292 lines
8.5 KiB
C
292 lines
8.5 KiB
C
#include <stdio.h>
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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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#include <time.h>
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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/* storage for one texture */
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int texture[1];
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/* Image type - contains height, width, and data */
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struct Image {
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unsigned long sizeX;
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unsigned long sizeY;
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char *data;
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};
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typedef struct Image Image;
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// quick and dirty bitmap loader...for 24 bit bitmaps with 1 plane only.
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// See http://www.dcs.ed.ac.uk/~mxr/gfx/2d/BMP.txt for more info.
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int ImageLoad(char *filename, Image *image) {
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FILE *file;
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unsigned long size; // size of the image in bytes.
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unsigned long i; // standard counter.
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unsigned short int planes; // number of planes in image (must be 1)
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unsigned short int bpp; // number of bits per pixel (must be 24)
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char temp; // temporary color storage for bgr-rgb conversion.
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// make sure the file is there.
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if ((file = fopen(filename, "rb"))==NULL)
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{
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printf("File Not Found : %s\n",filename);
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return 0;
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}
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// seek through the bmp header, up to the width/height:
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fseek(file, 18, SEEK_CUR);
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// read the width
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if ((i = fread(&image->sizeX, 4, 1, file)) != 1) {
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printf("Error reading width from %s.\n", filename);
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return 0;
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}
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printf("Width of %s: %lu\n", filename, image->sizeX);
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// read the height
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if ((i = fread(&image->sizeY, 4, 1, file)) != 1) {
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printf("Error reading height from %s.\n", filename);
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return 0;
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}
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printf("Height of %s: %lu\n", filename, image->sizeY);
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// calculate the size (assuming 24 bits or 3 bytes per pixel).
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size = image->sizeX * image->sizeY * 3;
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// read the planes
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if ((fread(&planes, 2, 1, file)) != 1) {
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printf("Error reading planes from %s.\n", filename);
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return 0;
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}
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if (planes != 1) {
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printf("Planes from %s is not 1: %u\n", filename, planes);
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return 0;
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}
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// read the bpp
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if ((i = fread(&bpp, 2, 1, file)) != 1) {
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printf("Error reading bpp from %s.\n", filename);
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return 0;
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}
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if (bpp != 24) {
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printf("Bpp from %s is not 24: %u\n", filename, bpp);
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return 0;
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}
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// seek past the rest of the bitmap header.
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fseek(file, 24, SEEK_CUR);
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// read the data.
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image->data = (char *) malloc(size);
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if (image->data == NULL) {
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printf("Error allocating memory for color-corrected image data");
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return 0;
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}
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if ((i = fread(image->data, size, 1, file)) != 1) {
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printf(stderr, "Error reading image data from %s.\n", filename);
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return 0;
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}
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for (i=0;i<size;i+=3) { // reverse all of the colors. (bgr -> rgb)
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temp = image->data[i];
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image->data[i] = image->data[i+2];
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image->data[i+2] = temp;
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}
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// we're done.
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!ImageLoad("/rd/flag1.bmp", image1)) {
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // scale linearly when image smalled than texture
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1->sizeX, image1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1->data);
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};
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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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LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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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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glEnable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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GLfloat l1_pos[] = {5.0, 0.0, 1.0, 1.0};
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GLfloat l1_diff[] = {1.0, 0.0, 0.0, 1.0};
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GLfloat l1_amb[] = {0.5, 0.5, 0.5, 1.0};
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//glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_diff);
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glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
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glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 1.0f);
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glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.0001);
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glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.00001);
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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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void DrawTexturedQuad(int tex, float x, float y, float z)
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{
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GLfloat texW = 10;
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GLfloat texH = 10;
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GLfloat x0 = x - texW / 2;
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GLfloat y0 = y - texH / 2;
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GLfloat x1 = x + texW / 2;
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GLfloat y1 = y + texH / 2;
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GLfloat color[] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLfloat mat_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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GLfloat vertex_data[] = {
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/* 2D Coordinate, texture coordinate */
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x0, y1, z,
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x1, y1, z,
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x1, y0, z,
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x0, y0, z
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};
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GLfloat uv_data[] = {
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/* 2D Coordinate, texture coordinate */
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f
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};
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GLfloat normal_data[] = {
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/* 2D Coordinate, texture coordinate */
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0
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};
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GLfloat color_data[] = {
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/* 2D Coordinate, texture coordinate */
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color[0], color[1], color[2], color[3],
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color[0], color[1], color[2], color[3],
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color[0], color[1], color[2], color[3],
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color[0], color[1], color[2], color[3]
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};
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//GLint indices[] = {0,1,2,3,2,3};
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertex_data);
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glTexCoordPointer(2, GL_FLOAT, 0, uv_data);
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glNormalPointer(GL_FLOAT, 0, normal_data);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mat_ambient);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glVertexPointer(3, GL_FLOAT, 0, vertex_data);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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float delta = 0;
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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(-5.0f, -5.0f, -10.0f);
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glTranslatef(-50.0f, 0.0f, -200.0f);
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GLfloat l1_pos[] = {50 + sin(delta) * 100.0f, 25.0, 1.0, 1.0};
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delta+= 0.03;
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glLightfv(GL_LIGHT1, GL_POSITION, l1_pos);
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//glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, 3);
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DrawTexturedQuad(texture[0], l1_pos[0], l1_pos[1], l1_pos[2]);
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for (int i = 0; i < 5; i++)
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DrawTexturedQuad(texture[0], i * 20, 0.0f, 0.0f); // Draw the textured quad.
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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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