update linux templates
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[Template]
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ver=2
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Name=GLUT
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Icon=CL_GLUT.ico
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Description=A simple GLUT program
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Description[zh_CN]=一个简单的GLUT程序
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Category=3D
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Category[zh_CN]=3D
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[Unit0]
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CName=main.c
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C=CL_GLUT_shapes.c.txt
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[Unit1]
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CName=glmatrix.h
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C=CL_GLUT_glmatrix.h.txt
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[Unit2]
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CName=glmatrix.c
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C=CL_GLUT_glmatrix.c.txt
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[Project]
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UnitCount=3
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Type=0
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IsCpp=0
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linker=-lm -lfreeglut -lopengl32 -lwinmm -lgdi32_@@__@@_
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#include <string.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "glmatrix.h"
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#ifndef M_PI
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#define M_PI 3.141592653589793
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#endif
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#define MMODE_IDX(x) ((x) - GL_MODELVIEW)
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#define MAT_STACK_SIZE 32
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#define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
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static int mm_idx = 0;
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static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
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static int stack_top[3];
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void gl_matrix_mode(int mm)
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{
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mm_idx = MMODE_IDX(mm);
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}
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void gl_push_matrix(void)
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{
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int top = stack_top[mm_idx];
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memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
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stack_top[mm_idx]++;
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}
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void gl_pop_matrix(void)
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{
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stack_top[mm_idx]--;
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}
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void gl_load_identity(void)
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{
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static const float idmat[] = MAT_IDENT;
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, idmat, sizeof idmat);
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}
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void gl_load_matrixf(const float *m)
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{
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int top = stack_top[mm_idx];
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float *mat = mat_stack[mm_idx][top];
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memcpy(mat, m, 16 * sizeof *mat);
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}
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#define M4(i, j) ((i << 2) + j)
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void gl_mult_matrixf(const float *m2)
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{
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int i, j;
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int top = stack_top[mm_idx];
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float *m1 = mat_stack[mm_idx][top];
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float res[16];
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for(i=0; i<4; i++) {
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for(j=0; j<4; j++) {
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res[M4(i,j)] = m1[M4(i,0)] * m2[M4(0,j)] +
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m1[M4(i,1)] * m2[M4(1,j)] +
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m1[M4(i,2)] * m2[M4(2,j)] +
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m1[M4(i,3)] * m2[M4(3,j)];
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}
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}
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memcpy(m1, res, sizeof res);
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}
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void gl_translatef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[12] = x;
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mat[13] = y;
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mat[14] = z;
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gl_mult_matrixf(mat);
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}
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void gl_rotatef(float angle, float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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float angle_rad = (float)M_PI * angle / 180.f;
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float sina = (float)sin(angle_rad);
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float cosa = (float)cos(angle_rad);
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float one_minus_cosa = 1.f - cosa;
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float nxsq = x * x;
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float nysq = y * y;
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float nzsq = z * z;
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mat[0] = nxsq + (1.f - nxsq) * cosa;
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mat[4] = x * y * one_minus_cosa - z * sina;
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mat[8] = x * z * one_minus_cosa + y * sina;
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mat[1] = x * y * one_minus_cosa + z * sina;
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mat[5] = nysq + (1.f - nysq) * cosa;
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mat[9] = y * z * one_minus_cosa - x * sina;
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mat[2] = x * z * one_minus_cosa - y * sina;
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mat[6] = y * z * one_minus_cosa + x * sina;
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mat[10] = nzsq + (1.f - nzsq) * cosa;
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gl_mult_matrixf(mat);
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}
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void gl_scalef(float x, float y, float z)
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{
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float mat[] = MAT_IDENT;
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mat[0] = x;
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mat[5] = y;
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mat[10] = z;
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gl_mult_matrixf(mat);
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}
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void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = zfar - znear;
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float tx = -(right + left) / dx;
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float ty = -(top + bottom) / dy;
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float tz = -(zfar + znear) / dz;
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float sx = 2.f / dx;
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float sy = 2.f / dy;
