rotating, lit torus via vertex program
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/*
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* A lit, rotating torus via vertex program
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*/
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/glut.h>
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static float Xrot = 0.0, Yrot = 0.0, Zrot = 0.0;
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static GLboolean Anim = GL_TRUE;
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static void Idle( void )
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{
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Xrot += .3;
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Yrot += .4;
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Zrot += .2;
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glutPostRedisplay();
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}
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static void Display( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1, 0, 0);
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glRotatef(Yrot, 0, 1, 0);
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glRotatef(Zrot, 0, 0, 1);
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glutSolidTorus(0.75, 2.0, 10, 20);
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -2.0, 2.0, -2.0, 2.0, 5.0, 25.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -12.0 );
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case ' ':
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Xrot = Yrot = Zrot = 0;
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break;
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case 'a':
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Anim = !Anim;
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if (Anim)
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glutIdleFunc(Idle);
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else
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glutIdleFunc(NULL);
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break;
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case 'z':
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Zrot -= 5.0;
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break;
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case 'Z':
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Zrot += 5.0;
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break;
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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const GLfloat step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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Xrot -= step;
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break;
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case GLUT_KEY_DOWN:
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Xrot += step;
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break;
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case GLUT_KEY_LEFT:
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Yrot -= step;
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break;
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case GLUT_KEY_RIGHT:
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Yrot += step;
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break;
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}
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glutPostRedisplay();
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}
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static void Init( void )
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{
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/* borrowed from an nvidia demo:
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* c[0..3] = modelview matrix
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* c[4..7] = inverse modelview matrix
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* c[32] = light pos
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* c[35] = diffuse color
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*/
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static const char prog[] =
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"!!VP1.0\n"
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"#Simple transform and diffuse lighting\n"
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"\n"
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"DP4 o[HPOS].x, c[0], v[OPOS] ; # object x MVP -> clip\n"
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"DP4 o[HPOS].y, c[1], v[OPOS] ;\n"
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"DP4 o[HPOS].z, c[2], v[OPOS] ;\n"
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"DP4 o[HPOS].w, c[3], v[OPOS] ;\n"
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"DP3 R1.x, c[4], v[NRML] ; # normal x MV-1T -> lighting normal\n"
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"DP3 R1.y, c[5], v[NRML] ;\n"
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"DP3 R1.z, c[6], v[NRML] ;\n"
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"DP3 R0, c[32], R1 ; # L.N\n"
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"MUL o[COL0].xyz, R0, c[35] ; # col = L.N * diffuse\n"
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"MOV o[TEX0], v[TEX0];\n"
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"END";
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if (!glutExtensionSupported("GL_NV_vertex_program")) {
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printf("Sorry, this program requires GL_NV_vertex_program");
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exit(1);
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}
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glLoadProgramNV(GL_VERTEX_PROGRAM_NV, 1,
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strlen(prog), (const GLubyte *) prog);
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assert(glIsProgramNV(1));
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glBindProgramNV(GL_VERTEX_PROGRAM_NV, 1);
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/* Load the program registers */
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glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
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glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_MODELVIEW, GL_INVERSE_TRANSPOSE_NV);
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/* Light position */
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glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 32, 2, 2, 4, 1);
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/* Diffuse material color */
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glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 35, 0.25, 0, 0.25, 1);
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glEnable(GL_VERTEX_PROGRAM_NV);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.3, 0.3, 0.3, 1);
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printf("glGetError = %d\n", (int) glGetError());
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowPosition( 0, 0 );
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glutInitWindowSize( 250, 250 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
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glutCreateWindow(argv[0]);
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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if (Anim)
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glutIdleFunc(Idle);
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Init();
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glutMainLoop();
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return 0;
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}
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