Add texture/color matrix sample
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2669a9266f
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@ -212,6 +212,7 @@ gen_sample(polymark samples/polymark/main.c)
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gen_sample(cubes samples/cubes/main.cpp)
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gen_sample(cubes samples/cubes/main.cpp)
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gen_sample(zclip_test tests/zclip/main.cpp)
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gen_sample(zclip_test tests/zclip/main.cpp)
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gen_sample(primitive_modes samples/primitive_modes/main.c)
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gen_sample(primitive_modes samples/primitive_modes/main.c)
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gen_sample(tnl_effects samples/tnl_effects/main.c)
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if(PLATFORM_DREAMCAST)
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if(PLATFORM_DREAMCAST)
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gen_sample(trimark samples/trimark/main.c)
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gen_sample(trimark samples/trimark/main.c)
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@ -40,11 +40,11 @@ Matrix4x4* _glGetProjectionMatrix() {
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}
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}
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Matrix4x4* _glGetTextureMatrix() {
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Matrix4x4* _glGetTextureMatrix() {
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return (Matrix4x4*) stack_top(&MATRIX_STACKS[2]);
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return (Matrix4x4*) stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF));
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}
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}
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Matrix4x4* _glGetColorMatrix() {
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Matrix4x4* _glGetColorMatrix() {
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return (Matrix4x4*) stack_top(&MATRIX_STACKS[3]);
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return (Matrix4x4*) stack_top(MATRIX_STACKS + (GL_COLOR & 0xF));
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}
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}
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GLenum _glGetMatrixMode() {
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GLenum _glGetMatrixMode() {
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@ -461,10 +461,6 @@ void gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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}
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}
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void _glMatrixLoadTexture() {
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UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
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}
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void _glMatrixLoadModelView() {
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void _glMatrixLoadModelView() {
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UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
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}
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}
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@ -321,7 +321,6 @@ void _glInitSubmissionTarget();
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void _glMatrixLoadNormal();
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void _glMatrixLoadNormal();
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void _glMatrixLoadModelView();
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void _glMatrixLoadModelView();
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void _glMatrixLoadProjection();
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void _glMatrixLoadProjection();
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void _glMatrixLoadTexture();
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void _glMatrixLoadModelViewProjection();
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void _glMatrixLoadModelViewProjection();
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extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
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extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
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@ -76,6 +76,7 @@ static void textureEffect(SubmissionTarget* target) {
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Matrix4x4* m = _glGetTextureMatrix();
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Matrix4x4* m = _glGetTextureMatrix();
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UploadMatrix4x4(m);
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UploadMatrix4x4(m);
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float coords[4];
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float coords[4];
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float* ptr = (float*)m;
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Vertex* it = _glSubmissionTargetStart(target);
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Vertex* it = _glSubmissionTargetStart(target);
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uint32_t count = target->count;
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uint32_t count = target->count;
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@ -90,7 +91,7 @@ static void textureEffect(SubmissionTarget* target) {
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void _glTnlUpdateTextureMatrix(void) {
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void _glTnlUpdateTextureMatrix(void) {
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Matrix4x4* m = _glGetTextureMatrix();
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Matrix4x4* m = _glGetTextureMatrix();
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TNL_TEXTURE = _glIsIdentity(m);
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TNL_TEXTURE = !_glIsIdentity(m);
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updateEffects();
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updateEffects();
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}
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}
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@ -115,7 +116,7 @@ static void colorEffect(SubmissionTarget* target) {
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void _glTnlUpdateColorMatrix(void) {
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void _glTnlUpdateColorMatrix(void) {
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Matrix4x4* m = _glGetColorMatrix();
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Matrix4x4* m = _glGetColorMatrix();
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TNL_COLOR = _glIsIdentity(m);
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TNL_COLOR = !_glIsIdentity(m);
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updateEffects();
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updateEffects();
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}
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}
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@ -69,10 +69,12 @@ __BEGIN_DECLS
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#define GL_MODELVIEW 0x1700
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#define GL_MODELVIEW 0x1700
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#define GL_PROJECTION 0x1701
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#define GL_PROJECTION 0x1701
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#define GL_TEXTURE 0x1702
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#define GL_TEXTURE 0x1702
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#define GL_COLOR 0x1703 /* NOTE: Not the usual value */
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#define GL_MODELVIEW_MATRIX 0x0BA6
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#define GL_MODELVIEW_MATRIX 0x0BA6
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#define GL_PROJECTION_MATRIX 0x0BA7
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#define GL_PROJECTION_MATRIX 0x0BA7
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#define GL_TEXTURE_MATRIX 0x0BA8
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#define GL_TEXTURE_MATRIX 0x0BA8
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#define GL_COLOR_MATRIX 0x80B1