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float sz = -2.f / dz;
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mat[0] = sx;
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mat[5] = sy;
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mat[10] = sz;
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mat[12] = tx;
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mat[13] = ty;
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mat[14] = tz;
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gl_mult_matrixf(mat);
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}
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void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar)
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{
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float mat[] = MAT_IDENT;
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float dx = right - left;
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float dy = top - bottom;
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float dz = zfar - znear;
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float a = (right + left) / dx;
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float b = (top + bottom) / dy;
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float c = -(zfar + znear) / dz;
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float d = -2.f * zfar * znear / dz;
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mat[0] = 2.f * znear / dx;
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mat[5] = 2.f * znear / dy;
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mat[8] = a;
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mat[9] = b;
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mat[10] = c;
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mat[11] = -1.f;
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mat[14] = d;
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mat[15] = 0;
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gl_mult_matrixf(mat);
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}
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void glu_perspective(float vfov, float aspect, float znear, float zfar)
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{
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float vfov_rad = (float)M_PI * vfov / 180.f;
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float x = znear * (float)tan(vfov_rad / 2.f);
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gl_frustum(-aspect * x, aspect * x, -x, x, znear, zfar);
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}
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/* return the matrix (16 elements, 4x4 matrix, row-major order */
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float* get_matrix(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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return mat_stack[idx][top];
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}
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#define M3(i, j) ((i * 3) + j)
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static float inv_transpose_result[9];
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/* return the inverse transpose of the left-upper 3x3 of a matrix
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The returned pointer is only valid until the next time this function is
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called, so make a deep copy when you want to keep it around.
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*/
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float* get_inv_transpose_3x3(int mm)
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{
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int idx = MMODE_IDX(mm);
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int top = stack_top[idx];
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float *m1 = mat_stack[idx][top];
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float determinant = +m1[M4(0,0)]*(m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])
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-m1[M4(0,1)]*(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])
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+m1[M4(0,2)]*(m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(1,1)]*m1[M4(2,0)]);
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float invdet = 1/determinant;
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inv_transpose_result[M3(0,0)] = (m1[M4(1,1)]*m1[M4(2,2)]-m1[M4(2,1)]*m1[M4(1,2)])*invdet;
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inv_transpose_result[M3(1,0)] = -(m1[M4(0,1)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,1)])*invdet;
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inv_transpose_result[M3(2,0)] = (m1[M4(0,1)]*m1[M4(1,2)]-m1[M4(0,2)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(0,1)] = -(m1[M4(1,0)]*m1[M4(2,2)]-m1[M4(1,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(1,1)] = (m1[M4(0,0)]*m1[M4(2,2)]-m1[M4(0,2)]*m1[M4(2,0)])*invdet;
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inv_transpose_result[M3(2,1)] = -(m1[M4(0,0)]*m1[M4(1,2)]-m1[M4(1,0)]*m1[M4(0,2)])*invdet;
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inv_transpose_result[M3(0,2)] = (m1[M4(1,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(1,1)])*invdet;
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inv_transpose_result[M3(1,2)] = -(m1[M4(0,0)]*m1[M4(2,1)]-m1[M4(2,0)]*m1[M4(0,1)])*invdet;
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inv_transpose_result[M3(2,2)] = (m1[M4(0,0)]*m1[M4(1,1)]-m1[M4(1,0)]*m1[M4(0,1)])*invdet;
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return inv_transpose_result;
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}
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#ifndef GLMATRIX_H_
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#define GLMATRIX_H_
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#ifndef GL_MODELVIEW
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#define GL_MODELVIEW 0x1700
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#endif
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#ifndef GL_PROJECTION
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#define GL_PROJECTION 0x1701
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#endif
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#ifndef GL_TEXTURE
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#define GL_TEXTURE 0x1702
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#endif
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void gl_matrix_mode(int mmode);
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void gl_push_matrix(void);
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void gl_pop_matrix(void);
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void gl_load_identity(void);
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void gl_load_matrixf(const float *mat);
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void gl_mult_matrixf(const float *mat);
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void gl_translatef(float x, float y, float z);
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void gl_rotatef(float angle, float x, float y, float z);
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void gl_scalef(float x, float y, float z);
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void gl_ortho(float left, float right, float bottom, float top, float znear, float zfar);
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void gl_frustum(float left, float right, float bottom, float top, float znear, float zfar);
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void glu_perspective(float vfov, float aspect, float znear, float zfar);
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/* getters */
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float* get_matrix(int mm);
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float* get_inv_transpose_3x3(int mm);
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#endif /* GLMATRIX_H_ */
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/*! \file shapes.c
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\ingroup demos
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This program is a test harness for the various shapes
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in OpenGLUT. It may also be useful to see which
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parameters control what behavior in the OpenGLUT
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objects.
