From 2ccd26469541ef042bb1aec8ade3dc4736f694cf Mon Sep 17 00:00:00 2001 From: Brian Date: Mon, 15 Jan 2007 17:27:24 -0700 Subject: Added new directory of GL shading language demos: glsl --- progs/glsl/CH06-brick.frag.txt | 36 +++++ progs/glsl/CH06-brick.vert.txt | 41 ++++++ progs/glsl/CH18-mandel.frag.txt | 55 +++++++ progs/glsl/CH18-mandel.vert.txt | 35 +++++ progs/glsl/Makefile | 50 +++++++ progs/glsl/brick.c | 311 +++++++++++++++++++++++++++++++++++++++ progs/glsl/mandelbrot.c | 317 ++++++++++++++++++++++++++++++++++++++++ 7 files changed, 845 insertions(+) create mode 100644 progs/glsl/CH06-brick.frag.txt create mode 100644 progs/glsl/CH06-brick.vert.txt create mode 100644 progs/glsl/CH18-mandel.frag.txt create mode 100644 progs/glsl/CH18-mandel.vert.txt create mode 100644 progs/glsl/Makefile create mode 100644 progs/glsl/brick.c create mode 100644 progs/glsl/mandelbrot.c (limited to 'progs') diff --git a/progs/glsl/CH06-brick.frag.txt b/progs/glsl/CH06-brick.frag.txt new file mode 100644 index 0000000000..06ef04e3af --- /dev/null +++ b/progs/glsl/CH06-brick.frag.txt @@ -0,0 +1,36 @@ +// +// Fragment shader for procedural bricks +// +// Authors: Dave Baldwin, Steve Koren, Randi Rost +// based on a shader by Darwyn Peachey +// +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +uniform vec3 BrickColor, MortarColor; +uniform vec2 BrickSize; +uniform vec2 BrickPct; + +varying vec2 MCposition; +varying float LightIntensity; + +void main() +{ + vec3 color; + vec2 position, useBrick; + + position = MCposition / BrickSize; + + if (fract(position.y * 0.5) > 0.5) + position.x += 0.5; + + position = fract(position); + + useBrick = step(position, BrickPct); + + color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y); + color *= LightIntensity; + gl_FragColor = vec4(color, 1.0); +} diff --git a/progs/glsl/CH06-brick.vert.txt b/progs/glsl/CH06-brick.vert.txt new file mode 100644 index 0000000000..e95e6f42f0 --- /dev/null +++ b/progs/glsl/CH06-brick.vert.txt @@ -0,0 +1,41 @@ +// +// Vertex shader for procedural bricks +// +// Authors: Dave Baldwin, Steve Koren, Randi Rost +// based on a shader by Darwyn Peachey +// +// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +uniform vec3 LightPosition; + +const float SpecularContribution = 0.3; +const float DiffuseContribution = 1.0 - SpecularContribution; + +varying float LightIntensity; +varying vec2 MCposition; + +void main() +{ + vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); + vec3 lightVec = normalize(LightPosition - ecPosition); + vec3 reflectVec = reflect(-lightVec, tnorm); + vec3 viewVec = normalize(-ecPosition); + float diffuse = max(dot(lightVec, tnorm), 0.0); + float spec = 0.0; + + if (diffuse > 0.0) + { + spec = max(dot(reflectVec, viewVec), 0.0); + spec = pow(spec, 16.0); + } + + LightIntensity = DiffuseContribution * diffuse + + SpecularContribution * spec; + + MCposition = gl_Vertex.xy; + gl_Position = ftransform(); +} diff --git a/progs/glsl/CH18-mandel.frag.txt b/progs/glsl/CH18-mandel.frag.txt new file mode 100644 index 0000000000..3769cffdc8 --- /dev/null +++ b/progs/glsl/CH18-mandel.frag.txt @@ -0,0 +1,55 @@ +// +// Fragment shader for drawing the Mandelbrot set +// +// Authors: Dave Baldwin, Steve Koren, Randi Rost +// based on a shader by Michael Rivero +// +// Copyright (c) 2002-2005: 3Dlabs, Inc. +// +// See 3Dlabs-License.txt for license information +// + +varying vec3 Position; +varying float LightIntensity; + +uniform float MaxIterations; +uniform float Zoom; +uniform float Xcenter; +uniform float Ycenter; +uniform vec3 InnerColor; +uniform vec3 OuterColor1; +uniform vec3 OuterColor2; + +void