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@ -9,74 +9,72 @@
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#include <GL/glfw3.h>
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int main( void )
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int main(void)
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{
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int width, height, x;
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double t;
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GLFWwindow window;
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// Initialise GLFW
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if( !glfwInit() )
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if (!glfwInit())
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{
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fprintf( stderr, "Failed to initialize GLFW\n" );
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exit( EXIT_FAILURE );
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fprintf(stderr, "Failed to initialize GLFW\n");
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exit(EXIT_FAILURE);
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}
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// Open a window and create its OpenGL context
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window = glfwOpenWindow( 640, 480, GLFW_WINDOWED, "Spinning Triangle", NULL );
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window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Spinning Triangle", NULL);
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if (!window)
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{
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fprintf( stderr, "Failed to open GLFW window\n" );
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glfwTerminate();
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exit( EXIT_FAILURE );
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fprintf(stderr, "Failed to open GLFW window\n");
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exit(EXIT_FAILURE);
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}
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// Ensure we can capture the escape key being pressed below
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glfwEnable( window, GLFW_STICKY_KEYS );
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glfwEnable(window, GLFW_STICKY_KEYS);
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// Enable vertical sync (on cards that support it)
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glfwSwapInterval( 1 );
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glfwSwapInterval(1);
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do
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{
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t = glfwGetTime();
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glfwGetMousePos( window, &x, NULL );
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double t = glfwGetTime();
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glfwGetMousePos(window, &x, NULL);
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// Get window size (may be different than the requested size)
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glfwGetWindowSize( window, &width, &height );
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glfwGetWindowSize(window, &width, &height);
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// Special case: avoid division by zero below
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height = height > 0 ? height : 1;
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glViewport( 0, 0, width, height );
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glViewport(0, 0, width, height);
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// Clear color buffer to black
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glClear( GL_COLOR_BUFFER_BIT );
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Select and setup the projection matrix
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glMatrixMode( GL_PROJECTION );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective( 65.0f, (GLfloat)width/(GLfloat)height, 1.0f, 100.0f );
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gluPerspective(65.0f, (GLfloat)width/(GLfloat)height, 1.f, 100.0f);
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// Select and setup the modelview matrix
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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gluLookAt( 0.0f, 1.0f, 0.0f, // Eye-position
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0.0f, 20.0f, 0.0f, // View-point
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0.0f, 0.0f, 1.0f ); // Up-vector
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gluLookAt(0.f, 1.f, 0.f, // Eye-position
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0.f, 20.f, 0.f, // View-point
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0.f, 0.f, 1.f); // Up-vector
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// Draw a rotating colorful triangle
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glTranslatef( 0.0f, 14.0f, 0.0f );
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glRotatef( 0.3f*(GLfloat)x + (GLfloat)t*100.0f, 0.0f, 0.0f, 1.0f );
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glBegin( GL_TRIANGLES );
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glColor3f( 1.0f, 0.0f, 0.0f );
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glVertex3f( -5.0f, 0.0f, -4.0f );
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glColor3f( 0.0f, 1.0f, 0.0f );
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glVertex3f( 5.0f, 0.0f, -4.0f );
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glColor3f( 0.0f, 0.0f, 1.0f );
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glVertex3f( 0.0f, 0.0f, 6.0f );
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glTranslatef(0.f, 14.f, 0.f);
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glRotatef(0.3f * (GLfloat) x + (GLfloat) t * 100.f, 0.f, 0.f, 1.f);
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glBegin(GL_TRIANGLES);
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glColor3f(1.f, 0.f, 0.f);
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glVertex3f(-5.f, 0.f, -4.f);
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glColor3f(0.f, 1.f, 0.f);
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glVertex3f(5.f, 0.f, -4.f);
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glColor3f(0.f, 0.f, 1.f);
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glVertex3f(0.f, 0.f, 6.f);
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glEnd();
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// Swap buffers
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@ -84,12 +82,12 @@ int main( void )
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glfwPollEvents();
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} // Check if the ESC key was pressed or the window was closed
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while( glfwIsWindow(window) &&
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glfwGetKey( window, GLFW_KEY_ESC ) != GLFW_PRESS );
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while (glfwIsWindow(window) &&
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glfwGetKey(window, GLFW_KEY_ESC) != GLFW_PRESS);
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// Close OpenGL window and terminate GLFW
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glfwTerminate();
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exit( EXIT_SUCCESS );
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exit(EXIT_SUCCESS);
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}
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