add texturing, other options
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811f54fa75
commit
46a9241248
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@ -22,6 +22,9 @@
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#include <GL/glext.h>
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#include "extfuncs.h"
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static GLint CoordAttrib = 0;
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static char *FragProgFile = NULL;
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static char *VertProgFile = NULL;
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@ -37,7 +40,9 @@ static GLuint program;
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static GLint uLightPos;
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static GLint uDiffuse;
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static GLint uSpecular;
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static GLint uTexture;
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static GLuint SphereList, RectList, CurList;
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static GLint win = 0;
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static GLboolean anim = GL_FALSE;
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static GLboolean wire = GL_FALSE;
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@ -46,7 +51,7 @@ static GLboolean pixelLight = GL_TRUE;
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static GLint t0 = 0;
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static GLint frames = 0;
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static GLfloat xRot = 0.0f, yRot = 0.0f;
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static GLfloat xRot = 90.0f, yRot = 0.0f;
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static void
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@ -80,7 +85,10 @@ Redisplay(void)
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glPushMatrix();
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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/*
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glutSolidSphere(2.0, 10, 5);
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*/
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glCallList(CurList);
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glPopMatrix();
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glutSwapBuffers();
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@ -161,6 +169,12 @@ Key(unsigned char key, int x, int y)
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
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case 'o':
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if (CurList == SphereList)
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CurList = RectList;
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else
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CurList = SphereList;
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break;
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case 'p':
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pixelLight = !pixelLight;
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if (pixelLight)
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@ -267,6 +281,113 @@ TestFunctions(void)
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}
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static void
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MakeTexture(void)
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{
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#define SZ0 128
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#define SZ1 64
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GLubyte image0[SZ0][SZ0][SZ0][4];
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GLubyte image1[SZ1][SZ1][SZ1][4];
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GLuint i, j, k;
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/* level 0: two-tone gray checkboard */
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for (i = 0; i < SZ0; i++) {
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for (j = 0; j < SZ0; j++) {
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for (k = 0; k < SZ0; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
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image0[i][j][k][0] =
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image0[i][j][k][1] =
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image0[i][j][k][2] = 200;
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}
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else {
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image0[i][j][k][0] =
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image0[i][j][k][1] =
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image0[i][j][k][2] = 100;
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}
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image0[i][j][k][3] = 255;
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}
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}
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}
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/* level 1: two-tone green checkboard */
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for (i = 0; i < SZ1; i++) {
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for (j = 0; j < SZ1; j++) {
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for (k = 0; k < SZ1; k++) {
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if ((i/8 + j/8 + k/8) & 1) {
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image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 250;
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image1[i][j][k][2] = 0;
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}
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else {
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image1[i][j][k][0] = 0;
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image1[i][j][k][1] = 200;
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image1[i][j][k][2] = 0;
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}
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image1[i][j][k][3] = 255;
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}
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}
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}
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glActiveTexture(GL_TEXTURE2); /* unit 2 */
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SZ0, SZ0, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image0);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, SZ1, SZ1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glActiveTexture(GL_TEXTURE4); /* unit 4 */
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glBindTexture(GL_TEXTURE_3D, 43);
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, SZ0, SZ0, SZ0, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image0);
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glTexImage3D(GL_TEXTURE_3D, 1, GL_RGBA, SZ1, SZ1, SZ1, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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static void
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MakeSphere(void)
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{
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GLUquadricObj *obj = gluNewQuadric();
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SphereList = glGenLists(1);
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gluQuadricTexture(obj, GL_TRUE);
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glNewList(SphereList, GL_COMPILE);
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gluSphere(obj, 2.0f, 10, 5);
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glEndList();
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}
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static void
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VertAttrib(GLint index, float x, float y)
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{
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#if 1
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glVertexAttrib2f_func(index, x, y);
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#else
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glTexCoord2f(x, y);
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#endif
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}
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static void
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MakeRect(void)
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{
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RectList = glGenLists(1);
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glNewList(RectList, GL_COMPILE);
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glNormal3f(0, 0, 1);
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glBegin(GL_POLYGON);
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VertAttrib(CoordAttrib, 0, 0); glVertex2f(-2, -2);
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VertAttrib(CoordAttrib, 1, 0); glVertex2f( 2, -2);
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VertAttrib(CoordAttrib, 1, 1); glVertex2f( 2, 2);
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VertAttrib(CoordAttrib, 0, 1); glVertex2f(-2, 2);
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glEnd(); /* XXX omit this and crash! */
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glEndList();
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}
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static void
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LoadAndCompileShader(GLuint shader, const char *text)
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{
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@ -281,7 +402,7 @@ LoadAndCompileShader(GLuint shader, const char *text)
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GLchar log[1000];
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GLsizei len;
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glGetShaderInfoLog_func(shader, 1000, &len, log);
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fprintf(stderr, "Problem compiling shader: %s\n", log);
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fprintf(stderr, "fslight: problem compiling shader: %s\n", log);
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exit(1);
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}
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}
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@ -298,12 +419,12 @@ ReadShader(GLuint shader, const char *filename)
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char *buffer = (char*) malloc(max);
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FILE *f = fopen(filename, "r");
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if (!f) {
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fprintf(stderr, "Unable to open shader file %s\n", filename);
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fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
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exit(1);
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}
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n = fread(buffer, 1, max, f);
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printf("Read %d bytes from shader file %s\n", n, filename);
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printf("fslight: read %d bytes from shader file %s\n", n, filename);
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if (n > 0) {
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buffer[n] = 0;
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LoadAndCompileShader(shader, buffer);
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@ -381,11 +502,29 @@ Init(void)
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uLightPos = glGetUniformLocation_func(program, "lightPos");
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uDiffuse = glGetUniformLocation_func(program, "diffuse");
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uSpecular = glGetUniformLocation_func(program, "specular");
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printf("LightPos %d DiffusePos %d SpecularPos %d\n",
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uLightPos, uDiffuse, uSpecular);
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uTexture = glGetUniformLocation_func(program, "texture");
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printf("LightPos %d DiffusePos %d SpecularPos %d TexturePos %d\n",
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uLightPos, uDiffuse, uSpecular, uTexture);
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glUniform4fv_func(uDiffuse, 1, diffuse);
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glUniform4fv_func(uSpecular, 1, specular);
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glUniform1i_func(uTexture, 2); /* use texture unit 2 */
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if (CoordAttrib) {
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int i;
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glBindAttribLocation_func(program, CoordAttrib, "coord");
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i = glGetAttribLocation_func(program, "coord");
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assert(i >= 0);
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if (i != CoordAttrib) {
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printf("Hmmm, NVIDIA bug?\n");
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CoordAttrib = i;
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}
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else {
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printf("Mesa bind attrib: coord = %d\n", i);
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}
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}
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/*assert(glGetError() == 0);*/
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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@ -395,6 +534,13 @@ Init(void)
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
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MakeSphere();
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MakeRect();
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CurList = SphereList;
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MakeTexture();
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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printf("Press p to toggle between per-pixel and per-vertex lighting\n");
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