fix line endings on LogoBox sources
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parent
d556ef69bf
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4207934753
274
src/LogoBox.cc
274
src/LogoBox.cc
@ -1,137 +1,137 @@
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/*
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* Author: Josh Holtrop
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* DornerWorks ScreenSaver
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* This module can be used to create "LogoBox" objects
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* which consist of a 3D DW logo
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*/
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#include <GL/gl.h>
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#include <iostream>
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#include "wfobj/WFObj.h"
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#include "LogoBox.h"
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#include "cfs.h"
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#include "glslUtil/glslUtil.h"
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#include "WFObjLoadFile.h"
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using namespace std;
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static WFObj obj;
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static GLuint program;
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static GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc;
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enum Locations {
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LOC_POSITION,
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LOC_NORMAL
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};
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static float _width, _depth, _height;
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static bool loaded = false;
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/*
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* construct a LogoBox object
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* The first time the constructor is called it loads the
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* Alias Wavefront object model. Subsequent calls will
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* reuse the same module.
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*/
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LogoBox::LogoBox()
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{
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if (!loaded)
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{
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if (obj.load("logo/dwlogo.obj", WFObjLoadFile))
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{
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const float * aabb = obj.getAABB();
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float c_x = (aabb[0] + aabb[3]) / 2.0f;
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float c_y = (aabb[1] + aabb[4]) / 2.0f;
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float c_z = (aabb[2] + aabb[5]) / 2.0f;
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_width = aabb[3] - aabb[0];
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_depth = aabb[4] - aabb[1];
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_height = aabb[5] - aabb[2];
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loaded = loadShaders();
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}
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else
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{
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cerr << "Error loading dwlogo.obj" << endl;
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}
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}
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m_width = _width;
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m_depth = _depth;
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m_height = _height;
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}
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bool LogoBox::loadShaders()
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{
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const guAttribBinding bindings[] = {
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{LOC_POSITION, "pos"},
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{LOC_NORMAL, "normal"},
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{0, NULL}
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};
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const char *v_shader_src = (const char *) getFile("shaders/obj.vp", NULL);
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const char *f_shader_src = (const char *) getFile("shaders/obj.fp", NULL);
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if (v_shader_src == NULL || f_shader_src == NULL)
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{
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cerr << "Error reading shader source files" << endl;
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return false;
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}
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program = guMakeProgramFromSource(v_shader_src, f_shader_src, bindings);
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if (program == 0)
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{
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cerr << "Error creating shaders." << endl;
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return false;
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}
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ambient_loc = glGetUniformLocation(program, "ambient");
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diffuse_loc = glGetUniformLocation(program, "diffuse");
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specular_loc = glGetUniformLocation(program, "specular");
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shininess_loc = glGetUniformLocation(program, "shininess");
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glUseProgram(program);
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/* set up a default material */
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glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
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glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(shininess_loc, 85.0);
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return true;
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}
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static void renderMaterial(const WFObj::Material & m)
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{
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if (m.flags & WFObj::Material::SHININESS_BIT)
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glUniform1f(shininess_loc, m.shininess);
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if (m.flags & WFObj::Material::AMBIENT_BIT)
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glUniform4fv(ambient_loc, 1, &m.ambient[0]);
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if (m.flags & WFObj::Material::DIFFUSE_BIT)
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glUniform4fv(diffuse_loc, 1, &m.diffuse[0]);
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if (m.flags & WFObj::Material::SPECULAR_BIT)
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glUniform4fv(specular_loc, 1, &m.specular[0]);
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if (m.flags & WFObj::Material::TEXTURE_BIT)
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{
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cerr << "error: textured materials not implemented yet" << endl;
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}
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}
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void LogoBox::draw()
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{
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if (!loaded)
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return;
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obj.bindBuffers();
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glUseProgram(program);
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glEnableVertexAttribArray(LOC_POSITION);
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glEnableVertexAttribArray(LOC_NORMAL);
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int stride = obj.getStride();
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glVertexAttribPointer(LOC_POSITION, 3, GL_FLOAT, GL_FALSE,
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stride, (GLvoid *) obj.getVertexOffset());
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glVertexAttribPointer(LOC_NORMAL, 3, GL_FLOAT, GL_FALSE,
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stride, (GLvoid *) obj.getNormalOffset());
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for (map<string, WFObj::Material>::iterator it = obj.getMaterials().begin();
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it != obj.getMaterials().end();
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it++)
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{
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renderMaterial(it->second);
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glDrawElements(GL_TRIANGLES, it->second.num_vertices,
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GL_UNSIGNED_SHORT,
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(GLvoid *) (sizeof(GLushort) * it->second.first_vertex));
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}
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}
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/*
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* Author: Josh Holtrop
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* DornerWorks ScreenSaver
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* This module can be used to create "LogoBox" objects
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* which consist of a 3D DW logo
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*/
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#include <GL/gl.h>
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#include <iostream>
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#include "wfobj/WFObj.h"
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#include "LogoBox.h"
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#include "cfs.h"
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#include "glslUtil/glslUtil.h"
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#include "WFObjLoadFile.h"
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using namespace std;
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static WFObj obj;
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static GLuint program;
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static GLint ambient_loc, diffuse_loc, specular_loc, shininess_loc;
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enum Locations {
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LOC_POSITION,
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LOC_NORMAL
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};
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static float _width, _depth, _height;
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static bool loaded = false;
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/*
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* construct a LogoBox object
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* The first time the constructor is called it loads the
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* Alias Wavefront object model. Subsequent calls will
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* reuse the same module.
