annotate dmglrender.cpp @ 80:98e077d9d361

List the keyboard controls in --help.
author Matti Hamalainen <ccr@tnsp.org>
date Sat, 07 Mar 2020 14:37:59 +0200
parents 701bef61dcf1
children 69d7349dc5d3
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1 //
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2 // GLDragon - OpenGL PLY model viewer / simple benchmark
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3 // -- OpenGL rendering of DMSimpleScene
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4 // Programmed and designed by Matti 'ccr' Hämäläinen <ccr@tnsp.org>
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5 // (C) Copyright 2019 Tecnic Software productions (TNSP)
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6 //
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7 // See file "COPYING" for license information.
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8 //
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9 #include "dmglrender.h"
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10 #include <GL/glu.h>
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11
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12
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13 #ifdef GL_GLEXT_PROTOTYPES
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14 #define DM_GLEXT_INIT(extproctype, extprocname) /* stub */
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15 #else
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16 #define DM_GLEXT_INIT(extproctype, extprocname) extproctype extprocname = NULL;
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17 #include "dmglexts.h"
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18 #undef DM_GLEXT_INIT
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19
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20
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21 static void dmGLCheckExtension(const std::string &name, bool &status)
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22 {
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23 if (!SDL_GL_ExtensionSupported(name.c_str()))
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24 {
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25 status = false;
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26 dmMsg(" - '%s' NOT supported.\n",
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27 name.c_str());
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28 }
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29 }
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30
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31
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32 static void * dmGLGetProcAddr(const std::string &name)
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33 {
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34 void *ptr = SDL_GL_GetProcAddress(name.c_str());
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35
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36 if (ptr == NULL)
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37 dmMsg(" - '%s' NOT supported.\n");
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38
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39 return ptr;
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40 }
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41
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42
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43 static void * dmGLExtInit(const std::string &name, bool &status)
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44 {
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45 void *ptr;
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46 bool ok =
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47 (ptr = dmGLGetProcAddr(name)) != NULL ||
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48 (ptr = dmGLGetProcAddr(name + "EXT")) != NULL ||
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49 (ptr = dmGLGetProcAddr(name + "ARB")) != NULL;
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50
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51 if (!ok)
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52 status = false;
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53
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54 return ptr;
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55 }
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56 #endif
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57
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58
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59 static bool dmCompileShader(const GLenum stype, const std::string &src, GLuint &shader)
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60 {
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61 GLint status;
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62 const char *tmp = src.c_str();
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63
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64 shader = glCreateShader(stype);
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65 glShaderSource(shader, 1, &tmp, 0);
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66 glCompileShader(shader);
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67
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68 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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69 if (status == GL_TRUE)
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70 return true;
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71 else
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72 {
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73 GLint bufLen = 0;
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74 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufLen);
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75
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76 if (bufLen > 0)
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77 {
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78 char *buf = new char[bufLen];
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79 glGetShaderInfoLog(shader, bufLen, NULL, buf);
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80 dmError("Shader compilation error:\n%s\n",
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81 buf);
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82 delete[] buf;
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83 }
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84 else
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85 {
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86 dmError("Shader compilation error occured, but no error information got.\n");
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87 }
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88 return false;
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89 }
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90 }
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91
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92
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93 bool DMGLSimpleRenderer::checkErrors(void)
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94 {
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95 bool ok = true;
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96 GLenum err;
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97 while ((err = glGetError()) != GL_NO_ERROR)
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98 {
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99 dmError("OpenGL error code: 0x%x (%d)\n", err);
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100 ok = false;
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101 }
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102 return ok;
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103 }
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104
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105
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106 bool DMGLSimpleRenderer::initRenderer1(const char *title,
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107 const int width, const int height,
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108 const int sdlWindowHPos, const int sdlWindowVPos,
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109 const int sdlFlags)
62
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110 {
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111 // Set GL attributes
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112 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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113 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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114 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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115
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116 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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117 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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118 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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119 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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120
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121 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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122 //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
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123 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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124
63
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125 // Attempt to create a window
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126 if (!DMSimpleRenderer::initRenderer1(
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127 title,
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128 width, height,
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129 sdlWindowHPos, sdlWindowVPos,
