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Replace GLU with linmath.h in examples
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@ -63,6 +63,8 @@ GLFW bundles a number of dependencies in the `deps/` directory.
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## Changelog
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- Changed minimum required CMake version to 2.8.12
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- Replaced GLU with [linmath.h](https://github.com/datenwolf/linmath.h) in
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example programs
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- Bugfix: Initialization failed on headless systems
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- Bugfix: The cached current context could get out of sync
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- [Win32] Renamed hybrid GPU override compile-time option to
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@ -90,11 +90,10 @@ Once you have Xcode installed, move on to @ref compile_generate.
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To compile GLFW for X11, you need to have the X11 and OpenGL header packages
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installed, as well as the basic development tools like GCC and make. For
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example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
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to install the `xorg-dev` and `libglu1-mesa-dev` packages. The former pulls in
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all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
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packages. GLFW itself doesn't need or use GLU, but some of the examples do.
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Note that using header files and libraries from Mesa during compilation
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_will not_ tie your binaries to the Mesa implementation of OpenGL.
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to install the `xorg-dev` and `libgl1-mesa-dev` packages. The former pulls in
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all X.org header packages and the latter pulls in the Mesa OpenGL development
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packages. Note that using header files and libraries from Mesa during
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compilation _will not_ tie your binaries to the Mesa implementation of OpenGL.
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Once you have installed the necessary packages, move on to @ref
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compile_generate.
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@ -1,5 +1,5 @@
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link_libraries(glfw "${OPENGL_glu_LIBRARY}")
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link_libraries(glfw)
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if (BUILD_SHARED_LIBS)
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add_definitions(-DGLFW_DLL)
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@ -36,9 +36,10 @@
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#include <stdlib.h>
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#include <math.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <linmath.h>
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/*****************************************************************************
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* Various declarations and macros
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@ -167,28 +168,6 @@ void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
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n->z = u1 * v2 - v1 * u2;
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}
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/*****************************************************************************
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* Calculate the angle to be passed to gluPerspective() so that a scene
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* is visible. This function originates from the OpenGL Red Book.
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*
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* Parms : size
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* The size of the segment when the angle is intersected at "dist"
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* (ie at the outermost edge of the angle of vision).
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*
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* dist
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* Distance from viewpoint to scene.
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*****************************************************************************/
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GLfloat PerspectiveAngle( GLfloat size,
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GLfloat dist )
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{
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GLfloat radTheta, degTheta;
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radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist );
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degTheta = (180.f * radTheta) / (GLfloat) M_PI;
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return degTheta;
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}
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#define BOING_DEBUG 0
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@ -233,22 +212,25 @@ void display(void)
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*****************************************************************************/
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void reshape( GLFWwindow* window, int w, int h )
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{
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mat4x4 projection, view;
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glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ),
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(GLfloat)w / (GLfloat)h,
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1.0,
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VIEW_SCENE_DIST );
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mat4x4_perspective( projection,
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2.f * (float) atan2( RADIUS, 200.f ),
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(float)w / (float)h,
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1.f, VIEW_SCENE_DIST );
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glLoadMatrixf((const GLfloat*) projection);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */
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0.0, 0.0, 0.0, /* center of vision */
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0.0, -1.0, 0.0 ); /* up vector */
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{
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vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, -1.f, 0.f };
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mat4x4_look_at( view, eye, center, up );
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}
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glLoadMatrixf((const GLfloat*) view);
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}
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void key_callback( GLFWwindow* window, int key, int scancode, int action, int mods )
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@ -37,8 +37,8 @@
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#include <tinycthread.h>
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#include <getopt.h>
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#include <linmath.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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// Define tokens for GL_EXT_separate_specular_color if not already defined
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@ -785,17 +785,22 @@ static void draw_scene(GLFWwindow* window, double t)
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double xpos, ypos, zpos, angle_x, angle_y, angle_z;
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static double t_old = 0.0;
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float dt;
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mat4x4 projection;
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// Calculate frame-to-frame delta time
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dt = (float) (t - t_old);
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t_old = t;
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mat4x4_perspective(projection,
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65.f * (float) M_PI / 180.f,
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aspect_ratio,
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1.0, 60.0);
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glClearColor(0.1f, 0.1f, 0.1f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(65.0, aspect_ratio, 1.0, 60.0);
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glLoadMatrixf((const GLfloat*) projection);
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// Setup camera
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glMatrixMode(GL_MODELVIEW);
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@ -10,7 +10,6 @@
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// because I am not a friend of orthogonal projections)
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//========================================================================
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#define GLFW_INCLUDE_GLU
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#define GLFW_INCLUDE_GLEXT
