString (font, (unsigned char*)buf);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
/* Print info about the about the current shape and render state on the screen */
static void DrawSizeInfo(int *row)
{
switch (table [function_index].drawSizeInfoFlag)
{
case GEO_NO_SIZE:
break;
case GEO_SIZE:
shapesPrintf ((*row)++, 1, "Size Up Down : %f", orad);
break;
case GEO_SCALE:
shapesPrintf ((*row)++, 1, "Scale Up Down : %f", orad);
break;
case GEO_INNER_OUTER_RAD:
shapesPrintf ((*row)++, 1, "Inner radius Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Outer radius Up Down : %f", orad);
break;
case GEO_RAD:
shapesPrintf ((*row)++, 1, "Radius Up Down : %f", orad);
break;
case GEO_BASE_HEIGHT:
shapesPrintf ((*row)++, 1, "Base Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad);
break;
case GEO_RAD_HEIGHT:
shapesPrintf ((*row)++, 1, "Radius Left Right: %f", irad);
shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad);
break;
}
}
static void drawInfo()
{
int row = 1;
shapesPrintf (row++, 1, "Shape PgUp PgDn: %s", table [function_index].name);
shapesPrintf (row++, 1, "Slices +-: %d Stacks <>: %d", slices, stacks);
shapesPrintf (row++, 1, "nSides +-: %d nRings <>: %d", slices, stacks);
shapesPrintf (row++, 1, "Depth (): %d", depth);
DrawSizeInfo(&row);
if (persProject)
shapesPrintf (row++, 1, "Perspective projection (p)");
else
shapesPrintf (row++, 1, "Orthographic projection (p)");
if (useShader) {
shapesPrintf (row++, 1, "Using shader (s)");
} else {
shapesPrintf (row++, 1, "Using fixed function pipeline (s)");
if (flat)
shapesPrintf (row++, 1, "Flat shading (f)");
else
shapesPrintf (row++, 1, "Smooth shading (f)");
}
if (animateXRot)
shapesPrintf (row++, 1, "2D rotation (r)");
else
shapesPrintf (row++, 1, "1D rotation (r)");
shapesPrintf (row++, 1, "visualizing normals: %i (n)",visNormals);
}
/* GLUT callback Handlers */
static void
resize(int width, int height)
{
ar = (float) width / (float) height;
glViewport(0, 0, width, height);
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*89.0;
const double b = (animateXRot?t:1)*67.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSetOption(GLUT_GEOMETRY_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */
glShadeModel(flat ? GL_FLAT : GL_SMOOTH); /* flat or gouraud shading */
if (useShader && !shaderReady)
initShader();
if (useShader && shaderReady)
{
/* setup use of shader (and vertex buffer by FreeGLUT) */
gl_UseProgram (program);
glutSetVertexAttribCoord3(attribute_fg_coord);
glutSetVertexAttribNormal(attribute_fg_normal);
/* There is also a glutSetVertexAttribTexCoord2, which is used only when drawing the teapot, teacup or teaspoon */
gl_matrix_mode(GL_PROJECTION);
gl_load_identity();
if (persProject)
gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f);
else
gl_ortho(-ar*3, ar*3, -3.f, 3.f, 2.f, 100.f);
gl_UniformMatrix4fv (uniform_p, 1, GL_FALSE, get_matrix(GL_PROJECTION));
gl_matrix_mode(GL_MODELVIEW);
gl_load_identity();
gl_push_matrix();
/* Not in reverse order like normal OpenGL, our util library multiplies the matrices in the order they are specified in */
gl_rotatef((float)a,0,0,1);
gl_rotatef((float)b,1,0,0);
gl_translatef(0,1.2f,-6);
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
table [function_index].solid ();
gl_pop_matrix();
gl_push_matrix();
gl_rotatef((float)a,0,0,1);
gl_rotatef((float)b,1,0,0);
gl_translatef(0,-1.2f,-6);
gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW));
gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW));
table [function_index].wire ();
gl_pop_matrix();
gl_UseProgram (0);
glutSetVertexAttribCoord3(-1);
glutSetVertexAttribNormal(-1);
checkError ("display");
}
else
{
/* fixed function pipeline */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (persProject)
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
else
glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_LIGHTING);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].solid ();
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(b,1,0,0);
glRotated(a,0,0,1);
table [function_index].wire ();
glPopMatrix();
glDisable(GL_LIGHTING);
glColor3d(0.1,0.1,0.4);
}
if( show_info )
/* print info to screen */
drawInfo();
else
/* print to command line instead */
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
glutSwapBuffers();
}
static void
key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'Q':
case 'q': glutLeaveMainLoop () ; break;
case 'I':
case 'i': show_info=!show_info; break;
case '=':
case '+': slices++; break;
case '-':
case '_': if( slices > -1 ) slices--; break;
case ',':
case '<': if( stacks > -1 ) stacks--; break;
case '.':
case '>': stacks++; break;
case '9':
case '(': if( depth > -1 ) depth--; break;
case '0':
case ')': ++depth; break;
case 'P':
case 'p': persProject=!persProject; break;
case 'R':
case 'r': animateXRot=!animateXRot; break;
case 'S':
case 's':
useShader=!useShader;
/* Cuboctahedron can't be shown when in shader mode, move to next */
if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
function_index = 0;
break;
case 'F':
case 'f':
flat ^= 1;
break;
case 'N':
case 'n': visNormals=!visNormals; break;
default:
break;
}
glutPostRedisplay();
}
static void special (int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_PAGE_UP: ++function_index; break;
case GLUT_KEY_PAGE_DOWN: --function_index; break;
case GLUT_KEY_UP: orad *= 2; break;
case GLUT_KEY_DOWN: orad /= 2; break;
case GLUT_KEY_RIGHT: irad *= 2; break;
case GLUT_KEY_LEFT: irad /= 2; break;
default:
break;
}
if (0 > function_index)
function_index = NUMBEROF (table) - 1;
if (NUMBEROF (table) <= ( unsigned )function_index)
function_index = 0;
/* Cuboctahedron can't be shown when in shader mode, skip it */
if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
{
if (key==GLUT_KEY_PAGE_UP)
function_index = 0;
else
function_index -= 1;
}
}
static void
idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int
main(int argc, char *argv[])
{
glutInitWindowSize(800,600);
glutInitWindowPosition(40,40);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
glutCreateWindow("FreeGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutIdleFunc(idle);
glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION ) ;
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
initExtensionEntries();
glutMainLoop();
#ifdef _MSC_VER
/* DUMP MEMORY LEAK INFORMATION */
_CrtDumpMemoryLeaks () ;
#endif
return EXIT_SUCCESS;
}

