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Replace GLU with linmath.h in examples
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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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