Buckets:
| /* | |
| * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. | |
| * | |
| * Permission is hereby granted, free of charge, to any person obtaining a | |
| * copy of this software and associated documentation files (the "Software"), | |
| * to deal in the Software without restriction, including without limitation | |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
| * and/or sell copies of the Software, and to permit persons to whom the | |
| * Software is furnished to do so, subject to the following conditions: | |
| * | |
| * The above copyright notice and this permission notice shall be included | |
| * in all copies or substantial portions of the Software. | |
| * | |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
| * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | |
| * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | |
| * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
| */ | |
| /* | |
| * Ported to GLES2. | |
| * Kristian Høgsberg <krh@bitplanet.net> | |
| * May 3, 2010 | |
| * | |
| * Improve GLES2 port: | |
| * * Refactor gear drawing. | |
| * * Use correct normals for surfaces. | |
| * * Improve shader. | |
| * * Use perspective projection transformation. | |
| * * Add FPS count. | |
| * * Add comments. | |
| * Alexandros Frantzis <alexandros.frantzis@linaro.org> | |
| * Jul 13, 2010 | |
| */ | |
| /** | |
| * Struct describing the vertices in triangle strip | |
| */ | |
| struct vertex_strip { | |
| /** The first vertex in the strip */ | |
| GLint first; | |
| /** The number of consecutive vertices in the strip after the first */ | |
| GLint count; | |
| }; | |
| /* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */ | |
| typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE]; | |
| /** | |
| * Struct representing a gear. | |
| */ | |
| struct gear { | |
| /** The array of vertices comprising the gear */ | |
| GearVertex *vertices; | |
| /** The number of vertices comprising the gear */ | |
| int nvertices; | |
| /** The array of triangle strips comprising the gear */ | |
| struct vertex_strip *strips; | |
| /** The number of triangle strips comprising the gear */ | |
| int nstrips; | |
| /** The Vertex Buffer Object holding the vertices in the graphics card */ | |
| GLuint vbo; | |
| }; | |
| /** The view rotation [x, y, z] */ | |
| static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 }; | |
| /** The gears */ | |
| static struct gear *gear1, *gear2, *gear3; | |
| /** The current gear rotation angle */ | |
| static GLfloat angle = 0.0; | |
| /** The location of the shader uniforms */ | |
| static GLuint ModelViewProjectionMatrix_location, | |
| NormalMatrix_location, | |
| LightSourcePosition_location, | |
| MaterialColor_location; | |
| /** The projection matrix */ | |
| static GLfloat ProjectionMatrix[16]; | |
| /** The direction of the directional light for the scene */ | |
| static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0}; | |
| /** | |
| * Fills a gear vertex. | |
| * | |
| * @param v the vertex to fill | |
| * @param x the x coordinate | |
| * @param y the y coordinate | |
| * @param z the z coortinate | |
| * @param n pointer to the normal table | |
| * | |
| * @return the operation error code | |
| */ | |
| static GearVertex * | |
| vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3]) | |
| { | |
| v[0][0] = x; | |
| v[0][1] = y; | |
| v[0][2] = z; | |
| v[0][3] = n[0]; | |
| v[0][4] = n[1]; | |
| v[0][5] = n[2]; | |
| return v + 1; | |
| } | |
| /** | |
| * Create a gear wheel. | |
| * | |
| * @param inner_radius radius of hole at center | |
| * @param outer_radius radius at center of teeth | |
| * @param width width of gear | |
| * @param teeth number of teeth | |
| * @param tooth_depth depth of tooth | |
| * | |
| * @return pointer to the constructed struct gear | |
| */ | |
| static struct gear * | |
| create_gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, | |
| GLint teeth, GLfloat tooth_depth) | |
| { | |
| GLfloat r0, r1, r2; | |
| GLfloat da; | |
| GearVertex *v; | |
