Add NeHe lesson 3, and a Vertex Array version of lesson 2
This commit is contained in:
parent
ac43344666
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2
.gitignore
vendored
2
.gitignore
vendored
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@ -2,3 +2,5 @@
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.*.swp
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.*.swp
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*~
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*~
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*.a
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*.a
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*.elf
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*.img
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@ -258,6 +258,9 @@ static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum typ
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if(ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) {
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if(ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) {
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_parseColour(&vertex->argb, cptr + (idx * cstride), DIFFUSE_POINTER.size, DIFFUSE_POINTER.type);
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_parseColour(&vertex->argb, cptr + (idx * cstride), DIFFUSE_POINTER.size, DIFFUSE_POINTER.type);
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} else {
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/* Default to white if colours are disabled */
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vertex->argb = PVR_PACK_COLOR(1.0f, 1.0f, 1.0f, 1.0f);
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}
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}
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if(ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) {
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if(ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) {
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@ -8,3 +8,5 @@ export OBJEXTRA := $(LIB_DIR)/libGLdc.a
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all:
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all:
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$(KOS_MAKE) -C nehe02 all
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$(KOS_MAKE) -C nehe02 all
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$(KOS_MAKE) -C nehe02va all
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$(KOS_MAKE) -C nehe03 all
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29
samples/nehe02va/Makefile
Normal file
29
samples/nehe02va/Makefile
Normal file
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TARGET = nehe02va.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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86
samples/nehe02va/main.c
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86
samples/nehe02va/main.c
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex arrays
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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const GLfloat triangle [] = {
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0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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const GLfloat square [] = {
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f
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};
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glVertexPointer(3, GL_FLOAT, 0, triangle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glVertexPointer(3, GL_FLOAT, 0, square);
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glDrawArrays(GL_QUADS, 0, 4);
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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0
samples/nehe02va/romdisk/PLACEHOLDER
Normal file
0
samples/nehe02va/romdisk/PLACEHOLDER
Normal file
29
samples/nehe03/Makefile
Normal file
29
samples/nehe03/Makefile
Normal file
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TARGET = nehe03.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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83
samples/nehe03/main.c
Normal file
83
samples/nehe03/main.c
Normal file
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@ -0,0 +1,83 @@
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#include "gl.h"
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#include "glu.h"
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#include "glkos.h"
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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// draw a triangle (in smooth coloring mode)
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glBegin(GL_POLYGON); // start drawing a polygon
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // we're done with the polygon (smooth color interpolation)
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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// draw a square (quadrilateral)
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glColor3f(0.5f,0.5f,1.0f); // set color to a blue shade.
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // done with the polygon
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// swap buffers to display, since we're double buffered.
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glKosSwapBuffers();
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}
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int main(int argc, char **argv)
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{
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glKosInit();
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InitGL(640, 480);
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ReSizeGLScene(640, 480);
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while(1) {
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DrawGLScene();
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}
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return 0;
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}
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0
samples/nehe03/romdisk/PLACEHOLDER
Normal file
0
samples/nehe03/romdisk/PLACEHOLDER
Normal file
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