Initial check-in of OpenGL example. Doesn't do anything yet.
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@ -7,6 +7,8 @@ SET(POLYVOX_VERSION_MINOR "1")
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SET(POLYVOX_VERSION_PATCH "0")
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SET(POLYVOX_VERSION "${POLYVOX_VERSION_MAJOR}.${POLYVOX_VERSION_MINOR}.${POLYVOX_VERSION_PATCH}")
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ADD_SUBDIRECTORY(examples/OpenGL)
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#Projects source files
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SET(SRC_FILES
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source/IndexedSurfacePatch.cpp
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33
examples/OpenGL/CMakeLists.txt
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33
examples/OpenGL/CMakeLists.txt
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CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
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PROJECT(OpenGLExample)
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#Projects source files
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SET(SRC_FILES main.cpp)
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#Projects headers files
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#SET(INC_FILES)
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#Appends "_d" to the generated library when in debug mode
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SET(CMAKE_DEBUG_POSTFIX "_d")
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#"Sources" and "Headers" are the group names in Visual Studio.
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#They may have other uses too...
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SOURCE_GROUP("Sources" FILES ${SRC_FILES})
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#SOURCE_GROUP("Headers" FILES ${INC_FILES})
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FIND_PACKAGE(OpenGL REQUIRED)
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IF (WIN32)
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#NOTE: In Windows I haven't had much luck getting the FindGLUT script to work correctly.
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#The easiest solution has been to install GLUT alongside OpenGL, which is already in the system path.
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#This means glut.h and glut32.lib go in the 'include' and 'lib' folders within Microsoft Visual Studio 8\VC\PlatformSDK\
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#Also, glut32.dll goes in C:\Windows\System. Using C:\Windows\System32 doesn't seem to work
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#Tell CMake the paths
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INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_DIR})
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#Build
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ADD_EXECUTABLE(OpenGLExample ${SRC_FILES})
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TARGET_LINK_LIBRARIES(OpenGLExample glut32.lib ${OPENGL_gl_LIBRARY})
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ENDIF (WIN32)
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100
examples/OpenGL/main.cpp
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100
examples/OpenGL/main.cpp
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@ -0,0 +1,100 @@
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/*
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When creating your project, uncheck OWL,
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uncheck Class Library, select Static
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instead of Dynamic and change the target
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model to Console from GUI.
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Also link glut.lib to your project once its done.
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*/
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#include <windows.h> // Standard Header For Most Programs
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#include <gl/gl.h> // The GL Header File
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#include <gl/glut.h> // The GL Utility Toolkit (Glut) Header
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void init ( GLvoid ) // Create Some Everyday Functions
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{
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glEnable ( GL_COLOR_MATERIAL );
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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}
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void display ( void ) // Create The Display Function
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glLoadIdentity(); // Reset The Current Modelview Matrix
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glBegin(GL_TRIANGLES); // Drawing Using Triangles
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glEnd(); // Finished Drawing The Triangle
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glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
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glBegin(GL_QUADS); // Draw A Quad
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd();
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glutSwapBuffers ( );
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// Swap The Buffers To Not Be Left With A Clear Screen
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}
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void reshape ( int w, int h ) // Create The Reshape Function (the viewport)
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{
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glViewport ( 0, 0, w, h );
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glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
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glLoadIdentity ( ); // Reset The Projection Matrix
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if ( h==0 ) // Calculate The Aspect Ratio Of The Window
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gluPerspective ( 80, ( float ) w, 1.0, 5000.0 );
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else
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gluPerspective ( 80, ( float ) w / ( float ) h, 1.0, 5000.0 );
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glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
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glLoadIdentity ( ); // Reset The Model View Matrix
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}
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void keyboard ( unsigned char key, int x, int y ) // Create Keyboard Function
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{
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switch ( key ) {
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case 27: // When Escape Is Pressed...
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exit ( 0 ); // Exit The Program
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break; // Ready For Next Case
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default: // Now Wrap It Up
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break;
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}
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}
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void arrow_keys ( int a_keys, int x, int y ) // Create Special Function (required for arrow keys)
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{
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switch ( a_keys ) {
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case GLUT_KEY_UP: // When Up Arrow Is Pressed...
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glutFullScreen ( ); // Go Into Full Screen Mode
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break;
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case GLUT_KEY_DOWN: // When Down Arrow Is Pressed...
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glutReshapeWindow ( 500, 500 ); // Go Into A 500 By 500 Window
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break;
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default:
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break;
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}
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}
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void main ( int argc, char** argv ) // Create Main Function For Bringing It All Together
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{
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glutInit ( &argc, argv ); // Erm Just Write It =)
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init ();
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glutInitDisplayMode ( GLUT_RGB | GLUT_DOUBLE ); // Display Mode
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glutInitWindowSize ( 500, 500 ); // If glutFullScreen wasn't called this is the window size
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glutCreateWindow ( "NeHe's OpenGL Framework" ); // Window Title (argv[0] for current directory as title)
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glutFullScreen ( ); // Put Into Full Screen
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glutDisplayFunc ( display ); // Matching Earlier Functions To Their Counterparts
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glutReshapeFunc ( reshape );
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glutKeyboardFunc ( keyboard );
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glutSpecialFunc ( arrow_keys );
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glutMainLoop ( ); // Initialize The Main Loop
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}
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