| struct gear *gear; | |
| double s[5], c[5]; | |
| GLfloat normal[3]; | |
| int cur_strip = 0; | |
| int i; | |
| /* Allocate memory for the gear */ | |
| gear = malloc(sizeof *gear); | |
| if (gear == NULL) | |
| return NULL; | |
| /* Calculate the radii used in the gear */ | |
| r0 = inner_radius; | |
| r1 = outer_radius - tooth_depth / 2.0; | |
| r2 = outer_radius + tooth_depth / 2.0; | |
| da = 2.0 * M_PI / teeth / 4.0; | |
| /* Allocate memory for the triangle strip information */ | |
| gear->nstrips = STRIPS_PER_TOOTH * teeth; | |
| gear->strips = calloc(gear->nstrips, sizeof (*gear->strips)); | |
| /* Allocate memory for the vertices */ | |
| gear->vertices = calloc(VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices)); | |
| v = gear->vertices; | |
| for (i = 0; i < teeth; i++) { | |
| /* Calculate needed sin/cos for varius angles */ | |
| sincos(i * 2.0 * M_PI / teeth, &s[0], &c[0]); | |
| sincos(i * 2.0 * M_PI / teeth + da, &s[1], &c[1]); | |
| sincos(i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]); | |
| sincos(i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]); | |
| sincos(i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]); | |
| /* A set of macros for making the creation of the gears easier */ | |
| struct point { | |
| GLfloat x; | |
| GLfloat y; | |
| }; | |
| /* Create the 7 points (only x,y coords) used to draw a tooth */ | |
| struct point p[7] = { | |
| GEAR_POINT(r2, 1), // 0 | |
| GEAR_POINT(r2, 2), // 1 | |
| GEAR_POINT(r1, 0), // 2 | |
| GEAR_POINT(r1, 3), // 3 | |
| GEAR_POINT(r0, 0), // 4 | |
| GEAR_POINT(r1, 4), // 5 | |
| GEAR_POINT(r0, 4), // 6 | |
| }; | |
| /* Front face */ | |
| START_STRIP; | |
| SET_NORMAL(0, 0, 1.0); | |
| v = GEAR_VERT(v, 0, +1); | |
| v = GEAR_VERT(v, 1, +1); | |
| v = GEAR_VERT(v, 2, +1); | |
| v = GEAR_VERT(v, 3, +1); | |
| v = GEAR_VERT(v, 4, +1); | |
| v = GEAR_VERT(v, 5, +1); | |
| v = GEAR_VERT(v, 6, +1); | |
| END_STRIP; | |
| /* Inner face */ | |
| START_STRIP; | |
| QUAD_WITH_NORMAL(4, 6); | |
| END_STRIP; | |
| /* Back face */ | |
| START_STRIP; | |
| SET_NORMAL(0, 0, -1.0); | |
| v = GEAR_VERT(v, 6, -1); | |
| v = GEAR_VERT(v, 5, -1); | |
| v = GEAR_VERT(v, 4, -1); | |
| v = GEAR_VERT(v, 3, -1); | |
| v = GEAR_VERT(v, 2, -1); | |
| v = GEAR_VERT(v, 1, -1); | |
| v = GEAR_VERT(v, 0, -1); | |
| END_STRIP; | |
| /* Outer face */ | |
| START_STRIP; | |
| QUAD_WITH_NORMAL(0, 2); | |
| END_STRIP; | |
| START_STRIP; | |
| QUAD_WITH_NORMAL(1, 0); | |
| END_STRIP; | |
| START_STRIP; | |
| QUAD_WITH_NORMAL(3, 1); | |
| END_STRIP; | |
| START_STRIP; | |
| QUAD_WITH_NORMAL(5, 3); | |
| END_STRIP; | |
| } | |
| gear->nvertices = (v - gear->vertices); | |
| /* Store the vertices in a vertex buffer object (VBO) */ | |
| glGenBuffers(1, &gear->vbo); | |
| glBindBuffer(GL_ARRAY_BUFFER, gear->vbo); | |
| glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex), | |
| gear->vertices, GL_STATIC_DRAW); | |
| return gear; | |
| } | |
| /** | |
| * Multiplies two 4x4 matrices. | |
| * | |
| * The result is stored in matrix m. | |
| * | |
| * @param m the first matrix to multiply | |
| * @param n the second matrix to multiply | |
| */ | |
| static void | |
| multiply(GLfloat *m, const GLfloat *n) | |
| { | |
| GLfloat tmp[16]; | |
| const GLfloat *row, *column; | |
| div_t d; | |
| int i, j; | |
| for (i = 0; i < 16; i++) { | |
| tmp[i] = 0; | |
| d = div(i, 4); | |
| row = n + d.quot * 4; | |
| column = m + d.rem; | |
| for (j = 0; j < 4; j++) | |
| tmp[i] += row[j] * column[j * 4]; | |
| } | |
| memcpy(m, &tmp, sizeof tmp); | |
| } | |
| /** | |
| * Rotates a 4x4 matrix. | |
| * | |
| * @param[in,out] m the matrix to rotate | |
| * @param angle the angle to rotate | |
| * @param x the x component of the direction to rotate to | |
| * @param y the y component of the direction to rotate to | |
| * @param z the z component of the direction to rotate to | |
| */ | |
| static void | |
| rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) | |
| { | |
| double s, c; | |
| sincos(angle, &s, &c); | |
| GLfloat r[16] = { | |
