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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <math.h>
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4 #include <GL/glew.h>
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5 #include <GL/glut.h>
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6 #include "sdr.h"
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7 #include "teapot_data.h"
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8
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9 void disp(void);
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10 void draw_teapot(void);
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11 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot);
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12 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin);
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13 void reshape(int x, int y);
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14 void keyb(unsigned char key, int x, int y);
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15 void mouse(int bn, int state, int x, int y);
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16 void motion(int x, int y);
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17
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18 static float cam_theta, cam_phi = 25;
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19 static float cam_dist = 8.0;
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20
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21 static unsigned int prog;
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22
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23 static int max_tess_level;
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24 static int tess_level = 5;
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25
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26 int main(int argc, char **argv)
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27 {
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28 glutInit(&argc, argv);
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29 glutInitWindowSize(1280, 800);
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30 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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31 glutCreateWindow("tesselation shaders test");
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32
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33 glutDisplayFunc(disp);
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34 glutReshapeFunc(reshape);
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35 glutKeyboardFunc(keyb);
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36 glutMouseFunc(mouse);
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37 glutMotionFunc(motion);
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38
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39 glewInit();
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40
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41 glClearColor(0.07, 0.07, 0.07, 1);
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42
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43 glEnable(GL_CULL_FACE);
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44 glEnable(GL_DEPTH_TEST);
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45
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46 if(!GLEW_ARB_tessellation_shader) {
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47 fprintf(stderr, "your OpenGL implementation does not support tesselation shaders\n");
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48 return 1;
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49 }
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50 glGetIntegerv(GL_MAX_TESS_GEN_LEVEL, &max_tess_level);
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51 printf("maximum tesselation levels: %d\n", max_tess_level);
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52
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53 glPatchParameteri(GL_PATCH_VERTICES, 16);
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54
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55 {
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56 unsigned int vsdr, tcsdr, tesdr, psdr;
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57
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58 if(!(vsdr = load_vertex_shader("sdr/bezier.v.glsl"))) {
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59 return 1;
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60 }
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61 if(!(tcsdr = load_tessctl_shader("sdr/bezier.tc.glsl"))) {
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62 return 1;
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63 }
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64 if(!(tesdr = load_tesseval_shader("sdr/bezier.te.glsl"))) {
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65 return 1;
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66 }
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67 if(!(psdr = load_pixel_shader("sdr/bezier.p.glsl"))) {
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68 return 1;
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69 }
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70
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71 if(!(prog = create_program_link(vsdr, tcsdr, tesdr, psdr, 0))) {
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72 return 1;
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73 }
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74 }
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75
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76 glutMainLoop();
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77 return 0;
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78 }
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79
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80
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81 void disp(void)
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82 {
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83 float lpos[] = {-5, 10, 4, 1};
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84
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85 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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86
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87 glMatrixMode(GL_MODELVIEW);
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88 glLoadIdentity();
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89 glTranslatef(0, 0, -cam_dist);
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90 glRotatef(cam_phi, 1, 0, 0);
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91 glRotatef(cam_theta, 0, 1, 0);
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92
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93 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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94
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95 set_material(0.2, 0.35, 1.0, 1.0, 1.0, 1.0, 60.0);
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96
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97 draw_teapot();
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98
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99 glutSwapBuffers();
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100 }
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101
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102 void draw_teapot(void)
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103 {
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104 int i;
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105
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106 glPushMatrix();
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107 glRotatef(-90.0, 1, 0, 0);
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108
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109 glUseProgram(prog);
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110 set_uniform_int(prog, "tess_level", tess_level);
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111 set_uniform_float3(prog, "norm_scale", 1, 1, 1);
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112
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113 glBegin(GL_PATCHES);
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114
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115 /* first render the front-facing patches */
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116 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
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117 if(teapot_part_flip[i] > 0.0) {
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118 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 0, teapot_part_rot[i]);
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119 }
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120 }
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121 glEnd();
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122
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123 set_uniform_float3(prog, "norm_scale", -1, -1, -1);
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124
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125 glFrontFace(GL_CW);
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126 glBegin(GL_PATCHES);
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127 /* then render the flipped ones */