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[Template]
ver=2
Name=Turtle Graphics
Name[zh_CN]=海龟作图
Icon=CL_Turtle.ico
Description=A simple program using Turtle Graphics
Description[zh_CN]=简单的海龟作图程序 (https://github.com/royqh1979/raylib-drawing)
Category=Multimedia
Category[zh_CN]=多媒体
[Unit0]
CName=main.c
C=CL_Turtle_cpp.txt
[Project]
UnitCount=1
Type=1
IsCpp=0
linker=-lrturtle -lrdrawing -lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -0,0 +1,25 @@
#include <rturtle.h>
int main() {
int n;
initWorld(800,600);
// Press F2 toggle display of grids
// Press F3 toggle display of the turtle
setSpeed(500);
// setRewind(true);
// setImmediate(true);
n=50;
for (int i=0;i<n;i++) {
for (int j=0;j<4;j++) {
fd(200);
lt(90);
}
lt(360.0/n);
}
waitClick();
return 0;
}

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@ -1,39 +0,0 @@
[Template]
ver=2
Name=GLFW
Description=A simple GLFW program
Description[zh_CN]=一个简单的GLFW程序
Icon=GLFW.ico
Category=3D
Category[zh_CN]=3D
[Unit0]
CppName=main.cpp
Cpp=GLFW_main.cpp.txt
[Unit1]
CppName=shader.h
Cpp=GLFW_shader.h.txt
[Unit2]
CppName=shader.frag
Cpp=GLFW_shader.frag.txt
[Unit3]
CppName=shader.vs
Cpp=GLFW_shader.vs.txt
[Project]
UnitCount=4
Type=1
IsCpp=1
Compiler=
CppCompiler=
Linker=-lglfw3 -lglew32 -lopengl32 -lwinmm -lgdi32_@@__@@_
CompilerSettings=0000000000110000000001000
CompilerSet=1
UseUTF8=0
StaticLink=1
AddCharset=1
IncludeVersionInfo=0
SupportXPThemes=0