| x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0, | |
| x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0, | |
| x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0, | |
| 0, 0, 0, 1 | |
| }; | |
| multiply(m, r); | |
| } | |
| /** | |
| * Translates a 4x4 matrix. | |
| * | |
| * @param[in,out] m the matrix to translate | |
| * @param x the x component of the direction to translate to | |
| * @param y the y component of the direction to translate to | |
| * @param z the z component of the direction to translate to | |
| */ | |
| static void | |
| translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z) | |
| { | |
| GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 }; | |
| multiply(m, t); | |
| } | |
| /** | |
| * Creates an identity 4x4 matrix. | |
| * | |
| * @param m the matrix make an identity matrix | |
| */ | |
| static void | |
| identity(GLfloat *m) | |
| { | |
| GLfloat t[16] = { | |
| 1.0, 0.0, 0.0, 0.0, | |
| 0.0, 1.0, 0.0, 0.0, | |
| 0.0, 0.0, 1.0, 0.0, | |
| 0.0, 0.0, 0.0, 1.0, | |
| }; | |
| memcpy(m, t, sizeof(t)); | |
| } | |
| /** | |
| * Transposes a 4x4 matrix. | |
| * | |
| * @param m the matrix to transpose | |
| */ | |
| static void | |
| transpose(GLfloat *m) | |
| { | |
| GLfloat t[16] = { | |
| m[0], m[4], m[8], m[12], | |
| m[1], m[5], m[9], m[13], | |
| m[2], m[6], m[10], m[14], | |
| m[3], m[7], m[11], m[15]}; | |
| memcpy(m, t, sizeof(t)); | |
| } | |
| /** | |
| * Inverts a 4x4 matrix. | |
| * | |
| * This function can currently handle only pure translation-rotation matrices. | |
| * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118 | |
| * for an explanation. | |
| */ | |
| static void | |
| invert(GLfloat *m) | |
| { | |
| GLfloat t[16]; | |
| identity(t); | |
| // Extract and invert the translation part 't'. The inverse of a | |
| // translation matrix can be calculated by negating the translation | |
| // coordinates. | |
| t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14]; | |
| // Invert the rotation part 'r'. The inverse of a rotation matrix is | |
| // equal to its transpose. | |
| m[12] = m[13] = m[14] = 0; | |
| transpose(m); | |
| // inv(m) = inv(r) * inv(t) | |
| multiply(m, t); | |
| } | |
| /** | |
| * Calculate a perspective projection transformation. | |
| * | |
| * @param m the matrix to save the transformation in | |
| * @param fovy the field of view in the y direction | |
| * @param aspect the view aspect ratio | |
| * @param zNear the near clipping plane | |
| * @param zFar the far clipping plane | |
| */ | |
| void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) | |
| { | |
| GLfloat tmp[16]; | |
| identity(tmp); | |
| double sine, cosine, cotangent, deltaZ; | |
| GLfloat radians = fovy / 2 * M_PI / 180; | |
| deltaZ = zFar - zNear; | |
| sincos(radians, &sine, &cosine); | |
| if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) | |
| return; | |
| cotangent = cosine / sine; | |
| tmp[0] = cotangent / aspect; | |
| tmp[5] = cotangent; | |
| tmp[10] = -(zFar + zNear) / deltaZ; | |
| tmp[11] = -1; | |
| tmp[14] = -2 * zNear * zFar / deltaZ; | |
| tmp[15] = 0; | |
| memcpy(m, tmp, sizeof(tmp)); | |
| } | |
| /** | |
| * Draws a gear. | |
| * | |
| * @param gear the gear to draw | |
| * @param transform the current transformation matrix | |
| * @param x the x position to draw the gear at | |
| * @param y the y position to draw the gear at | |
| * @param angle the rotation angle of the gear | |
| * @param color the color of the gear | |
| */ | |
| static void | |
| draw_gear(struct gear *gear, GLfloat *transform, | |
| GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4]) | |
| { | |
| GLfloat model_view[16]; | |
| GLfloat normal_matrix[16]; | |
| GLfloat model_view_projection[16]; | |
| /* Translate and rotate the gear */ | |
| memcpy(model_view, transform, sizeof (model_view)); | |
| translate(model_view, x, y, 0); | |
| rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1); | |
| /* Create and set the ModelViewProjectionMatrix */ | |
| memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection)); | |
