J :
* Give up on glut, and separate according to technologies rather than OSes
This commit is contained in:
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#include <GL/gl.h> // Header File For The OpenGL32 Library
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#include <GL/glu.h> // Header File For The GLu32 Library
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#include <GL/glut.h>
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#include <sys/time.h>
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#include <queue>
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#include "../../JGE/include/JGE.h"
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#include "../../JGE/include/JTypes.h"
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#include "../../JGE/include/JApp.h"
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#include "../../JGE/include/JFileSystem.h"
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#include "../../JGE/include/JRenderer.h"
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#include "../../JGE/include/JGameLauncher.h"
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#define ACTUAL_SCREEN_WIDTH (SCREEN_WIDTH)
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#define ACTUAL_SCREEN_HEIGHT (SCREEN_HEIGHT)
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#define ACTUAL_RATIO ((GLfloat)ACTUAL_SCREEN_WIDTH / (GLfloat)ACTUAL_SCREEN_HEIGHT)
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struct window_state_t
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{
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bool fullscreen;
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unsigned int width;
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unsigned int height;
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unsigned int x;
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unsigned int y;
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} window_state = { false, ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 0, 0 };
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uint64_t lastTickCount;
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//------------------------------------------------------------------------
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JGE* g_engine = NULL;
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JApp* g_app = NULL;
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JGameLauncher* g_launcher = NULL;
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//------------------------------------------------------------------------
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int glWindowID = 0;
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static u32 gButtons = 0;
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static u32 gOldButtons = 0;
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static u32 gKeyPresses = 0;
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static u32 gHolds = 0;
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static queue< pair<u32,u32> > gKeyBuffer;
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static u32 gPSPKeyMasks[] =
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{
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PSP_CTRL_SELECT,
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PSP_CTRL_START,
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PSP_CTRL_UP,
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PSP_CTRL_RIGHT,
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PSP_CTRL_DOWN,
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PSP_CTRL_LEFT,
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PSP_CTRL_LTRIGGER,
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PSP_CTRL_RTRIGGER,
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PSP_CTRL_TRIANGLE,
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PSP_CTRL_CIRCLE,
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PSP_CTRL_CROSS,
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PSP_CTRL_SQUARE,
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PSP_CTRL_HOME,
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PSP_CTRL_HOLD,
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PSP_CTRL_NOTE,
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PSP_CTRL_CIRCLE,
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PSP_CTRL_START,
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};
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#define KEY_BACKSPACE 8
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#define KEY_RETURN 10
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#define KEY_DELETE 127
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#define KEY_SPACE ' '
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#define KEY_ESCAPE 27
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static const int gGlutKeyCodes[] =
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{
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0,
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0,
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GLUT_KEY_UP,
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GLUT_KEY_RIGHT,
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GLUT_KEY_DOWN,
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GLUT_KEY_LEFT,
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GLUT_KEY_INSERT,
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GLUT_KEY_PAGE_UP,
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GLUT_KEY_HOME,
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GLUT_KEY_PAGE_DOWN,
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GLUT_KEY_END,
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0,
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GLUT_KEY_F1,
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GLUT_KEY_F2,
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GLUT_KEY_F3,
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0,
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0
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};
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static const unsigned char gNonGlutKeyCodes[] =
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{
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KEY_BACKSPACE,
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KEY_RETURN,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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KEY_DELETE,
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0,
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0,
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0,
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KEY_SPACE,
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KEY_ESCAPE
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};
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize The GL Window
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{
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if ((GLfloat)width / (GLfloat)height < ACTUAL_RATIO)
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glViewport(0, -((width/ACTUAL_RATIO)-height)/2, width, width / ACTUAL_RATIO); // Reset The Current Viewport
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else
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glViewport(-(height*ACTUAL_RATIO-width)/2, 0, height * ACTUAL_RATIO, height);
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glScissor(0, 0, width, height);
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}
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GLvoid SizeGLScene(GLsizei width, GLsizei height) // Initialize The GL Window
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{
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if (0 == height) // Prevent A Divide By Zero By
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height=1; // Making Height Equal One
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glViewport(0, 0, width, height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(75.0f, ACTUAL_RATIO, 0.5f, 1000.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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glutReshapeWindow(width, height);
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ReSizeGLScene(width, height);
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background (yes that's the way fuckers)
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glClearDepth(1.0f); // Depth Buffer Setup
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable(GL_DEPTH_TEST); // Enable Depth Testing
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glShadeModel(GL_SMOOTH); // Select Smooth Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing
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glEnable(GL_LINE_SMOOTH); // Enable it!