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*/
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LogoBox::LogoBox()
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{
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if (!loaded)
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{
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if (obj.load("logo/dwlogo.obj", WFObjLoadFile))
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{
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const float * aabb = obj.getAABB();
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float c_x = (aabb[0] + aabb[3]) / 2.0f;
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float c_y = (aabb[1] + aabb[4]) / 2.0f;
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float c_z = (aabb[2] + aabb[5]) / 2.0f;
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_width = aabb[3] - aabb[0];
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_depth = aabb[4] - aabb[1];
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_height = aabb[5] - aabb[2];
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loaded = loadShaders();
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}
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else
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{
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cerr << "Error loading dwlogo.obj" << endl;
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}
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}
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m_width = _width;
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m_depth = _depth;
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m_height = _height;
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}
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bool LogoBox::loadShaders()
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{
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const guAttribBinding bindings[] = {
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{LOC_POSITION, "pos"},
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{LOC_NORMAL, "normal"},
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{0, NULL}
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};
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const char *v_shader_src = (const char *) getFile("shaders/obj.vp", NULL);
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const char *f_shader_src = (const char *) getFile("shaders/obj.fp", NULL);
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if (v_shader_src == NULL || f_shader_src == NULL)
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{
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cerr << "Error reading shader source files" << endl;
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return false;
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}
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program = guMakeProgramFromSource(v_shader_src, f_shader_src, bindings);
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if (program == 0)
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{
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cerr << "Error creating shaders." << endl;
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return false;
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}
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ambient_loc = glGetUniformLocation(program, "ambient");
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diffuse_loc = glGetUniformLocation(program, "diffuse");
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specular_loc = glGetUniformLocation(program, "specular");
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shininess_loc = glGetUniformLocation(program, "shininess");
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glUseProgram(program);
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/* set up a default material */
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glUniform4f(ambient_loc, 0.2, 0.2, 0.2, 1.0);
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glUniform4f(diffuse_loc, 1.0, 0.6, 0.0, 1.0);
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glUniform4f(specular_loc, 1.0, 1.0, 1.0, 1.0);
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glUniform1f(shininess_loc, 85.0);
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return true;
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}
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static void renderMaterial(const WFObj::Material & m)
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{
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if (m.flags & WFObj::Material::SHININESS_BIT)
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glUniform1f(shininess_loc, m.shininess);
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if (m.flags & WFObj::Material::AMBIENT_BIT)
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glUniform4fv(ambient_loc, 1, &m.ambient[0]);
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if (m.flags & WFObj::Material::DIFFUSE_BIT)
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glUniform4fv(diffuse_loc, 1, &m.diffuse[0]);
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if (m.flags & WFObj::Material::SPECULAR_BIT)
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glUniform4fv(specular_loc, 1, &m.specular[0]);
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if (m.flags & WFObj::Material::TEXTURE_BIT)
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{
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cerr << "error: textured materials not implemented yet" << endl;
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}
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}
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void LogoBox::draw()
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{
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if (!loaded)
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return;
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obj.bindBuffers();
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glUseProgram(program);
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glEnableVertexAttribArray(LOC_POSITION);
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glEnableVertexAttribArray(LOC_NORMAL);
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int stride = obj.getStride();
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glVertexAttribPointer(LOC_POSITION, 3, GL_FLOAT, GL_FALSE,
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stride, (GLvoid *) obj.getVertexOffset());
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glVertexAttribPointer(LOC_NORMAL, 3, GL_FLOAT, GL_FALSE,
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stride, (GLvoid *) obj.getNormalOffset());
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for (map<string, WFObj::Material>::iterator it = obj.getMaterials().begin();
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it != obj.getMaterials().end();
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it++)
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{
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renderMaterial(it->second);
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glDrawElements(GL_TRIANGLES, it->second.num_vertices,
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GL_UNSIGNED_SHORT,
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(GLvoid *) (sizeof(GLushort) * it->second.first_vertex));
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}
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}
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@ -1,25 +1,25 @@
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/*
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* Author: Josh Holtrop
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* DornerWorks screensaver
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* The LogoBox class
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*/
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#ifndef LOGOBOX_H
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#define LOGOBOX_H
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#include <GL/gl.h>
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class LogoBox
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{
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public:
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LogoBox();
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void draw();
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float getWidth() const { return m_width; }
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float getDepth() const { return m_depth; }
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float getHeight() const { return m_height; }
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protected:
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bool loadShaders();
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float m_width, m_depth, m_height;
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};
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#endif
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/*
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* Author: Josh Holtrop
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* DornerWorks screensaver
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* The LogoBox class
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*/
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#ifndef LOGOBOX_H
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#define LOGOBOX_H
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#include <GL/gl.h>
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class LogoBox
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{
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public:
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LogoBox();
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void draw();
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float getWidth() const { return m_width; }
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float getDepth() const { return m_depth; }
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float getHeight() const { return m_height; }
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protected:
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bool loadShaders();
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float m_width, m_depth, m_height;
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};
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#endif
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