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#include <GLFW/glfw3.h>
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@ -23,6 +22,8 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <linmath.h>
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//========================================================================
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// Global variables
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@ -151,6 +152,7 @@ static void drawGrid(float scale, int steps)
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{
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int i;
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float x, y;
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mat4x4 view;
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glPushMatrix();
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@ -159,10 +161,13 @@ static void drawGrid(float scale, int steps)
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glClear(GL_COLOR_BUFFER_BIT);
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// Setup modelview matrix (flat XY view)
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glLoadIdentity();
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gluLookAt(0.0, 0.0, 1.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0);
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{
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vec3 eye = { 0.f, 0.f, 1.f };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, 1.f, 0.f };
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mat4x4_look_at(view, eye, center, up);
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}
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glLoadMatrixf((const GLfloat*) view);
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// We don't want to update the Z-buffer
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glDepthMask(GL_FALSE);
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@ -211,13 +216,14 @@ static void drawAllViews(void)
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const GLfloat light_diffuse[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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const GLfloat light_specular[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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const GLfloat light_ambient[4] = {0.2f, 0.2f, 0.3f, 1.0f};
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double aspect;
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float aspect;
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mat4x4 view, projection;
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// Calculate aspect of window
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if (height > 0)
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aspect = (double) width / (double) height;
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aspect = (float) width / (float) height;
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else
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aspect = 1.0;
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aspect = 1.f;
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// Clear screen
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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@ -249,10 +255,13 @@ static void drawAllViews(void)
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glViewport(0, height / 2, width / 2, height / 2);
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glScissor(0, height / 2, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0f, 10.0f, 1e-3f, // Eye-position (above)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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{
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vec3 eye = { 0.f, 10.f, 1e-3f };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, 1.f, 0.f };
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mat4x4_look_at( view, eye, center, up );
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}
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glLoadMatrixf((const GLfloat*) view);
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drawGrid(0.5, 12);
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drawScene();
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@ -260,10 +269,13 @@ static void drawAllViews(void)
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glViewport(0, 0, width / 2, height / 2);
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glScissor(0, 0, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.0f, 0.0f, 10.0f, // Eye-position (in front of)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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{
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vec3 eye = { 0.f, 0.f, 10.f };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, 1.f, 0.f };
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mat4x4_look_at( view, eye, center, up );
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}
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glLoadMatrixf((const GLfloat*) view);
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drawGrid(0.5, 12);
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drawScene();
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@ -271,10 +283,13 @@ static void drawAllViews(void)
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glViewport(width / 2, 0, width / 2, height / 2);
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glScissor(width / 2, 0, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(10.0f, 0.0f, 0.0f, // Eye-position (to the right)
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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{
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vec3 eye = { 10.f, 0.f, 0.f };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, 1.f, 0.f };
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mat4x4_look_at( view, eye, center, up );
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}
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glLoadMatrixf((const GLfloat*) view);
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drawGrid(0.5, 12);
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drawScene();
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@ -294,17 +309,23 @@ static void drawAllViews(void)
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// Setup perspective projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(65.0f, aspect, 1.0f, 50.0f);
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mat4x4_perspective(projection,
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65.f * (float) M_PI / 180.f,
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aspect,
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1.f, 50.f);
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glLoadMatrixf((const GLfloat*) projection);
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// Upper right view (PERSPECTIVE VIEW)
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glViewport(width / 2, height / 2, width / 2, height / 2);
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glScissor(width / 2, height / 2, width / 2, height / 2);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(3.0f, 1.5f, 3.0f, // Eye-position
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0.0f, 0.0f, 0.0f, // View-point
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0.0f, 1.0f, 0.0f); // Up-vector
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{
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vec3 eye = { 3.f, 1.5f, 3.f };
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vec3 center = { 0.f, 0.f, 0.f };
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vec3 up = { 0.f, 1.f, 0.f };
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mat4x4_look_at( view, eye, center, up );
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}
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glLoadMatrixf((const GLfloat*) view);
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// Configure and enable light source 1
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glLightfv(GL_LIGHT1, GL_POSITION, light_position);
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@ -17,9 +17,10 @@
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#include <stdlib.h>
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#include <math.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <linmath.h>
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// Maximum delta T to allow for differential calculations
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#define MAX_DELTA_T 0.01
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@ -363,6 +364,7 @@ void scroll_callback(GLFWwindow* window, double x, double y)
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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float ratio = 1.f;
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mat4x4 projection;
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if (height > 0)
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ratio = (float) width / (float) height;
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@ -372,8 +374,11 @@ void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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// Change to the projection matrix and set our viewing volume
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, ratio, 1.0, 1024.0);
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mat4x4_perspective(projection,
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60.f * (float) M_PI / 180.f,
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ratio,
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1.f, 1024.f);
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glLoadMatrixf((const GLfloat*) projection);
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}
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