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glEnable(GL_CULL_FACE); // do not calculate inside of poly's
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glFrontFace(GL_CCW); // counter clock-wise polygons are out
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST); // Enable Clipping
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return true; // Initialization Went OK
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}
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int InitGame(void)
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{
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g_engine = JGE::GetInstance();
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g_app = g_launcher->GetGameApp();
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g_app->Create();
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g_engine->SetApp(g_app);
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JRenderer::GetInstance()->Enable2D();
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struct timeval tv;
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gettimeofday(&tv, NULL);
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lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
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return true;
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}
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void DestroyGame(void)
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{
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g_engine->SetApp(NULL);
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if (g_app)
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{
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g_app->Destroy();
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delete g_app;
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g_app = NULL;
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}
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JGE::Destroy();
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g_engine = NULL;
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}
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void KillGLWindow(void) // Properly Kill The Window
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{
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DestroyGame();
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if (glWindowID)
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glutDestroyWindow(glWindowID);
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glWindowID = 0;
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((unused)), bool fullscreenflag __attribute__((unused)))
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{
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glWindowID = glutCreateWindow(title);
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SizeGLScene(width, height);
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if (!InitGL())
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{
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KillGLWindow();
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printf("Initializing GL failed.");
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return false;
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}
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if (!InitGame())
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{
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KillGLWindow();
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printf("Initializing game failed.");
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return false;
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}
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return true;
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}
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void JGEControl()
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{
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gOldButtons = gButtons;
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}
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void Update(int dt)
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{
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g_engine->SetDelta(dt);
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g_engine->Update();
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JGEControl();
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}
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int DrawGLScene(void) // Here's Where We Do All The Drawing
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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 Modelview Matrix
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//if (g_app)
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// g_app->Render();
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g_engine->Render();
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// glFlush ();
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return true; // Everything Went OK
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}
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bool JGEGetButtonState(u32 button)
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{
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return gButtons & button;
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}
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bool JGEGetButtonClick(u32 button)
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{
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return (gButtons & button) && (!(gOldButtons & button));
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}
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bool JGEGetKeyState(int key __attribute__((unused)))
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{
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return false; // (g_keys[key]);
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}
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void displayCallBack(void)
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{
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static uint64_t tickCount;
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if (g_engine->IsDone())
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{
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if (g_launcher)
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delete g_launcher;
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// Shutdown
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KillGLWindow(); // Kill The Window
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exit(0);
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}
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else // Not Time To Quit, Update Screen
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{
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struct timeval tv;
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uint dt;
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gettimeofday(&tv, NULL);
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tickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
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dt = (tickCount - lastTickCount);
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lastTickCount = tickCount;
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Update(dt); // Update frame
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DrawGLScene(); // Draw The Scene
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glutSwapBuffers();
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}
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}
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void idleCallBack(void)
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{
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glutPostRedisplay();
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}
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void initGlut(int* argc, char* argv[])
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{
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glutInit(argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
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// glutInitWindowSize(ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT);
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// I do not know why, but obviously the thing won't draw outside of whatever size the window
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// has been CREATED with, regardless of what resize calls are made later
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// glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
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glutInitWindowSize(ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT);
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}