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@ -1,111 +0,0 @@
#include <iostream>
// GLEW
#define GLEW_STATIC
#include <GL/glew.h>
// GLFW
#include <GLFW/glfw3.h>
// Other includes
#include "shader.h"
// Function prototypes
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
// Window dimensions
const GLuint WIDTH = 800, HEIGHT = 600;
// The MAIN function, from here we start the application and run the game loop
int main()
{
// Init GLFW
glfwInit();
// Set all the required options for GLFW
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
// Create a GLFWwindow object that we can use for GLFW's functions
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr);
glfwMakeContextCurrent(window);
// Set the required callback functions
glfwSetKeyCallback(window, key_callback);
// Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions
glewExperimental = GL_TRUE;
// Initialize GLEW to setup the OpenGL Function pointers
glewInit();
// Define the viewport dimensions
glViewport(0, 0, WIDTH, HEIGHT);
//读取shader文件并编译见shader.h代码
Shader ourShader("shader.vs", "shader.frag");
// 一维数组,每六个代表一个顶点属性,前三个代表位置属性,后三个代表颜色属性
GLfloat vertices[] = {
// Positions // Colors
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Right
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom Left
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // Top
};
GLuint VBO, VAO;//声明顶点缓冲,声明顶点数组用于管理顶点数据
glGenVertexArrays(1, &VAO);//创建顶点数组,返回一个独一无二的整数,标识数组
glGenBuffers(1, &VBO);//创建顶点缓冲,返回一个独一无二的整数,标识缓冲区
glBindVertexArray(VAO);//绑定顶点数组
glBindBuffer(GL_ARRAY_BUFFER, VBO);//绑定顶点缓冲
//指定顶点数组的数据源为vertices第四个参数代表显卡如何管理给定的数据GL_STATIC_DRWA代表几乎不会改变
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// 指定顶点属性的解析方式。即,如何从顶点缓冲获取相应的顶点属性和相应的颜色属性。或者说,顶点着色器中如何知道去哪个顶点属性分量重着色呢
//对每一个顶点而言属性有2种一是位置属性而是颜色属性因此每六个浮点数决定了一个顶点的位置和颜色
//顶点着色器中使用layout(location = 0)定义了position顶点属性的位置值(Location),因此第一个参数,代表属性分量的索引
//参数二:顶点位置属性的维度,参数三:属性向量的数据类型,参数四:是否标准化;参数五,顶点位置属性的总字节长度,参数六:在缓冲数组中的偏移量,即起始位置
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);//启用属性0因为默认是禁用的
// 参数一对应顶点着色器中的layout (location = 1) in vec3 color;参数六说明颜色属性的偏移量在三个浮点数后与上文vertices一致
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);//启用属性1.
//顶点数组对象(Vertex Array Object, VAO)的好处就是当配置顶点属性指针时你只需要将上面的代码调用执行一次之后再绘制物体的时候只需要绑定相应的VAO就行了。如下文循环中的绑定再解绑
glBindVertexArray(0); // 解绑 VAO
// Game loop
while (!glfwWindowShouldClose(window))
{
// 检查事件调用相应的回调函数如下文的key_callback函数
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);//渲染颜色到后台缓冲
glClear(GL_COLOR_BUFFER_BIT);//清除前台缓冲
// Draw the triangle
ourShader.Use();//启用着色器程序
glBindVertexArray(VAO);//每次循环都调用绑定函数绑定VAO
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);//解绑
// Swap the screen buffers
glfwSwapBuffers(window);
}
// Properly de-allocate all resources once they've outlived their purpose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
// Is called whenever a key is pressed/released via GLFW
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}

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#version 330 core
in vec3 ourColor;
out vec4 color;
void main()
{
color = vec4(ourColor, 1.0f);
}

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#ifndef SHADER_H
#define SHADER_H
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>
class Shader
{
public:
GLuint Program;
// Constructor generates the shader on the fly
Shader(const GLchar* vertexPath, const GLchar* fragmentPath)
{
// 1. Retrieve the vertex/fragment source code from filePath
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
// ensures ifstream objects can throw exceptions:
vShaderFile.exceptions(std::ifstream::badbit);
fShaderFile.exceptions(std::ifstream::badbit);
try
{
// Open files
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
// Read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// Convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
}
catch (std::ifstream::failure e)
{
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
}
const GLchar* vShaderCode = vertexCode.c_str();
const GLchar * fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
GLint success;
GLchar infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);//创建顶点着色器
glShaderSource(vertex, 1, &vShaderCode, NULL);//指定源代码
glCompileShader(vertex);//编译着色器
// Print compile errors if any
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);//查看是否编译成功
if (!success)
{
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);//创建片段着色器
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
// Print compile errors if any
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// Shader Program
this->Program = glCreateProgram();//创建着色程序
glAttachShader(this->Program, vertex);//关联顶点着色器
glAttachShader(this->Program, fragment);//关联片段着色器
glLinkProgram(this->Program);//链接编译器
// Print linking errors if any
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
// Delete the shaders as they're linked into our program now and no longer necessery
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// Uses the current shader
void Use()
{
glUseProgram(this->Program);
}
};
#endif

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#version 330 core
layout (location = 0) in vec3 position;//in 代表输入向量, location与下面的顶点属性描述有关。
layout (location = 1) in vec3 color;
out vec3 ourColor;//out 代表输出3维向量作为片段着色器的输入见下文
void main()
{
gl_Position = vec4(position, 1.0f);
ourColor = color;
}

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[Template]
ver=2
Name=Console Application
Name[zh_CN]=控制台程序
Icon=console.ico
Description=A console application
Description[zh_CN]=一个简单的控制台程序
Category=基础
[Unit0]
CName=main.c
CppName=main.cpp
C=consoleapp_c.txt
Cpp=consoleapp_cpp.txt
[Project]
UnitCount=1
Type=1

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@ -1,8 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
/* run this program using the console pauser or add your own getch, system("pause") or input loop */
int main(int argc, char *argv[]) {
return 0;
}

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#include <iostream>
/* run this program using the console pauser or add your own getch, system("pause") or input loop */
int main(int argc, char** argv) {
return 0;
}

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@ -24,5 +24,5 @@ Target=explosion.png
UnitCount=3
Type=1
IsCpp=0
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
linker=-lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -16,5 +16,4 @@ C=raylib_3d_c.txt
UnitCount=1
Type=1
IsCpp=0
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
linker=-lraylib -lGL -lm -lpthread -ldl -lrt -lX11

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@ -24,5 +24,4 @@ Target=fragment_shader.fs
UnitCount=3
Type=1
IsCpp=0
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
linker=-lraylib -lGL -lm -lpthread -ldl -lrt -lX11