| multiply(model_view_projection, model_view); | |
| glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE, | |
| model_view_projection); | |
| /* | |
| * Create and set the NormalMatrix. It's the inverse transpose of the | |
| * ModelView matrix. | |
| */ | |
| memcpy(normal_matrix, model_view, sizeof (normal_matrix)); | |
| invert(normal_matrix); | |
| transpose(normal_matrix); | |
| glUniformMatrix4fv(NormalMatrix_location, 1, GL_FALSE, normal_matrix); | |
| /* Set the gear color */ | |
| glUniform4fv(MaterialColor_location, 1, color); | |
| /* Set the vertex buffer object to use */ | |
| glBindBuffer(GL_ARRAY_BUFFER, gear->vbo); | |
| /* Set up the position of the attributes in the vertex buffer object */ | |
| glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, | |
| 6 * sizeof(GLfloat), NULL); | |
| glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, | |
| 6 * sizeof(GLfloat), (GLfloat *) 0 + 3); | |
| /* Enable the attributes */ | |
| glEnableVertexAttribArray(0); | |
| glEnableVertexAttribArray(1); | |
| /* Draw the triangle strips that comprise the gear */ | |
| int n; | |
| for (n = 0; n < gear->nstrips; n++) | |
| glDrawElements(GL_TRIANGLE_STRIP, gear->strips[n].count, GL_FLOAT, gear->strips[n].first); | |
| /* Disable the attributes */ | |
| glDisableVertexAttribArray(1); | |
| glDisableVertexAttribArray(0); | |
| } | |
| /** | |
| * Draws the gears. | |
| */ | |
| static void | |
| gears_draw(void) | |
| { | |
| const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; | |
| const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; | |
| const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; | |
| GLfloat transform[16]; | |
| identity(transform); | |
| glClearColor(0.0, 0.0, 0.0, 0.0); | |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| /* Translate and rotate the view */ | |
| translate(transform, 0, 0, -20); | |
| rotate(transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0); | |
| rotate(transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0); | |
| rotate(transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1); | |
| /* Draw the gears */ | |
| draw_gear(gear1, transform, -3.0, -2.0, angle, red); | |
| draw_gear(gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green); | |
| draw_gear(gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue); | |
| glutSwapBuffers(); | |
| } | |
| /** | |
| * Handles a new window size or exposure. | |
| * | |
| * @param width the window width | |
| * @param height the window height | |
| */ | |
| static void | |
| gears_reshape(int width, int height) | |
| { | |
| /* Update the projection matrix */ | |
| perspective(ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0); | |
| /* Set the viewport */ | |
| glViewport(0, 0, (GLint) width, (GLint) height); | |
| } | |
| /** | |
| * Handles special glut events. | |
| * | |
| * @param special the event to handle. | |
| */ | |
| static void | |
| gears_special(int special, int crap, int morecrap) | |
| { | |
| switch (special) { | |
| case GLUT_KEY_LEFT: | |
| view_rot[1] += 5.0; | |
| break; | |
| case GLUT_KEY_RIGHT: | |
| view_rot[1] -= 5.0; | |
| break; | |
| case GLUT_KEY_UP: | |
| view_rot[0] += 5.0; | |
| break; | |
| case GLUT_KEY_DOWN: | |
| view_rot[0] -= 5.0; | |
| break; | |
| } | |
| } | |
| static void | |
| gears_idle(void) | |
| { | |
| static int frames = 0; | |
| static double tRot0 = -1.0, tRate0 = -1.0; | |
| double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; | |
| if (tRot0 < 0.0) | |
| tRot0 = t; | |
| dt = t - tRot0; | |
| tRot0 = t; | |
| /* advance rotation for next frame */ | |
| angle += 70.0 * dt; /* 70 degrees per second */ | |
| if (angle > 3600.0) | |
| angle -= 3600.0; | |
| glutPostRedisplay(); | |
| frames++; | |
| if (tRate0 < 0.0) | |
| tRate0 = t; | |
| if (t - tRate0 >= 5.0) { | |
| GLfloat seconds = t - tRate0; | |
| GLfloat fps = frames / seconds; | |
| printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, | |
| fps); | |
| tRate0 = t; | |
| frames = 0; | |
