Merge: doc -> main
This commit is contained in:
@@ -2,13 +2,13 @@
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#include <GL/gl.h>
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#include "main.h"
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void set_color( unsigned char r, unsigned char g, unsigned char b )
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void set_clean_color_context( unsigned char r, unsigned char g, unsigned char b )
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{
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glEnable( GL_DEPTH_TEST );
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glClearColor( (float)r/0xff, (float)g/0xff, (float)b/0xff, 1.0 );
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}
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void draw_color( void )
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void clean_context( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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@@ -8,8 +8,8 @@
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#undef H
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const float X = 2.0;
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const float Y = 0.1;
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const float Z = 0.1;
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const float Y = 0.05;
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const float Z = 0.05;
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#define A -X,-Y,-Z,
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#define B -X,-Y, Z,
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@@ -20,7 +20,7 @@ const float Z = 0.1;
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#define G X, Y,-Z,
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#define H X, Y, Z,
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float d_axis[] =
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narray_float_t d_axis =
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{
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3*3*2*6,
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@@ -7,7 +7,7 @@
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#define G 1, 1,-1,
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#define H 1, 1, 1,
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float d_cube[] =
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narray_float_t d_cube =
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{
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3*3*2*6,
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@@ -3,7 +3,7 @@
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#define inline
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#include <cglm/quat.h>
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#define ANGLE ((float)0x01/0xff*2*GLM_PI)
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#define ANGLE ((float)0x02/0xff*2*GLM_PI)
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versor q = GLM_QUAT_IDENTITY_INIT;
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vec3 axis[3] =
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@@ -13,7 +13,7 @@ vec3 axis[3] =
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{0,0,1},
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};
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float * poll_input( window_t window )
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quat_t poll_input( window_t window )
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{
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versor p = GLM_QUAT_IDENTITY_INIT;
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12
src/main.c
12
src/main.c
@@ -21,16 +21,15 @@ const char * wname = "manigraph: manifold grapher";
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int main( void )
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{
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unsigned int shader, texture;
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void * m_cube, *m_axis;
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id_t shader, texture;
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mesh_t m_cube, m_axis;
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window_t window;
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if( !( window = init_window( WIDTH, HEIGHT, wname ) ) )
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goto error_window;
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use_window( window );
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set_color( 0x2E, 0x07, 0x3F );
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set_clean_color_context( 0x2E, 0x07, 0x3F );
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if( !( shader = create_shader() ) )
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goto error_shader;
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@@ -52,11 +51,12 @@ int main( void )
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while( is_open_window( window ) )
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{
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float * q;
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quat_t q;
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q=poll_input( window );
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load_rot_matrix( shader, q );
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draw_color();
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clean_context();
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load_mdl_matrix( shader, 0, 0 );
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draw_mesh( m_axis );
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45
src/main.h
45
src/main.h
@@ -1,4 +1,11 @@
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typedef const void * window_t;
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typedef unsigned int id_t;
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typedef void * mesh_t;
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typedef float * quat_t;
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typedef float * mat4_t;
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typedef float narray_float_t[];
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typedef unsigned char narray_u8_t[];
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enum
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{
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@@ -13,40 +20,40 @@ int is_open_window( window_t window );
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void close_window( window_t window );
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void * create_mesh( float * mesh );
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mesh_t create_mesh( narray_float_t mesh );
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void destroy_mesh( void * p );
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void destroy_mesh( mesh_t p );
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void draw_mesh( void * p );
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void draw_mesh( mesh_t p );
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void set_color( unsigned char, unsigned char, unsigned char );
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void set_clean_color_context( unsigned char, unsigned char, unsigned char );
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void draw_color( void );
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void clean_context( void );
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void destroy_shader( unsigned int shader );
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void destroy_shader( id_t shader );
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unsigned int create_shader( void );
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id_t create_shader( void );
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void use_shader( unsigned int program );
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void use_shader( id_t program );
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unsigned char gload_program( unsigned int program, const char * src, unsigned int type );
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unsigned char gload_program( id_t program, const char * src, unsigned int type );
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void gload_float( unsigned int program, char * var, float f );
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void gload_float( id_t program, char * var, float f );
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void gload_mat4( unsigned int program, char * var, float * m );
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void gload_mat4( id_t program, char * var, mat4_t m );
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void load_fix_matrix( unsigned int shader, float ratio );
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void load_fix_matrix( id_t shader, float ratio );
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void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c );
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void load_mdl_matrix( id_t shader, unsigned char i, unsigned char c );
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void load_rot_matrix( unsigned int shader, float * q );
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void load_rot_matrix( id_t shader, quat_t q );
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unsigned int config_texture( unsigned short type );
