mirror of
https://github.com/love2d/love-android.git
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380 lines
8.0 KiB
C
380 lines
8.0 KiB
C
#ifdef _WIN32
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#include <GL/freeglut.h>
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#else
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#include <GL/glut.h>
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#endif
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#include <IL/il.h>
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#include <IL/ilu.h>
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//#define ILUT_USE_OPENGL
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#include <IL/ilut.h>
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#include "3dtest.h"
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#include <math.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 <malloc.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "opengl32.lib")
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#pragma comment(lib, "freeglut.lib")
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// Prevent the console window from popping up.
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#pragma comment(linker, "/entry:mainCRTStartup")
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#pragma comment(linker, "/subsystem:windows")
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#endif
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char *File;
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ILint Width, Height, Depth, Window;
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ILuint ActiveImage = 0;
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int main(int argc, char** argv)
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{
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//char Test[6] = { 0, 0, 0, 0, 0, 0 };
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if (argc < 2) {
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//cout << "Please specify a filename." << endl;
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return 1;
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}
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File = argv[1];
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if (argc > 2) {
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TransFactor = atoi(argv[2]) != 0 ? -atoi(argv[2]) : TransFactor;
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}
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if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION ||
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ilGetInteger(ILU_VERSION_NUM) < ILU_VERSION ||
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ilGetInteger(ILUT_VERSION_NUM) < ILUT_VERSION) {
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//cout << "OpenIL version is different...exiting!" << endl;
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return 2;
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}
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ilInit();
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//ilEnable(IL_CONV_PAL);
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ilutEnable(ILUT_OPENGL_CONV);
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glutInit(&argc, argv);
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ilGenImages(1, &ImgId);
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ilBindImage(ImgId);
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ilLoadImage(File);
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// Generate the appropriate width x height less than or equal to MAX_X x MAX_Y.
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// Instead of just clipping Width x Height to MAX_X x MAX_Y, we scale to
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// an appropriate size, so the image isn't stretched/squished.
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Width = ilGetInteger(IL_IMAGE_WIDTH);
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Height = ilGetInteger(IL_IMAGE_HEIGHT);
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if (Width > 0) { // Don't want a divide by 0...
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if (Width > MAX_X) {
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Width = MAX_X;
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Height = (ILuint)(MAX_X / (ILfloat)ilGetInteger(IL_IMAGE_WIDTH) * Height);
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}
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}
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if (Height > 0) { // Don't want a divide by 0...
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if (Height > MAX_Y) {
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Height = MAX_Y;
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Width = (ILuint)(MAX_Y / (ILfloat)ilGetInteger(IL_IMAGE_HEIGHT) * Width);
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}
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}
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitWindowPosition(100, 100);
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glutInitWindowSize(Width, Height);
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Window = glutCreateWindow("Open Image Library (OpenIL) Test");
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glutDisplayFunc(DisplayFunc);
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glutKeyboardFunc(KeyboardFunc);
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glutSpecialFunc(KeySpecialFunc);
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if (Setup() == IL_FALSE)
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return 1;
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// Enter the main (Free)GLUT processing loop
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glutMainLoop();
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CleanUp();
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return 0;
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}
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void ResizeFunc(int NewWidth, int NewHeight)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glViewport(0, 0, NewWidth, NewHeight);
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//glOrtho(0, Width, 0, Height, -100, 1);
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SetPerspective(50.0f);
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}
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void DisplayFunc()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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SetPerspective(50.0f);
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glTranslatef(0.0f, 0.0f, TransFactor);
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glRotatef(Angle, 0.0f, 1.0f, 0.0f);
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glBindTexture(GL_TEXTURE_2D, TexID1);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3i(-Width, -Height, Depth);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3i(Width, -Height, Depth);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3i(Width, Height, Depth);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3i(-Width, Height, Depth);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, TexID2);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3i(-Width, -Height, Depth);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3i(-Width, -Height, -Depth);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3i(-Width, Height, -Depth);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3i(-Width, Height, Depth);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, TexID3);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3i(Width, -Height, Depth);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3i(Width, -Height, -Depth);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3i(Width, Height, -Depth);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3i(Width, Height, Depth);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, TexID4);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3i(-Width, -Height, -Depth);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3i(Width, -Height, -Depth);
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glTexCoord2f(1.0f, 1.0f);
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glVertex3i(Width, Height, -Depth);
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glTexCoord2f(0.0f, 1.0f);
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glVertex3i(-Width, Height, -Depth);
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glEnd();
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glFlush();
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glFinish();
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glutSwapBuffers();
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}
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void IdleFunc()
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{
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glutShowWindow();
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glutPostRedisplay();
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}
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void KeyboardFunc(unsigned char cChar, int nMouseX, int nMouseY)
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{
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if (cChar >= '0' && cChar <= '9') {
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ActiveImage = cChar - '0';
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CleanUp();
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GenSides();
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return;
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}
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if (cChar == '+' || cChar == '=') {
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ActiveImage++;
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CleanUp();
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GenSides();
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return;
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}
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if (cChar == '-' || cChar == '_') {
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if (ActiveImage == 0)
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return;
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ActiveImage--;
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CleanUp();
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GenSides();
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return;
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}
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CleanUp();
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glutDestroyWindow(Window);
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#ifndef _WIN32
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/* Siigron: added exit(), since glutDestroyWindow() doesn't exit the
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program with "normal" GLUT */
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exit(0);
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#endif
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}
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void KeySpecialFunc(int Key, int x, int y)
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{
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switch (Key)
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{
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case GLUT_KEY_UP:
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TransFactor += 10.0f;
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//glTranslatef(0.0f, 0.0f, 10.0f);
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break;
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case GLUT_KEY_DOWN:
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TransFactor -= 10.0f;
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//glTranslatef(0.0f, 0.0f, -10.0f);
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break;
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case GLUT_KEY_RIGHT:
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Angle += 10.0f;
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//glRotatef(10.0f, 0.0f, 1.0f, 0.0f);
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break;
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case GLUT_KEY_LEFT:
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Angle -= 10.0f;
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//glRotatef(-10.0f, 0.0f, 1.0f, 0.0f);
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break;
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}
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glutPostRedisplay();
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return;
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}
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#define PI 3.14159265
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void SetPerspective(float Fov)
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{
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float fov = (float)tan(Fov * .5f * PI / 180.0f);
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float Aspect = 0.0f;
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if (Height != 0)
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Aspect = Width / (float)Height;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-fov * Aspect, fov * Aspect, -fov, fov, 1.0f, 10000.0f);
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return;
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}
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ILboolean Setup()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL); // or should this be GL_LESS?