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130 sdlFlags | SDL_WINDOW_OPENGL))
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131 return false;
62
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132
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133 // Create OpenGL context
63
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134 if ((sdlGLContext = SDL_GL_CreateContext(sdlWindow)) == NULL)
62
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135 {
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136 dmError("Unable to create SDL OpenGL context: %s\n",
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137 SDL_GetError());
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138 return false;
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139 }
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140
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141 // If shaders are disabled, do not initialize OpenGL extensions
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142 if (!useShaders)
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143 return true;
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144
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145 bool status = true;
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146 dmMsg("Checking for required OpenGL extensions ..\n");
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147
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148 #ifndef GL_GLEXT_PROTOTYPES
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149 dmGLCheckExtension("GL_ARB_shader_objects", status);
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150 dmGLCheckExtension("GL_ARB_shading_language_100", status);
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151 dmGLCheckExtension("GL_ARB_vertex_shader", status);
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152 dmGLCheckExtension("GL_ARB_fragment_shader", status);
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153 if (!status)
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154 {
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155 dmError("One or more of the required OpenGL extensions not supported.\n");
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156 return false;
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157 }
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158
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159 #define DM_GLEXT_INIT(extproctype, extprocname) \
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160 extprocname = (extproctype) dmGLExtInit(#extprocname, status);
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161 #include "dmglexts.h"
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162 #endif
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163
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164 return status;
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165 }
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166
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167
63
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168 bool DMGLSimpleRenderer::initRenderer2(void)
62
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169 {
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170 // Dump some information
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171 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR));
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172 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER));
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173 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION));
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174
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175 if (!checkErrors())
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176 return false;
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177
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178 // Setup the window and view port
63
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179 glViewport(0, 0, windowWidth, windowHeight);
62
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180
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181 glMatrixMode(GL_PROJECTION);
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182 glLoadIdentity();
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183
63
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184 gluPerspective(45.0f, GLfloat(windowWidth) / GLfloat(windowHeight), 0.1f, 1000.0f);
62
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185
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186 glMatrixMode(GL_MODELVIEW);
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187 glLoadIdentity();
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188
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189 // Enable back face culling
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190 glEnable(GL_CULL_FACE);
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191
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192 // Enable smooth shading
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193 glShadeModel(GL_SMOOTH);
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194
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195 // Enable the depth buffer
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196 glEnable(GL_DEPTH_TEST);
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197
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198 // Enable normal rescaling
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199 glEnable(GL_RESCALE_NORMAL);
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200
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201 glEnable(GL_COLOR_MATERIAL);
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202
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203 // Setup depth buffer
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204 glClearDepth(1.0f);
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205
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206 // Set the depth buffer function
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207 glDepthFunc(GL_LEQUAL);
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208
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209 // Enable vertex and and normal arrays
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210 glEnableClientState(GL_VERTEX_ARRAY);
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211 glEnableClientState(GL_NORMAL_ARRAY);
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212
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213 // Set correct perspective correction
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214 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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215
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216 return checkErrors();
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217 }
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218
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219
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220 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model)
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221 {
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222 if (useShaders)
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223 {
68
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224 GLuint id_fs, id_vs;
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225
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226 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, id_fs) ||
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227 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, id_vs))
62
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228 return false;
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229
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230 model.id_prog = glCreateProgram();
68
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231 glAttachShader(model.id_prog, id_fs);
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232 glAttachShader(model.id_prog, id_vs);
62
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233 glLinkProgram(model.id_prog);
68
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234 glDeleteShader(id_fs);
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235 glDeleteShader(id_vs);
62
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236 }
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237 return true;
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238 }
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239
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240
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241 void DMGLSimpleRenderer::shutdownRenderer(void)
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242 {
63
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243 if (sdlGLContext != NULL)
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diff changeset
244 SDL_GL_DeleteContext(sdlGLContext);
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245
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246 DMSimpleRenderer::shutdownRenderer();
62
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247 }
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248
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249
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250 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time)
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251 {
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252 int maxIndices;
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253
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254 if (useShaders)
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255 {
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256 // Enable shader program
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257 glUseProgram(model.id_prog);
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258 glUniform1i(glGetUniformLocation(model.id_prog, "nlights"), scene.lights.size());
65
71f6c5cc8eec Add 'ftime' uniform for shaders, which is time in milliseconds from start of rendering loop.
