Test some functionality of vp using GLSL that pure vp isn't testing.
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# progs/tests/Makefile
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# These programs aren't intended to be included with the normal distro.
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# They're not too interesting but they're good for testing.
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TOP = ../..
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include $(TOP)/configs/current
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LIBS = $(APP_LIB_DEPS)
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SOURCES = \
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vp-tris.c
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PROGS = $(SOURCES:%.c=%)
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INCLUDES = -I. -I$(TOP)/include -I../samples
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##### RULES #####
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.SUFFIXES:
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.SUFFIXES: .c
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.c:
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$(CC) $(INCLUDES) $(CFLAGS) $< $(LIBS) -o $@
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.c.o:
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$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
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.S.o:
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$(CC) -c $(INCLUDES) $(CFLAGS) $(DEFINES) $< -o $@
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##### TARGETS #####
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default: $(PROGS)
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clean:
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rm -f $(PROGS)
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rm -f *.o
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rm -f getproclist.h
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# Emacs tags
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tags:
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etags `find . -name \*.[ch]` `find ../include`
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@ -0,0 +1,7 @@
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void main() {
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gl_FrontColor = gl_Color;
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gl_Position = gl_Vertex;
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if (gl_Position.x < 0.5)
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gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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void main() {
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gl_Position = gl_Vertex;
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if (gl_Position.x < 0.5)
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gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
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else
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gl_FrontColor = gl_Color;
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}
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@ -0,0 +1,265 @@
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/glut.h>
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static const char *filename = NULL;
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static GLuint nr_steps = 4;
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static GLuint fragShader;
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static GLuint vertShader;
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static GLuint program;
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static void usage( char *name )
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{
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fprintf( stderr, "usage: %s [ options ] shader_filename\n", name );
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fprintf( stderr, "\n" );
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fprintf( stderr, "options:\n" );
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fprintf( stderr, " -f flat shaded\n" );
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fprintf( stderr, " -nNr subdivision steps\n" );
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}
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static void load_and_compile_shader(GLuint shader, const char *text)
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{
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GLint stat;
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glShaderSource(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetShaderInfoLog(shader, 1000, &len, log);
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fprintf(stderr, "vp-tris: problem compiling shader:\n%s\n", log);
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exit(1);
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}
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}
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static void read_shader(GLuint shader, const char *filename)
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{
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const int max = 100*1000;
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int n;
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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, "vp-tris: 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("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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load_and_compile_shader(shader, buffer);
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}
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fclose(f);
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free(buffer);
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}
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static void check_link(GLuint prog)
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{
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GLint stat;
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glGetProgramiv(prog, GL_LINK_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetProgramInfoLog(prog, 1000, &len, log);
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fprintf(stderr, "Linker error:\n%s\n", log);
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}
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}
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static void prepare_shaders()
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{
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static const char *fragShaderText =
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"void main() {\n"
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" gl_FragColor = gl_Color;\n"
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"}\n";
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static const char *vertShaderText =
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"void main() {\n"
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" gl_FrontColor = gl_Color;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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fragShader = glCreateShader(GL_FRAGMENT_SHADER);
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load_and_compile_shader(fragShader, fragShaderText);
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vertShader = glCreateShader(GL_VERTEX_SHADER);
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if (filename)
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read_shader(vertShader, filename);
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else
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load_and_compile_shader(vertShader, vertShaderText);
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program = glCreateProgram();
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glAttachShader(program, fragShader);
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glAttachShader(program, vertShader);
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glLinkProgram(program);
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check_link(program);
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glUseProgram(program);
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}
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static void args(int argc, char *argv[])
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{
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GLint i;
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for (i = 1; i < argc; i++) {
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if (strncmp(argv[i], "-n", 2) == 0) {
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nr_steps = atoi((argv[i]) + 2);
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}
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else if (strcmp(argv[i], "-f") == 0) {
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glShadeModel(GL_FLAT);
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}
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else if (i == argc - 1) {
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filename = argv[i];
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}
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else {
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usage(argv[0]);
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exit(1);
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}
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}
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if (!filename) {
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usage(argv[0]);
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exit(1);
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}
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}
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union vert {
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struct {
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GLfloat color[3];
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GLfloat pos[3];
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} v;
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GLfloat f[6];
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};
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static void make_midpoint( union vert *out,
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const union vert *v0,
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const union vert *v1)
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{
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int i;
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for (i = 0; i < 6; i++)
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out->f[i] = v0->f[i] + .5 * (v1->f[i] - v0->f[i]);
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}
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static void subdiv( union vert *v0,
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union vert *v1,
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union vert *v2,
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GLuint depth )
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{
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if (depth == 0) {
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glColor3fv(v0->v.color);
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glVertex3fv(v0->v.pos);
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glColor3fv(v1->v.color);
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glVertex3fv(v1->v.pos);
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glColor3fv(v2->v.color);
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glVertex3fv(v2->v.pos);
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}
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else {
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union vert m[3];
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make_midpoint(&m[0], v0, v1);
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make_midpoint(&m[1], v1, v2);
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make_midpoint(&m[2], v2, v0);
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subdiv(&m[0], &m[2], v0, depth-1);
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subdiv(&m[1], &m[0], v1, depth-1);
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subdiv(&m[2], &m[1], v2, depth-1);
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subdiv(&m[0], &m[1], &m[2], depth-1);
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}
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}
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/** Assignment */
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#define ASSIGN_3V( V, V0, V1, V2 ) \
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do { \
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V[0] = V0; \
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V[1] = V1; \
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V[2] = V2; \
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} while(0)
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static void Display( void )
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{
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glClearColor(0.3, 0.3, 0.3, 1);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glUseProgram(program);
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glBegin(GL_TRIANGLES);
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{
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union vert v[3];
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ASSIGN_3V(v[0].v.color, 0,0,1);
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ASSIGN_3V(v[0].v.pos, 0.9, -0.9, 0.0);
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ASSIGN_3V(v[1].v.color, 1,0,0);
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ASSIGN_3V(v[1].v.pos, 0.9, 0.9, 0.0);
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ASSIGN_3V(v[2].v.color, 0,1,0);
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ASSIGN_3V(v[2].v.pos, -0.9, 0, 0.0);
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subdiv(&v[0], &v[1], &v[2], nr_steps);
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}
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glEnd();
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glFlush();
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 1000.0);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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/*glTranslatef( 0.0, 0.0, -15.0 );*/
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}
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static void CleanUp(void)
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{
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glDeleteShader(fragShader);
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glDeleteShader(vertShader);
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glDeleteProgram(program);
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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CleanUp();
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 250, 250 );
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glutInitDisplayMode( GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH );
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glutCreateWindow(argv[0]);
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutDisplayFunc( Display );
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args( argc, argv );
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prepare_shaders();
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glutMainLoop();
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return 0;
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}
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