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glClearDepth(1);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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ilutRenderer(ILUT_OPENGL);
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if (!GenSides())
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return IL_FALSE;
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TransFactor += -Depth;
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glTranslatef(0.0f, 0.0f, -100.0f);
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return IL_TRUE;
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}
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ILboolean GenSides()
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{
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ILubyte *Buffer, *Data, Bpp, Bpc;
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ILuint TempImage;
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ILenum Format, Type;
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ILint SizePlane, Bps, c, y, z, i;
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ilActiveImage(ActiveImage);
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Bpp = ilGetInteger(IL_IMAGE_BPP);
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Bpc = ilGetInteger(IL_IMAGE_BPC);
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Format = ilGetInteger(IL_IMAGE_FORMAT);
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Type = ilGetInteger(IL_IMAGE_TYPE);
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// Front
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TexID1 = ilutGLBindTexImage();
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Width = ilGetInteger(IL_IMAGE_WIDTH);
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Height = ilGetInteger(IL_IMAGE_HEIGHT);
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Depth = ilGetInteger(IL_IMAGE_DEPTH);
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ilGenImages(1, &TempImage);
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SizePlane = ilGetInteger(IL_IMAGE_PLANESIZE);
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SizePlane = Width * Height * Bpp * Bpc;
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Bps = Width * Bpp * Bpc;
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Data = ilGetData();
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// Left
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i = 0;
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Buffer = (ILubyte*)malloc(Height * Depth * Bpp * Bpc);
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for (y = 0; y < Height; y++) {
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for (z = 0; z < Depth; z++) {
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for (c = 0; c < Bpp * Bpc; c++) {
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Buffer[i++] = Data[z * SizePlane + y * Bps + c];
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}
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}
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}
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ilBindImage(TempImage);
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ilTexImage(Depth, Height, 1, Bpp, Format, Type, Buffer);
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TexID2 = ilutGLBindTexImage();
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free(Buffer);
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// Right
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ilBindImage(ImgId);
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ilActiveImage(ActiveImage);
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i = 0;
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Buffer = (ILubyte*)malloc(Height * Depth * Bpp * Bpc);
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for (y = 0; y < Height; y++) {
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for (z = 0; z < Depth; z++) {
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for (c = 0; c < Bpp * Bpc; c++) {
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Buffer[i++] = Data[z * SizePlane + y * Bps + (Width - 1) * Bpp * Bpc + c];
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}
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}
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}
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ilBindImage(TempImage);
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ilTexImage(Depth, Height, 1, Bpp, Format, Type, Buffer);
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TexID3 = ilutGLBindTexImage();
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free(Buffer);
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// Back
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ilBindImage(ImgId);
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ilActiveImage(ActiveImage);
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Buffer = (ILubyte*)malloc(Width * Height * Bpp * Bpc);
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ilCopyPixels(0, 0, Depth-1, Width, Height, 1, Format, Type, Buffer);
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ilBindImage(TempImage);
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ilTexImage(Width, Height, 1, Bpp, Format, Type, Buffer);
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TexID4 = ilutGLBindTexImage();
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free(Buffer);
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//ilDeleteImages(1, &ImgId);
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ilDeleteImages(1, &TempImage);
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ilBindImage(ImgId);
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return IL_TRUE;
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}
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void CleanUp()
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{
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glDeleteTextures(1, &TexID1);
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glDeleteTextures(1, &TexID2);
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glDeleteTextures(1, &TexID3);
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glDeleteTextures(1, &TexID4);
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return;
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}
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void ExitClean()
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{
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if (!bCleaned) {
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glDeleteTextures(1, &TexID1);
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glDeleteTextures(1, &TexID2);
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glDeleteTextures(1, &TexID3);
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glDeleteTextures(1, &TexID4);
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ilDeleteImages(1, &ImgId);
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}
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bCleaned = IL_TRUE;
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return;
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}
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