main() +{ + float real = Position.x * Zoom + Xcenter; + float imag = Position.y * Zoom + Ycenter; + float Creal = real; // Change this line... + float Cimag = imag; // ...and this one to get a Julia set + + float r2 = 0.0; + float iter; + + for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter) +//nv: for (iter = 0.0; iter < 12 && r2 < 4.0; ++iter) + { + float tempreal = real; + + real = (tempreal * tempreal) - (imag * imag) + Creal; + imag = 2.0 * tempreal * imag + Cimag; + r2 = (real * real) + (imag * imag); + } + + // Base the color on the number of iterations + + vec3 color; + + if (r2 < 4.0) + color = InnerColor; + else + color = mix(OuterColor1, OuterColor2, fract(iter * 0.05)); + + color *= LightIntensity; + + gl_FragColor = vec4(color, 1.0); +} diff --git a/progs/glsl/CH18-mandel.vert.txt b/progs/glsl/CH18-mandel.vert.txt new file mode 100644 index 0000000000..c4ca66405d --- /dev/null +++ b/progs/glsl/CH18-mandel.vert.txt @@ -0,0 +1,35 @@ +// +// Vertex shader for drawing the Mandelbrot set +// +// Authors: Dave Baldwin, Steve Koren, Randi Rost +// based on a shader by Michael Rivero +// +// Copyright (c) 2002-2005: 3Dlabs, Inc. +// +// See 3Dlabs-License.txt for license information +// + +uniform vec3 LightPosition; +uniform float SpecularContribution; +uniform float DiffuseContribution; +uniform float Shininess; + +varying float LightIntensity; +varying vec3 Position; + +void main() +{ + vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); + vec3 lightVec = normalize(LightPosition - ecPosition); + vec3 reflectVec = reflect(-lightVec, tnorm); + vec3 viewVec = normalize(-ecPosition); + float spec = max(dot(reflectVec, viewVec), 0.0); + spec = pow(spec, Shininess); + LightIntensity = DiffuseContribution * + max(dot(lightVec, tnorm), 0.0) + + SpecularContribution * spec; + Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0; + gl_Position = ftransform(); + +} \ No newline at end of file diff --git a/progs/glsl/Makefile b/progs/glsl/Makefile new file mode 100644 index 0000000000..174f5bebe4 --- /dev/null +++ b/progs/glsl/Makefile @@ -0,0 +1,50 @@ +# progs/demos/Makefile + +TOP = ../.. +include $(TOP)/configs/current + +INCDIR = $(TOP)/include + +OSMESA_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa -lGLU -lGL $(APP_LIB_DEPS) + +OSMESA16_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa16 -lGLU -lGL $(APP_LIB_DEPS) + +OSMESA32_LIBS = -L$(TOP)/$(LIB_DIR) -lglut -lOSMesa32 -lGLU -lGL $(APP_LIB_DEPS) + +LIB_DEP = $(TOP)/$(LIB_DIR)/$(GL_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLU_LIB_NAME) $(TOP)/$(LIB_DIR)/$(GLUT_LIB_NAME) + +PROGS = \ + brick \ + mandelbrot + + +##### RULES ##### + +.SUFFIXES: +.SUFFIXES: .c + + +# make executable from .c file: +.c: $(LIB_DEP) + $(CC) -I$(INCDIR) $(CFLAGS) $< $(APP_LIB_DEPS) -o $@ + + +##### TARGETS ##### + +default: $(PROGS) + +$(PROGS): + +extfuncs.h: $(TOP)/progs/util/extfuncs.h + cp $< . + + +brick.c: extfuncs.h + +mandelbrot.c: extfuncs.h + + +clean: + -rm -f $(PROGS) + -rm -f *.o *~ + -rm -f extfuncs.h diff --git a/progs/glsl/brick.c b/progs/glsl/brick.c new file mode 100644 index 0000000000..522698b5d4 --- /dev/null +++ b/progs/glsl/brick.c @@ -0,0 +1,311 @@ +/** + * "Brick" shader demo. Uses the example shaders from chapter 6 of + * the OpenGL Shading Language "orange" book. + * 10 Jan 2007 + */ + +#include +#include +#include +#include +#include +#include +#include +#include +#include "extfuncs.h" + + +static char *FragProgFile = "CH06-brick.frag.txt"; +static char *VertProgFile = "CH06-brick.vert.txt"; + +/* program/shader objects */ +static GLuint fragShader; +static GLuint