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Spinning wireframe and solid-shaded shapes are
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displayed. Some parameters can be adjusted.
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Keys:
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- <tt>Esc </tt> Quit
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- <tt>q Q </tt> Quit
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- <tt>i I </tt> Show info
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- <tt>p P </tt> Toggle perspective or orthographic projection
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- <tt>r R </tt> Toggle fixed or animated rotation around model X-axis
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- <tt>s S </tt> Toggle toggle fixed function or shader render path
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- <tt>n N </tt> Toggle visualization of object's normal vectors
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- <tt>= + </tt> Increase \a slices
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- <tt>- _ </tt> Decreate \a slices
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- <tt>, < </tt> Decreate \a stacks
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- <tt>. > </tt> Increase \a stacks
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- <tt>9 ( </tt> Decreate \a depth (Sierpinski Sponge)
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- <tt>0 ) </tt> Increase \a depth (Sierpinski Sponge)
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- <tt>up </tt> Increase "outer radius"
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- <tt>down </tt> Decrease "outer radius"
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- <tt>left </tt> Decrease "inner radius"
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- <tt>right</tt> Increase "inner radius"
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- <tt>PgUp </tt> Next shape-drawing function
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- <tt>PgDn </tt> Prev shape-drawing function
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\author Written by Nigel Stewart November 2003
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\author Portions Copyright (C) 2004, the OpenGLUT project contributors. <br>
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OpenGLUT branched from freeglut in February, 2004.
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\image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration
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\include demos/shapes/shapes.c
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*/
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#include <GL/freeglut.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stddef.h>
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#include "glmatrix.h"
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#ifdef _MSC_VER
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/* DUMP MEMORY LEAKS */
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#include <crtdbg.h>
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#endif
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/* report GL errors, if any, to stderr */
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void checkError(const char *functionName)
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{
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GLenum error;
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while (( error = glGetError() ) != GL_NO_ERROR) {
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fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName);
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}
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}
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/*
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* OpenGL 2+ shader mode needs some function and macro definitions,
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* avoiding a dependency on additional libraries like GLEW or the
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* GL/glext.h header
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*/
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#ifndef GL_FRAGMENT_SHADER
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#define GL_FRAGMENT_SHADER 0x8B30
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#endif
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#ifndef GL_VERTEX_SHADER
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#define GL_VERTEX_SHADER 0x8B31
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#endif
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GL_LINK_STATUS
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#define GL_LINK_STATUS 0x8B82
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#endif
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#ifndef GL_INFO_LOG_LENGTH
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#define GL_INFO_LOG_LENGTH 0x8B84
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#endif
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typedef ptrdiff_t ourGLsizeiptr;
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typedef char ourGLchar;
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#ifndef APIENTRY
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#define APIENTRY
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#endif
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#ifndef GL_VERSION_2_0
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typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
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typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length);
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typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
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typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