| } | |
| } | |
| static const char vertex_shader[] = | |
| "attribute vec3 position;\n" | |
| "attribute vec3 normal;\n" | |
| "\n" | |
| "uniform mat4 ModelViewProjectionMatrix;\n" | |
| "uniform mat4 NormalMatrix;\n" | |
| "uniform vec4 LightSourcePosition;\n" | |
| "uniform vec4 MaterialColor;\n" | |
| "\n" | |
| "varying vec4 Color;\n" | |
| "\n" | |
| "void main(void)\n" | |
| "{\n" | |
| " // Transform the normal to eye coordinates\n" | |
| " vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n" | |
| "\n" | |
| " // The LightSourcePosition is actually its direction for directional light\n" | |
| " vec3 L = normalize(LightSourcePosition.xyz);\n" | |
| "\n" | |
| " // Multiply the diffuse value by the vertex color (which is fixed in this case)\n" | |
| " // to get the actual color that we will use to draw this vertex with\n" | |
| " float diffuse = max(dot(N, L), 0.0);\n" | |
| " Color = diffuse * MaterialColor;\n" | |
| "\n" | |
| " // Transform the position to clip coordinates\n" | |
| " gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n" | |
| "}"; | |
| static const char fragment_shader[] = | |
| "#ifdef GL_ES\n" | |
| "precision mediump float;\n" | |
| "#endif\n" | |
| "varying vec4 Color;\n" | |
| "\n" | |
| "void main(void)\n" | |
| "{\n" | |
| " gl_FragColor = Color;\n" | |
| "}"; | |
| static void | |
| gears_init(void) | |
| { | |
| GLuint v, f, program; | |
| const char *p; | |
| char msg[512]; | |
| glEnable(GL_CULL_FACE); | |
| glEnable(GL_DEPTH_TEST); | |
| /* Compile the vertex shader */ | |
| p = vertex_shader; | |
| v = glCreateShader(GL_VERTEX_SHADER); | |
| glShaderSource(v, 1, &p, NULL); | |
| glCompileShader(v); | |
| glGetShaderInfoLog(v, sizeof msg, NULL, msg); | |
| printf("vertex shader info: %s\n", msg); | |
| /* Compile the fragment shader */ | |
| p = fragment_shader; | |
| f = glCreateShader(GL_FRAGMENT_SHADER); | |
| glShaderSource(f, 1, &p, NULL); | |
| glCompileShader(f); | |
| glGetShaderInfoLog(f, sizeof msg, NULL, msg); | |
| printf("fragment shader info: %s\n", msg); | |
| /* Create and link the shader program */ | |
| program = glCreateProgram(); | |
| glAttachShader(program, v); | |
| glAttachShader(program, f); | |
| glBindAttribLocation(program, 0, "position"); | |
| glBindAttribLocation(program, 1, "normal"); | |
| glLinkProgram(program); | |
| glGetProgramInfoLog(program, sizeof msg, NULL, msg); | |
| printf("info: %s\n", msg); | |
| /* Enable the shaders */ | |
| glUseProgram(program); | |
| /* Get the locations of the uniforms so we can access them */ | |
| ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix"); | |
| NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix"); | |
| LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition"); | |
| MaterialColor_location = glGetUniformLocation(program, "MaterialColor"); | |
| /* Set the LightSourcePosition uniform which is constant throught the program */ | |
| glUniform4fv(LightSourcePosition_location, 1, LightSourcePosition); | |
| { | |
| GLfloat LightSourcePosition_copy[4]; | |
| glGetUniformfv(program, LightSourcePosition_location, LightSourcePosition_copy); | |
| for (uint32_t i = 0; i < 4; ++i) { | |
| assert(LightSourcePosition[i] == LightSourcePosition_copy[i]); | |
| } | |
| } | |
| /* make the gears */ | |
| gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7); | |
| gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7); | |
| gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7); | |
| } | |
| int | |
| main(int argc, char *argv[]) | |
| { | |
| if (argc == 12) SDL_GL_GetProcAddress("glWhatevah"); | |
| /* Initialize the window */ | |
| glutInit(&argc, argv); | |
| glutInitWindowSize(300, 300); | |
| glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); | |
| glutCreateWindow("es2gears"); | |
| gears_idle(); | |
| gears_init(); | |
| gears_draw(); | |
| return 0; | |
| } | |
Xet Storage Details
- Size:
- 19.9 kB
- Xet hash:
- 765c032f422e8932937a79581557500a8a9d3ddc10a47e45ae21418124e1ec75
·
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