Add OpenGL4 to existing project. Added stbi
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#include <GL/freeglut.h>
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#include <cstdio>
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <vector>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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float lastFrameTime = 0;
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int width, height;
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struct Camera
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{
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float posX = 0;
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float posY = -4;
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float rotX = 0;
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float rotY = 0;
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} camera;
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bool keys[255];
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struct Vertex
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{
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float x, y, z;
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float nx, ny, nz;
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float r, g, b, a;
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};
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std::vector<Vertex> cubeVertices;
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void drawCube()
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{
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 0);
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glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 3);
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glColorPointer(4, GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 6);
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glDrawArrays(GL_QUADS, 0, cubeVertices.size());
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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void display()
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{
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glClearColor(0.6f, 0.6f, 1, 1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (float)width/height, 0.1, 30);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(camera.rotX, 1, 0, 0);
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glRotatef(camera.rotY, 0, 1, 0);
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glTranslatef(camera.posX, 0, camera.posY);
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float pos[4] = { 0.5, 1, -1, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glColor3f(0.1f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glVertex3f(-15, -1, -15);
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glVertex3f( 15, -1, -15);
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glVertex3f( 15, -1, 15);
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glVertex3f(-15, -1, 15);
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glEnd();
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for (int x = -10; x <= 10; x += 5)
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{
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for (int y = -10; y <= 10; y += 5)
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{
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glPushMatrix();
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glTranslatef((float)x, 0.0f, (float)y);
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drawCube();
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glPopMatrix();
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}
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}
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glutSwapBuffers();
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}
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void move(float angle, float fac)
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{
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camera.posX += (float)cos((camera.rotY + angle) / 180 * M_PI) * fac;
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camera.posY += (float)sin((camera.rotY + angle) / 180 * M_PI) * fac;
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}
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void idle()
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{
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float frameTime = glutGet(GLUT_ELAPSED_TIME)/1000.0f;
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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const float speed = 3;
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if (keys['a']) move(0, deltaTime*speed);
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if (keys['d']) move(180, deltaTime*speed);
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if (keys['w']) move(90, deltaTime*speed);
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if (keys['s']) move(270, deltaTime*speed);
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glutPostRedisplay();
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}
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bool justMoved = false;
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void mousePassiveMotion(int x, int y)
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{
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if (justMoved)
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{
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justMoved = false;
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return;
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}
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int dx = x - width / 2;
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int dy = y - height / 2;
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if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400)
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{
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camera.rotY += dx / 10.0f;
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camera.rotX += dy / 10.0f;
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glutWarpPointer(width / 2, height / 2);
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justMoved = true;
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}
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}
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void keyboard(unsigned char key, int, int)
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{
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if (key == 27)
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exit(0);
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keys[key] = true;
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}
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void keyboardUp(unsigned char key, int,int)
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{
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keys[key] = false;
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}
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int main(int argc, char* argv[])
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{
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width = 800;
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height = 600;
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitWindowSize(width, height);
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glutInit(&argc, argv);
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glutCreateWindow("Hello World");
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memset(keys, 0, sizeof(keys));
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glutIdleFunc(idle);
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glutDisplayFunc(display);
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glutReshapeFunc([](int w, int h) { width = w; height = h; glViewport(0, 0, w, h); });
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glutKeyboardFunc(keyboard);
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glutKeyboardUpFunc(keyboardUp);
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glutPassiveMotionFunc(mousePassiveMotion);
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cubeVertices.push_back(Vertex{ -1, -1, -1, 0,0,1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, -1, 0,0,1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, -1, 0,0,1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, -1, 0,0,1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, -1, 1, 0,0,-1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, 1, 0,0,-1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, 1, 0,0,-1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, 1, 0,0,-1, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, -1, -1, 0,-1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, -1, 1, 0,-1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, 1, 0,-1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, -1, 0,-1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, -1, 0,1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, 1, 0,1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, 1, 0,1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, -1, 0,1,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, -1, -1, -1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, -1, 1, -1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, 1, -1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ -1, 1, -1, -1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, -1, 1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, -1, 1, 1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, 1, 1,0,0, 1,1,1,1 });
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cubeVertices.push_back(Vertex{ 1, 1, -1, 1,0,0, 1,1,1,1 });
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glutWarpPointer(width / 2, height / 2);
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glutMainLoop();
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return 0;
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}
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