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typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
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typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
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typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params);
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typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog);
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typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name);
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typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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#endif
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PFNGLCREATESHADERPROC gl_CreateShader;
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PFNGLSHADERSOURCEPROC gl_ShaderSource;
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PFNGLCOMPILESHADERPROC gl_CompileShader;
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PFNGLCREATEPROGRAMPROC gl_CreateProgram;
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PFNGLATTACHSHADERPROC gl_AttachShader;
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PFNGLLINKPROGRAMPROC gl_LinkProgram;
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PFNGLUSEPROGRAMPROC gl_UseProgram;
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PFNGLGETSHADERIVPROC gl_GetShaderiv;
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
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PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation;
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PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
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PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv;
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PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv;
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void initExtensionEntries(void)
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{
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gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader");
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gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource");
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gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader");
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gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram");
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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;
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
|
@ -0,0 +1,39 @@
|
|||
[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
|
|
@ -0,0 +1,111 @@
|
|||
#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);
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#version 330 core
|
||||
in vec3 ourColor;
|
||||
out vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = vec4(ourColor, 1.0f);
|
||||
}
|
|
@ -0,0 +1,98 @@
|
|||
#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
|
|
@ -0,0 +1,11 @@
|
|||
#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;
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
|
@ -0,0 +1,28 @@
|
|||
[Template]
|
||||
ver=2
|
||||
Name=raylib
|
||||
Name[zh_CN]=raylib
|
||||
Icon=raylib.ico
|
||||
Description=A simple program using raylib ( https://raylib.com )
|
||||
Description[zh_CN]=简单的raylib绘图程序 ( https://raylib.com )
|
||||
Category=Multimedia
|
||||
Category[zh_CN]=多媒体
|
||||
|
||||
[Unit0]
|
||||
CName=main.c
|
||||
C=raylib_c.txt
|
||||
|
||||
[Unit1]
|
||||
Source=raylib_boom.wav
|
||||
Target=boom.wav
|
||||
|
||||
[Unit2]
|
||||
Source=raylib_explosion.png
|
||||
Target=explosion.png
|
||||
|
||||
[Project]
|
||||
UnitCount=3
|
||||
Type=1
|
||||
IsCpp=0
|
||||
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
[Template]
|
||||
ver=2
|
||||
Name=raylib 3D
|
||||
Name[zh_CN]=raylib 3D
|
||||
Icon=raylib.ico
|
||||
Description=A simple 3D program using raylib ( https://raylib.com )
|
||||
Description[zh_CN]=简单的raylib 3D程序 ( https://raylib.com )
|
||||
Category=3D
|
||||
Category[zh_CN]=3D
|
||||
|
||||
[Unit0]
|
||||
CName=main.c
|
||||
C=raylib_3d_c.txt
|
||||
|
||||
[Project]
|
||||
UnitCount=1
|
||||
Type=1
|
||||
IsCpp=0
|
||||
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
|
||||
|
|
@ -0,0 +1,112 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Waving cubes
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
#include <math.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
|
||||
|
||||
// Initialize the camera
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 70.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Specify the amount of blocks in each direction
|
||||
const int numBlocks = 15;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
double time = GetTime();
|
||||
|
||||
// Calculate time scale for cube position and size
|
||||
float scale = (2.0f + (float)sin(time))*0.7f;
|
||||
|
||||
// Move camera around the scene
|
||||
double cameraTime = time*0.3;
|
||||
camera.position.x = (float)cos(cameraTime)*40.0f;
|
||||
camera.position.z = (float)sin(cameraTime)*40.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 5.0f);
|
||||
|
||||
for (int x = 0; x < numBlocks; x++)
|
||||
{
|
||||
for (int y = 0; y < numBlocks; y++)
|
||||
{
|
||||
for (int z = 0; z < numBlocks; z++)
|
||||
{
|
||||
// Scale of the blocks depends on x/y/z positions
|
||||
float blockScale = (x + y + z)/30.0f;
|
||||
|
||||
// Scatter makes the waving effect by adding blockScale over time
|
||||
float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
|
||||
|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = {
|
||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
||||
};
|
||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
||||
|
||||
// Calculate cube size
|
||||
float cubeSize = (2.4f - scale)*blockScale;
|
||||
|
||||
// And finally, draw the cube!
