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264
gfx/robot.cpp
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264
gfx/robot.cpp
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#include <SDL.h>
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#define WIDTH 640
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#define HEIGHT 480
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inline void glRotateX(float angle) { glRotatef(angle, 1.0f, 0.0f, 0.0f); }
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inline void glRotateY(float angle) { glRotatef(angle, 0.0f, 1.0f, 0.0f); }
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inline void glRotateZ(float angle) { glRotatef(angle, 0.0f, 0.0f, 1.0f); }
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void cube()
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{
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glBegin(GL_QUADS);
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glNormal3f(0.0f, 0.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glNormal3f(0.0f, 0.0f, -1.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glNormal3f(0.0f, -1.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glNormal3f(0.0f, 1.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glVertex3f(-1.0f, -1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, 1.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glNormal3f(1.0f, 0.0f, 0.0f);
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glVertex3f( 1.0f, -1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, -1.0f);
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glVertex3f( 1.0f, 1.0f, 1.0f);
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glVertex3f( 1.0f, -1.0f, 1.0f);
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glEnd();
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}
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float param = 0.5f;
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float mod = 0.01f;
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const float freq = 6.0f;
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void legs(float t, float mul)
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{
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glPushMatrix();
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glTranslatef(0.19f*mul, 0.0f, -0.015f);
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glRotateX(cosf(t)*13.0f-2.5f);
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glTranslatef(0.0f, -0.7f, 0.0f);
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glPushMatrix();
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glScalef(0.1f, 0.25f, 0.1f);
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cube();
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glPopMatrix();
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float m = -min(0.0f, cosf(t+M_PI/2.0f));
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glTranslatef(0.0f, m*0.15f - 0.52f, m*0.015f - 0.06f);
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glRotateX(10.0f);
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glPushMatrix();
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glScalef(0.1f, 0.3f, 0.1f);
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cube();
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glPopMatrix();
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glTranslatef(0.0f, -0.3f, 0.1f);
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glPushMatrix();
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glScalef(0.1f, 0.03f, 0.2f);
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cube();
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glPopMatrix();
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glPopMatrix();
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}
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void arms(float t, float mul)
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{
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glPushMatrix();
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glTranslatef(0.24f*mul, 0.4f, 0.0f);
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glRotateZ(30.0f*mul);
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glRotateX(cosf(t)*20.0f+180.0f);
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glTranslatef(0.0f, 0.3f, 0.0f);
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glPushMatrix();
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glScalef(0.1f, 0.3f, 0.1f);
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cube();
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glPopMatrix();
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glTranslatef(0.0f, 0.22f, 0.0f);
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glRotateY(fabsf(cosf(t))*16.0f*mul); // mouvement sympa mais pas obligatoire du tout...
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glRotateX(100.0f);
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glRotateZ(165.0f*mul);
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glTranslatef(0.0f, 0.21f, 0.0f);
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glPushMatrix();
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glScalef(0.09f, 0.27f, 0.09f);
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cube();
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glPopMatrix();
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glPopMatrix();
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}
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void robot(float t)
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{
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// head
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glPushMatrix();
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glTranslatef(0.0f, 0.71f+0.05f*fabsf(sinf(t)), 0.04f);
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glRotateX(-5.0f+10.0f*fabsf(cosf(t)));
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glScalef(0.2f, 0.2f, 0.2f);
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cube();
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glPopMatrix();
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// body
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glPushMatrix();
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glTranslatef(0.0f, 0.05f*fabsf(sinf(t)), 0.0f);
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glRotateY(2.5f-5.0f*cosf(t)); // obligatoire...
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glScalef(0.3f, 0.5f, 0.17f);
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cube();
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glPopMatrix();
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// arms
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glPushMatrix();
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arms(t, -1.0f);
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arms(t+(M_PI/2.0f)*freq, 1.0f);
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glPopMatrix();
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// legs
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glPushMatrix();
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legs(t, -1.0f);
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legs(t+(M_PI/2.0f)*freq, 1.0f);
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glPopMatrix();
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}
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void quad()
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{
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glVertex3f(-1, -1, 0);
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glVertex3f( 1, -1, 0);
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glVertex3f( 1, 1, 0);
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glVertex3f(-1, 1, 0);
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}
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#define b(x) (x/255.0f)
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void sonic(float t)
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{
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bool c = false;
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for ( float y = -10.0f ; y < 11.0f ; y++ ) {
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for ( float x = -10.0f ; x < 11.0f ; x++ ) {
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if ( c )
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glColor3f(b(215), b(100), b(10));
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else
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glColor3f(b(10), b(70), b(200));
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c = !c;
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// glTranslate3f();
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// glRotatef(, 1, 0, 0);
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// glRotatef(, 0, 1, 0);
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quad();
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}
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c = !c;
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}
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}
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#undef main
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int main()
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{
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#if 0
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bool running = true;
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SDL_Event event;
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SDL_Surface * screen;
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float time = 0.0f;
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float rotation = 0.0f;
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bool mousedown = false;
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SDL_Init(SDL_INIT_EVERYTHING);
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screen = SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL);
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SDL_WM_SetCaption("Robot !", "");
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glViewport(0, 0, WIDTH, HEIGHT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)WIDTH/(float)HEIGHT, 0.01f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_POLYGON_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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static float ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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static float diffuse[] = { 0.1f, 0.1f, 0.1f, 1.0f };
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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static float position[] = { 2.0f, 4.0f, -2.0f };
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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unsigned int tick = SDL_GetTicks();
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while ( running ) {
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while ( SDL_PollEvent(& event) ) {
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if ( event.type == SDL_QUIT )
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running = false;
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else if ( event.type == SDL_KEYDOWN ) {
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if ( event.key.keysym.sym == SDLK_ESCAPE )
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running = false;
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} else if ( event.type == SDL_MOUSEBUTTONDOWN ) {
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if ( event.button.button == 1 )
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mousedown = true;
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else if ( event.button.button == 4 ) {
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param += mod;
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printf("param = %f\n", param);
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} else if ( event.button.button == 5 ) {
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param -= mod;
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printf("param = %f\n", param);
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}
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} else if ( event.type == SDL_MOUSEBUTTONUP ) {
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if ( event.button.button == 1 )
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mousedown = false;
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} else if ( event.type == SDL_MOUSEMOTION ) {
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if ( mousedown )
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rotation += event.motion.xrel;
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}
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}
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -5.0f);
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glRotatef(15.0f, 1.0f, 0.0f, 0.0f);
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glRotatef(rotation, 0.0f, 1.0f, 0.0f);
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robot(time * freq);
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SDL_GL_SwapBuffers();
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time = ((float) SDL_GetTicks() - (float) tick) / 1000.0f;
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}
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SDL_Quit();
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#endif
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int a = 42;
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printf("%d\n", (a ^ -1)+1);
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system("pause");
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return 0;
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}
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