vertShader; +static GLuint program; + + +struct uniform_info { + const char *name; + GLuint size; + GLint location; + GLfloat value[4]; +}; + +static struct uniform_info Uniforms[] = { + /* vert */ + { "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} }, + /* frag */ + { "BrickColor", 3, -1, { 0.8, 0.2, 0.2, 0 } }, + { "MortarColor", 3, -1, { 0.6, 0.6, 0.6, 0 } }, + { "BrickSize", 2, -1, { 1.0, 0.3, 0, 0 } }, + { "BrickPct", 2, -1, { 0.9, 0.8, 0, 0 } }, + { NULL, 0, 0, { 0, 0, 0, 0 } } +}; + +static GLint win = 0; + + +static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; + + + + +static void +Redisplay(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(xRot, 1.0f, 0.0f, 0.0f); + glRotatef(yRot, 0.0f, 1.0f, 0.0f); + glRotatef(zRot, 0.0f, 0.0f, 1.0f); + + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex2f(-2, -2); + glTexCoord2f(1, 0); glVertex2f( 2, -2); + glTexCoord2f(1, 1); glVertex2f( 2, 2); + glTexCoord2f(0, 1); glVertex2f(-2, 2); + glEnd(); + + glPopMatrix(); + + glutSwapBuffers(); +} + + +static void +Reshape(int width, int height) +{ + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0f, 0.0f, -15.0f); +} + + +static void +CleanUp(void) +{ + glDeleteShader_func(fragShader); + glDeleteShader_func(vertShader); + glDeleteProgram_func(program); + glutDestroyWindow(win); +} + + +static void +Key(unsigned char key, int x, int y) +{ + (void) x; + (void) y; + + switch(key) { + case 'z': + zRot -= 1.0; + break; + case 'Z': + zRot += 1.0; + break; + case 27: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0f; + + (void) x; + (void) y; + + switch(key) { + case GLUT_KEY_UP: + xRot -= step; + break; + case GLUT_KEY_DOWN: + xRot += step; + break; + case GLUT_KEY_LEFT: + yRot -= step; + break; + case GLUT_KEY_RIGHT: + yRot += step; + break; + } + glutPostRedisplay(); +} + + + +static void +LoadAndCompileShader(GLuint shader, const char *text) +{ + GLint stat; + + glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); + + glCompileShader_func(shader); + + glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog_func(shader, 1000, &len, log); + fprintf(stderr, "brick: problem compiling shader: %s\n", log); + exit(1); + } + else { + printf("Shader compiled OK\n"); + } +} + + +/** + * Read a shader from a file. + */ +static void +ReadShader(GLuint shader, const char *filename) +{ + const int max = 100*1000; + int n; + char *buffer = (char*) malloc(max); + FILE *f = fopen(filename, "r"); + if (!f) { + fprintf(stderr, "brick: Unable to open shader file %s\n", filename); + exit(1); + } + + n = fread(buffer, 1, max, f); + printf("brick: read %d bytes from shader file %s\n", n, filename); + if (n > 0) { + buffer[n] = 0; + LoadAndCompileShader(shader, buffer); + } + + fclose(f); + free(buffer); +} + + +static void +CheckLink(GLuint prog) +{ + GLint stat; + glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog_func(prog, 1000, &len, log); + fprintf(stderr, "Linker error:\n%s\n", log); + } + else { + fprintf(stderr, "Link success!\n"); + } +} + + +static void +Init(void) +{ + const char *version; + GLint i; + + version = (const char *) glGetString(GL_VERSION); + if (version[0] != '2' || version[1] != '.') { + printf("Warning: this program expects OpenGL 2.0\n"); + /*exit(1);*/ + } + + GetExtensionFuncs(); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + ReadShader(vertShader, VertProgFile); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + ReadShader(fragShader, FragProgFile); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + CheckLink(program); + glUseProgram_func(program); + + for (i = 0; Uniforms[i].name; i++) { + Uniforms[i].location + = glGetUniformLocation_func(program, Uniforms[i].name); + printf("Uniform %s location: %d\n", Uniforms[i].name, + Uniforms[i].location); + switch (Uniforms[i].size) { + case 1: + glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 2: + glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 3: + glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 4: + glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + default: + abort(); + } + } + + assert(glGetError() == 0); + + glClearColor(0.4f, 0.4f, 0.8f, 0.0f); + + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + assert(glIsProgram_func(program)); + assert(glIsShader_func(fragShader)); + assert(glIsShader_func(vertShader)); + + glColor3f(1, 0, 0); +} + + +static void +ParseOptions(int argc, char *argv[]) +{ + int i; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-fs") == 0) { + FragProgFile = argv[i+1]; + } + else if (strcmp(argv[i], "-vs") == 0) { + VertProgFile = argv[i+1]; + } + } +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + glutMainLoop(); + return 0; +} + diff --git a/progs/glsl/mandelbrot.c b/progs/glsl/mandelbrot.c new file mode 100644 index 0000000000..a6c326bfa0 --- /dev/null +++ b/progs/glsl/mandelbrot.c @@ -0,0 +1,317 @@ +/** + * "Mandelbrot" shader demo. Uses the example shaders from + * chapter 15 (or 18) of the OpenGL Shading Language "orange" book. + * 15 Jan 2007 + */ + +#include +#include +#include +#include +#include +#include +#include +#include +#include "extfuncs.h" + + +static char *FragProgFile = "CH18-mandel.frag.txt"; +static char *VertProgFile = "CH18-mandel.vert.txt"; + +/* program/shader objects */ +static GLuint fragShader; +static GLuint vertShader; +static GLuint program; + + +struct uniform_info { + const char *name; + GLuint size; + GLint location; + GLfloat value[4]; +}; + +static struct uniform_info Uniforms[] = { + /* vert */ + { "LightPosition", 3, -1, { 0.1, 0.1, 9.0, 0} }, + { "SpecularContribution", 1, -1, { 0.5, 0, 0, 0 } }, + { "DiffuseContribution", 1, -1, { 0.5, 0, 0, 0 } }, + { "Shininess", 1, -1, { 20.0, 0, 0, 0 } }, + /* frag */ + { "MaxIterations", 1, -1, { 12, 0, 0, 0 } }, + { "Zoom", 1, -1, { 0.5, 0, 0, 0 } }, + { "Xcenter", 1, -1, { -1.0, 0, 0, 0 } }, + { "Ycenter", 1, -1, { .005, 0, 0, 0 } }, + { "InnerColor", 3, -1, { 1, 0, 0, 0 } }, + { "OuterColor1", 3, -1, { 0, 1, 0, 0 } }, + { "OuterColor2", 3, -1, { 0, 0, 1, 0 } }, + { NULL, 0, 0, { 0, 0, 0, 0 } } +}; + +static GLint win = 0; + + +static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f; + + + + +static void +Redisplay(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(xRot, 1.0f, 0.0f, 0.0f); + glRotatef(yRot, 0.0f, 1.0f, 0.0f); + glRotatef(zRot, 0.0f, 0.0f, 1.0f); + + glBegin(GL_POLYGON); + glTexCoord2f(0, 0); glVertex2f(-1, -1); + glTexCoord2f(1, 0); glVertex2f( 1, -1); + glTexCoord2f(1, 1); glVertex2f( 1, 1); + glTexCoord2f(0, 1); glVertex2f(-1, 1); + glEnd(); + + glPopMatrix(); + + glutSwapBuffers(); +} + + +static void +Reshape(int width, int height) +{ + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0f, 0.0f, -6.0f); +} + + +static void +CleanUp(void) +{ + glDeleteShader_func(fragShader); + glDeleteShader_func(vertShader); + glDeleteProgram_func(program); + glutDestroyWindow(win); +} + + +static void +Key(unsigned char key, int x, int y) +{ + (void) x; + (void) y; + + switch(key) { + case 'z': + zRot -= 1.0; + break; + case 'Z': + zRot += 1.0; + break; + case 27: + CleanUp(); + exit(0); + break; + } + glutPostRedisplay(); +} + + +static void +SpecialKey(int key, int x, int y) +{ + const GLfloat step = 3.0f; + + (void) x; + (void) y; + + switch(key) { + case GLUT_KEY_UP: + xRot -= step; + break; + case GLUT_KEY_DOWN: + xRot += step; + break; + case GLUT_KEY_LEFT: + yRot -= step; + break; + case GLUT_KEY_RIGHT: + yRot += step; + break; + } + glutPostRedisplay(); +} + + + +static void +LoadAndCompileShader(GLuint shader, const char *text) +{ + GLint stat; + + glShaderSource_func(shader, 1, (const GLchar **) &text, NULL); + + glCompileShader_func(shader); + + glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetShaderInfoLog_func(shader, 1000, &len, log); + fprintf(stderr, "brick: problem compiling shader: %s\n", log); + exit(1); + } + else { + printf("Shader compiled OK\n"); + } +} + + +/** + * Read a shader from a file. + */ +static void +ReadShader(GLuint shader, const char *filename) +{ + const int max = 100*1000; + int n; + char *buffer = (char*) malloc(max); + FILE *f = fopen(filename, "r"); + if (!f) { + fprintf(stderr, "brick: Unable to open shader file %s\n", filename); + exit(1); + } + + n = fread(buffer, 1, max, f); + printf("brick: read %d bytes from shader file %s\n", n, filename); + if (n > 0) { + buffer[n] = 0; + LoadAndCompileShader(shader, buffer); + } + + fclose(f); + free(buffer); +} + + +static void +CheckLink(GLuint prog) +{ + GLint stat; + glGetProgramiv_func(prog, GL_LINK_STATUS, &stat); + if (!stat) { + GLchar log[1000]; + GLsizei len; + glGetProgramInfoLog_func(prog, 1000, &len, log); + fprintf(stderr, "Linker error:\n%s\n", log); + } + else { + fprintf(stderr, "Link success!\n"); + } +} + + +static void +Init(void) +{ + const char *version; + GLint i; + + version = (const char *) glGetString(GL_VERSION); + if (version[0] != '2' || version[1] != '.') { + printf("Warning: this program expects OpenGL 2.0\n"); + /*exit(1);*/ + } + + GetExtensionFuncs(); + + vertShader = glCreateShader_func(GL_VERTEX_SHADER); + ReadShader(vertShader, VertProgFile); + + fragShader = glCreateShader_func(GL_FRAGMENT_SHADER); + ReadShader(fragShader, FragProgFile); + + program = glCreateProgram_func(); + glAttachShader_func(program, fragShader); + glAttachShader_func(program, vertShader); + glLinkProgram_func(program); + CheckLink(program); + glUseProgram_func(program); + + for (i = 0; Uniforms[i].name; i++) { + Uniforms[i].location + = glGetUniformLocation_func(program, Uniforms[i].name); + printf("Uniform %s location: %d\n", Uniforms[i].name, + Uniforms[i].location); + switch (Uniforms[i].size) { + case 1: + glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 2: + glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 3: + glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + case 4: + glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value); + break; + default: + abort(); + } + } + + assert(glGetError() == 0); + + glClearColor(0.4f, 0.4f, 0.8f, 0.0f); + + printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); + + assert(glIsProgram_func(program)); + assert(glIsShader_func(fragShader)); + assert(glIsShader_func(vertShader)); + + glColor3f(1, 0, 0); +} + + +static void +ParseOptions(int argc, char *argv[]) +{ + int i; + for (i = 1; i < argc; i++) { + if (strcmp(argv[i], "-fs") == 0) { + FragProgFile = argv[i+1]; + } + else if (strcmp(argv[i], "-vs") == 0) { + VertProgFile = argv[i+1]; + } + } +} + + +int +main(int argc, char *argv[]) +{ + glutInit(&argc, argv); + glutInitWindowPosition( 0, 0); + glutInitWindowSize(400, 400); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + win = glutCreateWindow(argv[0]); + glutReshapeFunc(Reshape); + glutKeyboardFunc(Key); + glutSpecialFunc(SpecialKey); + glutDisplayFunc(Redisplay); + ParseOptions(argc, argv); + Init(); + glutMainLoop(); + return 0; +} + -- cgit v1.2.3