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warp a quadmesh with a gravitational source via vertex program
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1 changed files with 236 additions and 0 deletions
236
progs/tests/vpwarpmesh.c
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236
progs/tests/vpwarpmesh.c
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/*
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* Warp a triangle mesh with a 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 = -60.0, Yrot = 0.0, Zrot = 0.0;
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static GLboolean Anim = GL_TRUE;
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static GLfloat Phi = 0.0;
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static void Idle( void )
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{
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Phi += 0.01;
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glutPostRedisplay();
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}
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static void DrawMesh( int rows, int cols )
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{
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static const GLfloat colorA[3] = { 0, 1, 0 };
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static const GLfloat colorB[3] = { 0, 0, 1 };
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const float dx = 2.0 / (cols - 1);
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const float dy = 2.0 / (rows - 1);
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float x, y;
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int i, j;
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#if 1
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#define COLOR3FV(c) glVertexAttrib3fvNV(3, c)
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#define VERTEX2F(x, y) glVertexAttrib2fNV(0, x, y)
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#else
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#define COLOR3FV(c) glColor3fv(c)
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#define VERTEX2F(x, y) glVertex2f(x, y)
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#endif
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y = -1.0;
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for (i = 0; i < rows - 1; i++) {
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glBegin(GL_QUAD_STRIP);
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x = -1.0;
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for (j = 0; j < cols; j++) {
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if ((i + j) & 1)
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COLOR3FV(colorA);
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else
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COLOR3FV(colorB);
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VERTEX2F(x, y);
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VERTEX2F(x, y + dy);
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x += dx;
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}
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glEnd();
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y += dy;
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}
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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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/* Position the gravity source */
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{
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GLfloat x, y, z, r = 0.5;
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x = r * cos(Phi);
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y = r * sin(Phi);
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z = 1.0;
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glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 30, x, y, z, 1);
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glDisable(GL_VERTEX_PROGRAM_NV);
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glBegin(GL_POINTS);
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glColor3f(1,1,1);
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glVertex3f(x, y, z);
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glEnd();
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}
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glEnable(GL_VERTEX_PROGRAM_NV);
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DrawMesh(8, 8);
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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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float ar = (float) width / (float) height;
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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( -1.0 * ar, 1.0 * ar, -1.0, 1.0, 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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glScalef(2, 2, 2);
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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 '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 'p':
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Phi += 0.2;
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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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/*
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* c[0..3] = modelview matrix
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* c[4..7] = inverse modelview matrix
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* c[30] = gravity source location
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* c[31] = gravity source strength
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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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"# Compute distance from vertex to gravity source\n"
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"ADD R1, c[30], -v[OPOS]; # vector from vertex to gravity\n"
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"DP3 R2, R1, R1; # dot product\n"
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"RSQ R2, R2.x; # square root = distance\n"
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"MUL R2, R2, c[31].xxxx; # scale by the gravity factor\n"
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"# Displace vertex by gravity factor along R1 vector\n"
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"MAD R3, R1, R2, v[OPOS];\n"
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"# Continue with typical modelview/projection\n"
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"DP4 o[HPOS].x, c[0], R3 ; # object x MVP -> clip\n"
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"DP4 o[HPOS].y, c[1], R3 ;\n"
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"DP4 o[HPOS].z, c[2], R3 ;\n"
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"DP4 o[HPOS].w, c[3], R3 ;\n"
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"MOV o[COL0], v[COL0];\n # copy input color to output color\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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/* Gravity strength */
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glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 31, .5, 0, 0, 0);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.3, 0.3, 0.3, 1);
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glShadeModel(GL_FLAT);
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glPointSize(3);
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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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