|
||||
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
[Template]
|
||||
ver=2
|
||||
Name=raylib 3D Shader
|
||||
Name[zh_CN]=raylib 3D 着色器
|
||||
Icon=raylib.ico
|
||||
Description=A 3D Shader program using raylib ( https://raylib.com )
|
||||
Description[zh_CN]=带着色器的raylib 3D程序 ( https://raylib.com )
|
||||
Category=3D
|
||||
Category[zh_CN]=3D
|
||||
|
||||
[Unit0]
|
||||
CPPName=main.c
|
||||
C=raylib_3d_shader_c.txt
|
||||
|
||||
[Unit1]
|
||||
Source=raylib_base.vs
|
||||
Target=vertices_shader.vs
|
||||
|
||||
[Unit2]
|
||||
Source=raylib_base.fs
|
||||
Target=fragment_shader.fs
|
||||
|
||||
[Project]
|
||||
UnitCount=3
|
||||
Type=1
|
||||
IsCpp=0
|
||||
linker=-lraylib -lopengl32 -lgdi32 -lwinmm_@@__@@_
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
// Load plane model from a generated mesh
|
||||
Model model = LoadModelFromMesh(GenMeshCube(10.0f, 10.0f, 3.3));
|
||||
|
||||
Shader shader = LoadShader("vertices_shader.vs","fragment_shader.fs");
|
||||
|
||||
// Assign out lighting shader to model
|
||||
model.materials[0].shader = shader;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
UnloadModel(model); // Unload the model
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
finalColor = texelColor*colDiffuse;
|
||||
}
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,123 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - sprite explosion
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2019 Anata and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022 Roy Qu (royqh1979@gmail.com)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
#define NUM_FRAMES_PER_LINE 5
|
||||
#define NUM_LINES 5
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - sprite explosion");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
// Load explosion sound
|
||||
Sound fxBoom = LoadSound("boom.wav");
|
||||
|
||||
// Load explosion texture
|
||||
Texture2D explosion = LoadTexture("explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||
int currentFrame = 0;
|
||||
int currentLine = 0;
|
||||
|
||||
Rectangle frameRec = { 0, 0, frameWidth, frameHeight };
|
||||
Vector2 position = { 0.0f, 0.0f };
|
||||
|
||||
bool active = false;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(120);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Check for mouse button pressed and activate explosion (if not active)
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) )
|
||||
{
|
||||
position = GetMousePosition();
|
||||
active = true;
|
||||
|
||||
position.x -= frameWidth/2.0f;
|
||||
position.y -= frameHeight/2.0f;
|
||||
|
||||
PlaySound(fxBoom);
|
||||
}
|
||||
|
||||
// Compute explosion animation frames
|
||||
if (active)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
if (framesCounter > 2)
|
||||
{
|
||||
currentFrame++;
|
||||
|
||||
if (currentFrame >= NUM_FRAMES_PER_LINE)
|
||||
{
|
||||
currentFrame = 0;
|
||||
currentLine++;
|
||||
|
||||
if (currentLine >= NUM_LINES)
|
||||
{
|
||||
currentLine = 0;
|
||||
active = false;
|
||||
}
|
||||
}
|
||||
|
||||
framesCounter = 0;
|
||||
}
|
||||
}
|
||||
|
||||
frameRec.x = frameWidth*currentFrame;
|
||||
frameRec.y = frameHeight*currentLine;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw explosion required frame rectangle
|
||||
if (active) DrawTextureRec(explosion, frameRec, position, WHITE);
|
||||
|
||||
DrawText("Click to explode!", 440, 400, 40, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(explosion); // Unload texture
|
||||
UnloadSound(fxBoom); // Unload sound
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
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Reference in New Issue