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/* Depth buffer */
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/* Depth buffer */
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#define GL_NEVER 0x0200
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#define GL_NEVER 0x0200
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135
samples/tnl_effects/main.c
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135
samples/tnl_effects/main.c
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@ -0,0 +1,135 @@
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#include <GL/gl.h>
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#include <math.h>
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#include <stdlib.h>
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#ifndef _arch_dreamcast
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#include <SDL2/SDL.h>
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static SDL_Window* win_handle;
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#else
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#include <kos.h>
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#include <GL/glkos.h>
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#endif
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static void DrawQuad(float x, float y) {
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glBegin(GL_QUADS);
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x -= 1.0f;
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y -= 1.0f;
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glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(0.0f, 0.0f); glVertex2f(x + 0.0f, y + 0.0f);
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glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1.0f, 0.0f); glVertex2f(x + 0.3f, y + 0.0f);
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glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1.0f, 1.0f); glVertex2f(x + 0.3f, y + 0.3f);
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glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex2f(x + 0.0f, y + 0.3f);
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glEnd();
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}
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static void sample_init() {
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#ifdef SDL2_BUILD
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SDL_Init(SDL_INIT_EVERYTHING);
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win_handle = SDL_CreateWindow("Shapes", 0, 0, 640, 480, SDL_WINDOW_OPENGL);
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SDL_GL_CreateContext(win_handle);
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#else
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glKosInit();
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#endif
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}
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static int sample_should_exit() {
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#ifndef _arch_dreamcast
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if(event.type == SDL_QUIT) return 1;
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}
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return 0;
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#else
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maple_device_t *cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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if (!cont) return 0;
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cont_state_t *state = (cont_state_t *)maple_dev_status(cont);
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if (!state) return 0;
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return state->buttons & CONT_START;
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#endif
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}
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#define IMG_SIZE 8
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int main(int argc, char *argv[]) {
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sample_init();
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glClearColor(0.2f, 0.2f, 0.2f, 1);
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glViewport(0, 0, 640, 480);
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glEnable(GL_TEXTURE_2D);
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GLint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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static GLubyte texData[IMG_SIZE * IMG_SIZE * 4];
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for (int y = 0, i = 0; y < IMG_SIZE; y++)
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for (int x = 0; x < IMG_SIZE; x++, i += 4)
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{
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int a = x + y;
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texData[i + 0] = (a & 1) ? 0xFF : 0;
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texData[i + 1] = (a & 2) ? 0xFF : 0;
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texData[i + 2] = (a & 4) ? 0xFF : 0;
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texData[i + 3] = 0xFF;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IMG_SIZE, IMG_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
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float time = 0.0f;
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while (!sample_should_exit()) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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DrawQuad(0.1f, 0.1f);
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glMatrixMode(GL_TEXTURE);
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glTranslatef(time, 0, 0);
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DrawQuad(0.5f, 0.1f);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glTranslatef(0, time, 0);
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DrawQuad(0.9f, 0.1f);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glScalef(time, time * 0.5f, 0);
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DrawQuad(1.3f, 0.1f);
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glLoadIdentity();
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glMatrixMode(GL_TEXTURE);
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glRotatef(time * 1000, 1, 0, 0);
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DrawQuad(1.7f, 0.1f);
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glLoadIdentity();
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glMatrixMode(GL_COLOR);
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glTranslatef(time, 0, 0);
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DrawQuad(0.1f, 0.5f);
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glLoadIdentity();
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glMatrixMode(GL_COLOR);
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glTranslatef(0, time, 0);
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DrawQuad(0.5f, 0.5f);
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glLoadIdentity();
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glMatrixMode(GL_COLOR);
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glTranslatef(0, 0, time);
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DrawQuad(0.9f, 0.5f);
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glLoadIdentity();
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glMatrixMode(GL_COLOR);
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glScalef(time, time, time);
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DrawQuad(1.3f, 0.5f);
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glLoadIdentity();
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glMatrixMode(GL_COLOR);
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glRotatef(time * 1000, 1, 0, 0);
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DrawQuad(0.1f, 0.5f);
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glLoadIdentity();
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#ifdef SDL2_BUILD
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SDL_GL_SwapWindow(win_handle);
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#else
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glKosSwapBuffers();
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#endif
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time += 0.001f;
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}
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return 0;
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}
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