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128 for(i=0; i<NUM_TEAPOT_PATCHES; i++) {
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129 if(teapot_part_flip[i] < 0.0) {
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130 draw_teapot_patch(teapot_verts, teapot_index + i * 16, 1, teapot_part_rot[i]);
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131 }
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132 }
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133 glEnd();
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134 glFrontFace(GL_CCW);
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135
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136 glUseProgram(0);
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137
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138 glPopMatrix();
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139 }
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140
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141 void draw_teapot_patch(struct vec3 *bez_cp, int *index, int flip, float rot)
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142 {
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143 int i;
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144 float cosr = cos(M_PI * rot / 180.0);
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145 float sinr = sin(M_PI * rot / 180.0);
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146
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147 for(i=0; i<16; i++) {
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148 struct vec3 cp = bez_cp[index[i]];
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149
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150 float x = cosr * cp.x + sinr * cp.y;
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151 float y = -sinr * cp.x + cosr * cp.y;
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152
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153 glVertex3f(x, flip ? -y : y, cp.z);
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154 }
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155 }
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156
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157 void set_material(float dr, float dg, float db, float sr, float sg, float sb, float shin)
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158 {
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159 float dcol[4], scol[4];
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160
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161 dcol[0] = dr;
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162 dcol[1] = dg;
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163 dcol[2] = db;
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164 dcol[3] = 1.0;
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165
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166 scol[0] = sr;
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167 scol[1] = sg;
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168 scol[2] = sb;
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169 scol[3] = 1.0;
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170
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171 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
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172 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
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173 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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174 }
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175
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176 void reshape(int x, int y)
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177 {
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178 glViewport(0, 0, x, y);
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179 glMatrixMode(GL_PROJECTION);
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180 glLoadIdentity();
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181 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
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182 }
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183
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184 void keyb(unsigned char key, int x, int y)
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185 {
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186 switch(key) {
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187 case 27:
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188 exit(0);
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189
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190 case 'w':
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191 {
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192 static int wire;
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193 wire = !wire;
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194 if(wire) {
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195 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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196 } else {
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197 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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198 }
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199 }
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200 glutPostRedisplay();
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201
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202 case '=':
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203 if(tess_level < max_tess_level) {
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204 tess_level++;
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205 printf("tessellation level: %d\n", tess_level);
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206 set_uniform_int(prog, "tess_level", tess_level);
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207 glutPostRedisplay();
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208 }
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209 break;
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210
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211 case '-':
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212 if(tess_level > 1) {
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213 tess_level--;
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214 printf("tessellation level: %d\n", tess_level);
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215 set_uniform_int(prog, "tess_level", tess_level);
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216 glutPostRedisplay();
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217 }
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218 break;
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219 }
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220 }
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221
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222 static int bnstate[16];
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223 static int prev_x, prev_y;
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224
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225 void mouse(int bn, int state, int x, int y)
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226 {
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227 int idx = bn - GLUT_LEFT_BUTTON;
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228
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229 if(idx < sizeof bnstate / sizeof *bnstate) {
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230 bnstate[idx] = state == GLUT_DOWN;
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231 }
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232 prev_x = x;
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233 prev_y = y;
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234 }
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235
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236 void motion(int x, int y)
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237 {
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238 int dx = x - prev_x;
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239 int dy = y - prev_y;
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240 prev_x = x;
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241 prev_y = y;
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242
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243 if(bnstate[0]) {
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244 cam_theta += dx * 0.5;
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245 cam_phi += dy * 0.5;
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246 if(cam_phi < -90) cam_phi = -90;
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247 if(cam_phi > 90) cam_phi = 90;
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248 glutPostRedisplay();
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249 }
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250
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251 if(bnstate[2]) {
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252 cam_dist += dy * 0.1;
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253 glutPostRedisplay();
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254 }
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255 }
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