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//========================================================================
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// Simple GLFW example
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//! [code]
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#include <GL/glfw3.h> |
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#include <stdlib.h> |
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#include <stdio.h> |
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static void error_callback(int error, const char* description) |
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{ |
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fputs(description, stderr); |
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} |
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int main(void) |
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{ |
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GLFWwindow* window; |
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glfwSetErrorCallback(error_callback); |
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if (!glfwInit()) |
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exit(EXIT_FAILURE); |
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window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); |
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if (!window) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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glfwMakeContextCurrent(window); |
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while (!glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) |
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{ |
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float ratio; |
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int width, height; |
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glfwGetWindowSize(window, &width, &height); |
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ratio = width / (float) height; |
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glViewport(0, 0, width, height); |
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glClear(GL_COLOR_BUFFER_BIT); |
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glMatrixMode(GL_PROJECTION); |
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glLoadIdentity(); |
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glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f); |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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glRotatef(glfwGetTime() * 50.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(-0.6f, -0.4f, 0.f); |
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glColor3f(0.f, 1.f, 0.f); |
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glVertex3f(0.6f, -0.4f, 0.f); |
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glColor3f(0.f, 0.f, 1.f); |
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glVertex3f(0.f, 0.6f, 0.f); |
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glEnd(); |
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glfwSwapBuffers(window); |
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glfwPollEvents(); |
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} |
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glfwDestroyWindow(window); |
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glfwTerminate(); |
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exit(EXIT_SUCCESS); |
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} |
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//! [code]
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@ -1,102 +0,0 @@ |
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//========================================================================
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// This is a small test application for GLFW.
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// The program opens a window (640x480), and renders a spinning colored
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// triangle (it is controlled with both the GLFW timer and the mouse).
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//========================================================================
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#include <stdio.h> |
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#include <stdlib.h> |
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#define GLFW_INCLUDE_GLU |
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#include <GL/glfw3.h> |
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static void error_callback(int error, const char* description) |
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{ |
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fprintf(stderr, "Error: %s\n", description); |
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} |
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int main(void) |
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{ |
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int width, height, x; |
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GLFWwindow* window; |
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glfwSetErrorCallback(error_callback); |
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// Initialise GLFW
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if (!glfwInit()) |
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exit(EXIT_FAILURE); |
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// Open a window and create its OpenGL context
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window = glfwCreateWindow(640, 480, "Spinning Triangle", NULL, NULL); |
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if (!window) |
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{ |
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glfwTerminate(); |
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exit(EXIT_FAILURE); |
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} |
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// Enable vertical sync (on cards that support it)
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glfwMakeContextCurrent(window); |
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glfwSwapInterval(1); |
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// Ensure we can capture the escape key being pressed below
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glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); |
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for (;;) |
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{ |
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double t = glfwGetTime(); |
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glfwGetCursorPos(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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// 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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// Clear color buffer to black
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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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glLoadIdentity(); |
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gluPerspective(65.f, (GLfloat) width / (GLfloat) height, 1.f, 100.f); |
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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.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.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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glfwSwapBuffers(window); |
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glfwPollEvents(); |
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// Check if the ESC key was pressed or the window should be closed
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if (glfwGetKey(window, GLFW_KEY_ESCAPE)) |
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break; |
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if (glfwGetWindowParam(window, GLFW_SHOULD_CLOSE)) |
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break; |
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} |
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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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} |
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