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259 glUniform1f(glGetUniformLocation(model.id_prog, "ftime"), time);
62
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260 }
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261
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262 // Set the material of the model
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263 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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264 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess);
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265 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values);
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266 glColor4fv(model.material.diffuse.values);
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267
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268 // Render the model
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269 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices);
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270
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271 // Add transforms
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272 if (model.scaleSet)
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273 glScalef(model.scale.x, model.scale.y, model.scale.z);
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274
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275 if (model.translateSet)
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276 glTranslatef(model.translate.x, model.translate.y, model.translate.z);
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277
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278 if (model.rotateSet)
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279 {
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280 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f);
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281 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f);
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282 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f);
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283 }
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284
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285 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]);
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286 glNormalPointer( GL_FLOAT, 0, &model.normals[0]);
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287
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288 for (int n = 0; n < model.nfaces; n += maxIndices)
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289 {
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290 const int count = std::min(maxIndices, model.nfaces - n);
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291 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]);
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292 }
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293
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294 // Restore
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295 if (useShaders)
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296 {
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297 glUseProgram(0);
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298 }
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299 }
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300
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301
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302 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time)
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303 {
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304 glClear(GL_DEPTH_BUFFER_BIT);
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305
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306 glMatrixMode(GL_PROJECTION);
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307 glPushMatrix();
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308 glLoadIdentity();
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309
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310 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1);
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311
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312 glMatrixMode(GL_MODELVIEW);
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313 glPushMatrix();
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314 glLoadIdentity();
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315
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316 // Draw the background gradient
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317 glDisable(GL_DEPTH_TEST);
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318 glDisable(GL_LIGHTING);
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319 glBegin(GL_QUADS);
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320 {
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321 glColor3ub(0x3B, 0x3B, 0x75);
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322 glVertex2f(0.0f, 0.0f);
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323 glVertex2f(1.0f, 0.0f);
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324
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325 glColor3ub(0x00, 0x00, 0x00);
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326 glVertex2f(1.0f, 1.0f);
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327 glVertex2f(0.0f, 1.0f);
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328 }
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329 glEnd();
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330
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331 // Restore the 3D projection
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332 glMatrixMode(GL_PROJECTION);
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333 glPopMatrix();
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334
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335 glMatrixMode(GL_MODELVIEW);
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336 glPopMatrix();
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337
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338 glEnable(GL_DEPTH_TEST);
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339 glEnable(GL_LIGHTING);
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340
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341 // Draw models
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342 for (const DMModel &model : scene.models)
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343 {
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344 glPushMatrix();
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345 drawModel(scene, model, time);
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346 glPopMatrix();
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347 }
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348 }
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349
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350
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351 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light)
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352 {
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353 glEnable(GL_LIGHT0 + n);
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354 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values);
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355 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values);
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356 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values);
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357 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values);
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358 return true;
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359 }
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360
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361
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362 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera)
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363 {
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364 (void) camera;
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365
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366 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0);
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367 return true;
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368 }
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369
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370
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371 bool DMGLSimpleRenderer::animate(DMSimpleScene &scene, const float time)
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372 {
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373 (void) scene;
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374 (void) time;
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375
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376 glRotatef(2.0f, 0, 1, 0);
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377 return true;
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378 }