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id_t config_texture( unsigned short type );
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void use_texture( unsigned int texture );
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void use_texture( id_t texture );
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void destroy_texture( unsigned int texture );
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void destroy_texture( id_t texture );
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unsigned int create_palette_texture( const unsigned char * colors );
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id_t create_palette_texture( const narray_u8_t colors );
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float * poll_input( window_t window );
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quat_t poll_input( window_t window );
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12
src/matrix.c
12
src/matrix.c
@@ -26,7 +26,7 @@ mat4 ortho[] =
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},
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};
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void load_fix_matrix( unsigned int shader, float ratio )
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void load_fix_matrix( id_t shader, float ratio )
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{
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mat4 m, n;
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const int d = 7;
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@@ -35,18 +35,18 @@ void load_fix_matrix( unsigned int shader, float ratio )
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glm_perspective( CGLM_PI/4, ratio, d-3, d+3, n );
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glm_mat4_mul( n, m, m );
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gload_mat4( shader, "fix", (float*)m );
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gload_mat4( shader, "fix", (mat4_t) m );
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}
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void load_mdl_matrix( unsigned int shader, unsigned char i, unsigned char c )
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void load_mdl_matrix( id_t shader, unsigned char i, unsigned char c )
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{
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gload_float( shader, "idx", c );
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gload_mat4( shader, "mdl", (float*)ortho[i] );
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gload_mat4( shader, "mdl", (mat4_t)ortho[i] );
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}
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void load_rot_matrix( unsigned int shader, float * q )
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void load_rot_matrix( id_t shader, quat_t q )
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{
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mat4 m;
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glm_quat_mat4( q, m );
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gload_mat4( shader, "rot", (float*)m );
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gload_mat4( shader, "rot", (mat4_t)m );
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}
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15
src/mesh.c
15
src/mesh.c
@@ -1,13 +1,14 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <stdlib.h>
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#include "main.h"
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struct obj
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{
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unsigned int vertex, vao, vbo;
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};
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void * create_mesh( float * mesh )
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mesh_t create_mesh( narray_float_t mesh )
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{
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struct obj * p;
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@@ -29,7 +30,7 @@ void * create_mesh( float * mesh )
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return p;
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}
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void destroy_mesh( void * p )
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void destroy_mesh( mesh_t p )
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{
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struct obj * obj ;
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obj = p;
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@@ -38,10 +39,18 @@ void destroy_mesh( void * p )
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free( p );
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}
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void draw_mesh( void * p )
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void draw_mesh( mesh_t p )
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{
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struct obj * obj=p;
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glBindVertexArray( obj->vao );
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#ifdef DEBUG
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{
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int i;
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for( i=0; i<obj->vertex;i+=3 )
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glDrawArrays(GL_LINE_LOOP, i, 3 );
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}
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#else
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glDrawArrays(GL_TRIANGLES, 0, obj->vertex );
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#endif
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}
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@@ -2,6 +2,10 @@
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#include <GL/gl.h>
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#include "main.h"
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#ifdef DEBUG
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#include <stdio.h>
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#endif
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#define NULL ((void*)0)
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void destroy_shader( unsigned int shader )
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@@ -44,7 +48,7 @@ unsigned char gload_program( unsigned int program, const char * src,
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#ifdef DEBUG
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char log[256];
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glGetShaderInfoLog( shader, 256, NULL, log );
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printf( log );
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printf( "%s", log );
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#endif
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return 0;
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}
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@@ -3,9 +3,9 @@
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#define TYPE GL_TEXTURE_2D_ARRAY
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unsigned int config_texture( unsigned short type )
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id_t config_texture( unsigned short type )
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{
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unsigned int texture;
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id_t texture;
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glGenTextures( 1, &texture );
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glBindTexture( TYPE, texture );
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@@ -18,7 +18,7 @@ unsigned int config_texture( unsigned short type )
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return texture;
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}
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void use_texture( unsigned int texture )
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void use_texture( id_t texture )
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{
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return glBindTexture( TYPE, texture );
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}
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@@ -28,9 +28,9 @@ void destroy_texture( unsigned int texture )
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return glDeleteTextures( 1, &texture );
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}
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unsigned int create_palette_texture( const unsigned char * colors )
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id_t create_palette_texture( const unsigned char * colors )
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{
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unsigned int texture = config_texture( TYPE );
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id_t texture = config_texture( TYPE );
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glTexImage3D( TYPE, 0, GL_RGBA,
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1, 1, (*colors)/4, 0, GL_RGBA, GL_UNSIGNED_BYTE, colors+1);
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return texture;
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