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void specialKey(int key, int x __attribute__((unused)), int y __attribute((unused)))
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{
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for (signed int i = sizeof(gGlutKeyCodes)/sizeof(gGlutKeyCodes[0]) - 1; i >= 0; --i)
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if (gGlutKeyCodes[i] == key)
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{
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gButtons |= gPSPKeyMasks[i];
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gKeyPresses |= gPSPKeyMasks[i];
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if (!(gHolds & gPSPKeyMasks[i]))
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{
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gHolds |= gPSPKeyMasks[i];
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gKeyBuffer.push(make_pair(gPSPKeyMasks[i],0x8000+key));
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}
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return;
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}
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}
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void specialUp(int key, int x __attribute__((unused)), int y __attribute((unused)))
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{
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for (signed int i = sizeof(gGlutKeyCodes)/sizeof(gGlutKeyCodes[0]) - 1; i >= 0; --i)
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if (gGlutKeyCodes[i] == key)
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{
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gButtons &= ~gPSPKeyMasks[i];
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gHolds &= ~gPSPKeyMasks[i];
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return;
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}
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}
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void normalKey(unsigned char key, int x __attribute__((unused)), int y __attribute((unused)))
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{
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if ('f' == key)
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{
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if (window_state.fullscreen)
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{
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glutReshapeWindow(window_state.width, window_state.height);
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glutPositionWindow(window_state.x, window_state.y);
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window_state.fullscreen = false;
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}
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else
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{
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window_state.fullscreen = true;
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window_state.x = glutGet(GLUT_WINDOW_X);
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window_state.y = glutGet(GLUT_WINDOW_Y);
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window_state.width = glutGet(GLUT_WINDOW_WIDTH);
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window_state.height = glutGet(GLUT_WINDOW_HEIGHT);
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glutFullScreen();
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glutPositionWindow(0, 0);
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}
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}
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for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i >= 0; --i)
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if (gNonGlutKeyCodes[i] == key)
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{
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gButtons |= gPSPKeyMasks[i];
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gKeyPresses |= gPSPKeyMasks[i];
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if (!(gHolds & gPSPKeyMasks[i]))
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{
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gHolds |= gPSPKeyMasks[i];
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gKeyBuffer.push(make_pair(gPSPKeyMasks[i],key));
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}
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return;
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}
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}
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void normalUp(unsigned char key, int x __attribute__((unused)), int y __attribute((unused)))
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{
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for (signed int i = sizeof(gNonGlutKeyCodes)/sizeof(gNonGlutKeyCodes[0]); i >= 0; --i)
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if (gNonGlutKeyCodes[i] == key)
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{
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gButtons &= ~gPSPKeyMasks[i];
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gHolds &= ~gPSPKeyMasks[i];
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return;
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}
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}
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u32 JGEReadKey()
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{
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if (gKeyBuffer.empty()) return 0;
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u32 val = gKeyBuffer.front().first;
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gHolds = gHolds & ~val;
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gKeyBuffer.pop();
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return val;
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}
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u32 JGEReadLocalKey()
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{
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if (gKeyBuffer.empty()) return 0;
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pair <u32, u32> val = gKeyBuffer.front();
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gHolds = gHolds & ~val.first;
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gKeyBuffer.pop();
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return val.second;
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}
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void JGEResetInput()
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{
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while (!gKeyBuffer.empty()) gKeyBuffer.pop();
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}
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void reshapeFunc(int width, int height)
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{
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ReSizeGLScene(width, height);
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}
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int main(int argc, char* argv[])
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{
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g_launcher = new JGameLauncher();
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u32 flags = g_launcher->GetInitFlags();
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if ((flags&JINIT_FLAG_ENABLE3D)!=0)
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JRenderer::Set3DFlag(true);
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initGlut(&argc, argv);
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// Create Our OpenGL Window
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if (!CreateGLWindow(g_launcher->GetName(), ACTUAL_SCREEN_WIDTH, ACTUAL_SCREEN_HEIGHT, 32, window_state.fullscreen))
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return 0; // Quit If Window Was Not Created
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glutIdleFunc(&idleCallBack);
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glutDisplayFunc(&displayCallBack);
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//glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
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glutSpecialFunc(&specialKey);
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glutKeyboardFunc(&normalKey);
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glutSpecialUpFunc(&specialUp);
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glutKeyboardUpFunc(&normalUp);
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glutReshapeFunc(&reshapeFunc);
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glutMainLoop();
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return 0;
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}
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