demos: add progs/glsl/shadow_sampler.c to test GLSL shadow2D(), etc.
Heh, I wrote this program a long time ago but just discovered today that it wasn't in git.
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@ -25,6 +25,7 @@ PROGS = \
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pointcoord \
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samplers \
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samplers_array \
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shadow_sampler \
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skinning \
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texdemo1 \
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toyball \
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@ -0,0 +1,341 @@
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/**
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* Test shadow2DRectProj() and shadow2D() functions.
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* Brian Paul
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* 11 April 2007
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*/
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#define GL_GLEXT_PROTOTYPES
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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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#include <GL/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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/** Use GL_RECTANGLE texture (with projective texcoords)? */
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#define USE_RECT 01
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#define TEXSIZE 16
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static char *FragProgFile = NULL;
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static char *VertProgFile = NULL;
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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 GLint uTexture2D;
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static GLint uTextureRect;
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static GLint win = 0;
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static GLenum Filter = GL_LINEAR;
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static void
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CheckError(int line)
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{
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GLenum err = glGetError();
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if (err) {
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printf("GL Error %s (0x%x) at line %d\n",
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gluErrorString(err), (int) err, line);
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}
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}
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static void
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PrintString(const char *s)
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{
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while (*s) {
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glutBitmapCharacter(GLUT_BITMAP_8_BY_13, (int) *s);
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s++;
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}
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}
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static void
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Redisplay(void)
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{
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CheckError(__LINE__);
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glClear(GL_COLOR_BUFFER_BIT);
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glPushMatrix();
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CheckError(__LINE__);
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glUseProgram_func(program);
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CheckError(__LINE__);
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glBegin(GL_POLYGON);
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#if USE_RECT
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/* scale coords by two to test projection */
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glTexCoord4f( 0, 0, 0, 2.0); glVertex2f(-1, -1);
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glTexCoord4f(2*TEXSIZE, 0, 2*1, 2.0); glVertex2f( 1, -1);
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glTexCoord4f(2*TEXSIZE, 2*TEXSIZE, 2*1, 2.0); glVertex2f( 1, 1);
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glTexCoord4f( 0, 2*TEXSIZE, 0, 2.0); glVertex2f(-1, 1);
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#else
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glTexCoord3f(0, 0, 0); glVertex2f(-1, -1);
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glTexCoord3f(1, 0, 1); glVertex2f( 1, -1);
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glTexCoord3f(1, 1, 1); glVertex2f( 1, 1);
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glTexCoord3f(0, 1, 0); glVertex2f(-1, 1);
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#endif
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glEnd();
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glPopMatrix();
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glUseProgram_func(0);
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glWindowPos2iARB(80, 20);
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PrintString("white black white black");
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glutSwapBuffers();
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}
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static void
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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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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -8.0f);
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}
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static void
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CleanUp(void)
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{
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glDeleteShader_func(fragShader);
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glDeleteShader_func(vertShader);
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glDeleteProgram_func(program);
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glutDestroyWindow(win);
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}
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static void
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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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static void
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MakeTexture(void)
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{
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GLfloat image[TEXSIZE][TEXSIZE];
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GLuint i, j;
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for (i = 0; i < TEXSIZE; i++) {
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for (j = 0; j < TEXSIZE; j++) {
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if (j < (TEXSIZE / 2)) {
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image[i][j] = 0.25;
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}
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else {
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image[i][j] = 0.75;
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}
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}
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}
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glActiveTexture(GL_TEXTURE0); /* unit 0 */
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glBindTexture(GL_TEXTURE_2D, 42);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, TEXSIZE, TEXSIZE, 0,
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GL_DEPTH_COMPONENT, GL_FLOAT, image);
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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, Filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, Filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
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GL_COMPARE_R_TO_TEXTURE_ARB);
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CheckError(__LINE__);
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glActiveTexture(GL_TEXTURE1); /* unit 1 */
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 43);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT,
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TEXSIZE, 10, 0,/*16x10*/
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GL_DEPTH_COMPONENT, GL_FLOAT, image);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, Filter);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, Filter);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_COMPARE_MODE_ARB,
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GL_COMPARE_R_TO_TEXTURE_ARB);
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CheckError(__LINE__);
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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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GLint stat;
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader_func(shader);
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glGetShaderiv_func(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_func(shader, 1000, &len, log);
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fprintf(stderr, "fslight: 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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/**
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* Read a shader from a file.
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*/
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static void
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ReadShader(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, "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("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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}
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fclose(f);
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free(buffer);
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}
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static void
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CheckLink(GLuint prog)
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{
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GLint stat;
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glGetProgramiv_func(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_func(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
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Init(void)
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{
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static const char *fragShaderText =
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"uniform sampler2DShadow shadowTex2D; \n"
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"uniform sampler2DRectShadow shadowTexRect; \n"
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"void main() {\n"
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#if USE_RECT
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" gl_FragColor = shadow2DRectProj(shadowTexRect, gl_TexCoord[0]); \n"
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#else
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" gl_FragColor = shadow2D(shadowTex2D, gl_TexCoord[0].xyz); \n"
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#endif
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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_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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"}\n";
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const char *version;
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#if USE_RECT
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if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
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printf("This program requires GL_ARB_texture_rectangle\n");
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exit(1);
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}
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#endif
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version = (const char *) glGetString(GL_VERSION);
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if (version[0] != '2' || version[1] != '.') {
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printf("This program requires OpenGL 2.x, found %s\n", version);
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exit(1);
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}
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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GetExtensionFuncs();
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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if (FragProgFile)
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ReadShader(fragShader, FragProgFile);
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else
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LoadAndCompileShader(fragShader, fragShaderText);
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vertShader = glCreateShader_func(GL_VERTEX_SHADER);
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if (VertProgFile)
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ReadShader(vertShader, VertProgFile);
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else
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LoadAndCompileShader(vertShader, vertShaderText);
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program = glCreateProgram_func();
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glAttachShader_func(program, fragShader);
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glAttachShader_func(program, vertShader);
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glLinkProgram_func(program);
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CheckLink(program);
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glUseProgram_func(program);
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uTexture2D = glGetUniformLocation_func(program, "shadowTex2D");
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uTextureRect = glGetUniformLocation_func(program, "shadowTexRect");
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printf("uTexture2D %d uTextureRect %d\n", uTexture2D, uTextureRect);
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if (uTexture2D >= 0) {
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glUniform1i_func(uTexture2D, 0); /* use texture unit 0 */
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}
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if (uTextureRect >= 0) {
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glUniform1i_func(uTextureRect, 1); /* use texture unit 0 */
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}
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CheckError(__LINE__);
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glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
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glColor3f(1, 1, 1);
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MakeTexture();
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CheckError(__LINE__);
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}
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static void
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ParseOptions(int argc, char *argv[])
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{
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int i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-fs") == 0) {
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FragProgFile = argv[i+1];
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}
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else if (strcmp(argv[i], "-vs") == 0) {
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VertProgFile = argv[i+1];
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}
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}
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowPosition( 0, 0);
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glutInitWindowSize(400, 300);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
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win = glutCreateWindow(argv[0]);
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutDisplayFunc(Redisplay);
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ParseOptions(argc, argv);
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Init();
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glutMainLoop();
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return 0;
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}
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