324 lines
8.9 KiB
C
324 lines
8.9 KiB
C
/*
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* OpenHMD - Free and Open Source API and drivers for immersive technology.
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* Copyright (C) 2013 Fredrik Hultin.
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* Copyright (C) 2013 Jakob Bornecrantz.
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* Distributed under the Boost 1.0 licence, see LICENSE for full text.
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*/
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/* OpenGL Test - GL Helper Functions Implementation */
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#include "gl.h"
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#include <string.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <xcb/xcb.h>
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#include "context.inl"
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#ifdef __unix
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#include <signal.h>
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#endif
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#ifndef M_PI
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#define M_PI 3.14159265359
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#endif
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const uint32_t xcb_window_attrib_mask = XCB_CW_EVENT_MASK;
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const uint32_t xcb_window_attrib_list[] = {
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XCB_EVENT_MASK_BUTTON_PRESS,
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XCB_EVENT_MASK_EXPOSURE,
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XCB_EVENT_MASK_KEY_PRESS,
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};
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void CreateWindow(const char *display_name,
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int window_x,
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int window_y,
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int window_width,
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int window_height,
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xcb_connection_t** out_connection,
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int* out_screen,
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xcb_window_t* out_window) {
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xcb_generic_error_t* error;
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//int iscreen;
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xcb_connection_t *connection = xcb_connect(NULL, NULL);
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if (!connection)
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exit(-1);
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if (xcb_connection_has_error(connection))
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exit(-1);
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const xcb_setup_t* setup = xcb_get_setup(connection);
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xcb_screen_t* screen = xcb_setup_roots_iterator(setup).data;
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assert(screen != 0);
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xcb_window_t window = xcb_generate_id(connection);
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if (window <= 0)
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exit(-1);
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xcb_void_cookie_t create_cookie = xcb_create_window_checked(
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connection,
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XCB_COPY_FROM_PARENT, // depth
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window,
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screen->root, // parent window
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window_x,
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window_y,
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window_width,
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window_height,
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0, // border width
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XCB_WINDOW_CLASS_INPUT_OUTPUT, // class
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screen->root_visual, // visual
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xcb_window_attrib_mask,
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xcb_window_attrib_list);
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xcb_void_cookie_t map_cookie = xcb_map_window_checked(connection, window);
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// Check errors.
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error = xcb_request_check(connection, create_cookie);
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if (error)
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exit(-1);
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error = xcb_request_check(connection, map_cookie);
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if (error)
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exit(-1);
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*out_connection = connection;
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*out_window = window;
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}
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static const EGLint egl_config_attribs[] = {
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//EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER,
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//EGL_BUFFER_SIZE, 32,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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//EGL_DEPTH_SIZE, 24,
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//EGL_STENCIL_SIZE, 8,
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//EGL_SAMPLE_BUFFERS, 0,
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//EGL_SAMPLES, 0,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_NONE,
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};
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static const EGLint egl_context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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static const EGLint egl_surface_attribs[] = {
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EGL_RENDER_BUFFER, EGL_BACK_BUFFER,
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EGL_NONE,
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};
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void init_gl(gl_ctx* ctx, int w, int h)
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{
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memset(ctx, 0, sizeof(gl_ctx));
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const char *x_display_name = NULL;
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CreateWindow(x_display_name,
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0, 0, // x, y
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w, h, // width, height
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&ctx->x_connection,
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&ctx->x_screen,
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&ctx->x_window);
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if(ctx->x_window == NULL)
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{
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printf("CreateWindow failed\n");
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exit(-1);
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}
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ctx->w = w;
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ctx->h = h;
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ctx->is_fullscreen = 0;
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bool bContextCreated = create_context(EGL_DEFAULT_DISPLAY, ctx->x_window, egl_config_attribs, egl_context_attribs, egl_surface_attribs, &ctx->egl_display, &ctx->egl_context, &ctx->egl_surface);
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if(!bContextCreated || ctx->egl_context == EGL_NO_CONTEXT)
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{
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printf("CreateContext failed\n");
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exit(-1);
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}
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// Disable ctrl-c catching on Linux (and OS X?)
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#ifdef __unix
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signal(SIGINT, SIG_DFL);
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#endif
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printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
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printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
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printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
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// == Initialize OpenGL ==
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glLoadIdentity();
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glShadeModel(GL_SMOOTH);
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glDisable(GL_DEPTH_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glEnable(GL_POLYGON_SMOOTH);
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glLoadIdentity();
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glViewport(0, 0, ctx->w, ctx->h);
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}
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void ortho(gl_ctx* ctx)
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{
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glMatrixMode(GL_PROJECTION);
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//glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, ctx->w, ctx->h, 0.0f, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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//glPushMatrix();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH);
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glDisable(GL_MULTISAMPLE);
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}
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void draw_cube()
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{
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glBegin(GL_QUADS);
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Top) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Top) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Bottom Left Of The Quad (Top) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Bottom Right Of The Quad (Top) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Top Right Of The Quad (Botm) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Top Left Of The Quad (Botm) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Botm) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Botm) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Front) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Front) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Front) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Front) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Back) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Back) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Back) */
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Back) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Left) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Left) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Left) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Left) */
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Right) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Right) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Right) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Right) */
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glEnd();
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}
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static void compile_shader_src(GLuint shader, const char* src)
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{
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint status;
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GLint length;
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char log[4096] = {0};
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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glGetShaderInfoLog(shader, 4096, &length, log);
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if(status == GL_FALSE){
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printf("compile failed %s\n", log);
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}
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}
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GLuint compile_shader(const char* vertex, const char* fragment)
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{
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// Create the handels
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint programShader = glCreateProgram();
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// Attach the shaders to a program handel.
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glAttachShader(programShader, vertexShader);
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glAttachShader(programShader, fragmentShader);
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// Load and compile the Vertex Shader
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compile_shader_src(vertexShader, vertex);
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// Load and compile the Fragment Shader
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compile_shader_src(fragmentShader, fragment);
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// The shader objects are not needed any more,
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// the programShader is the complete shader to be used.
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glLinkProgram(programShader);
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GLint status;
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GLint length;
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char log[4096] = {0};
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glGetProgramiv(programShader, GL_LINK_STATUS, &status);
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glGetProgramInfoLog(programShader, 4096, &length, log);
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if(status == GL_FALSE){
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printf("link failed %s\n", log);
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}
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return programShader;
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}
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void create_fbo(int eye_width, int eye_height, GLuint* fbo, GLuint* color_tex, GLuint* depth_tex)
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{
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glGenTextures(1, color_tex);
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glGenTextures(1, depth_tex);
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glGenFramebuffers(1, fbo);
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glBindTexture(GL_TEXTURE_2D, *color_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, eye_width, eye_height, 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, *depth_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, eye_width, eye_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, *fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *color_tex, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depth_tex, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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if(status != GL_FRAMEBUFFER_COMPLETE_EXT){
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printf("failed to create fbo %x\n", status);
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}
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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}
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