Prepare to set up shaders
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gl_base.cpp
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gl_base.cpp
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gl_cityview.cpp
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gl_cityview.cpp
Normal file → Executable file
@ -243,28 +243,59 @@ namespace OpenGL {
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ERROR << "No symbol 'wglSwapIntervalEXT' found - cannot use WGL vsync" << std::endl;
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ERROR << "No symbol 'wglSwapIntervalEXT' found - cannot use WGL vsync" << std::endl;
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#endif
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#endif
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}
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}
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/*
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GLfloat LightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
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GLfloat LightAmbient[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat LightDiffuse[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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GLfloat LightPosition[] = { 1.0f, 1.0f, 0.0f, 0.0f };
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GLfloat LightPosition[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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*/
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//glShadeModel( GL_SMOOTH );
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//glShadeModel( GL_SMOOTH );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glEnable( GL_DEPTH_TEST );
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glEnable( GL_DEPTH_TEST );
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/*
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHTING );
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glEnable(GL_LIGHT0);
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//glDisable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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//glDisable(GL_LIGHT1);
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient );
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glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiffuse );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiffuse );
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glLightfv( GL_LIGHT0, GL_POSITION, LightPosition );
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glLightfv( GL_LIGHT0, GL_POSITION, LightPosition );
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glEnable( GL_LIGHT0 );
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*/
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GLfloat LightAmbient2[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glEnable( GL_COLOR_MATERIAL);
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glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient2);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
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//glColorMaterial(GL_BACK, GL_AMBIENT_AND_DIFFUSE);
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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//glPolygonMode(GL_FRONT, GL_FILL);
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//glPolygonMode(GL_FRONT, GL_FILL);
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//glPolygonMode(GL_BACK, GL_LINE);
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//glPolygonMode(GL_BACK, GL_LINE);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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GLfloat MaterialAmbient[] = { 0.0f, 0.0f, 1.0f, 1.0f };
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glEnable(GL_COLOR_MATERIAL);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, MaterialAmbient);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, MaterialAmbient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialAmbient);
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glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, MaterialAmbient);
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//glEnable(GL_COLOR_MATERIAL);
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if (queryExtension("GL_EXT_texture_filter_anisotropic")) {
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if (queryExtension("GL_EXT_texture_filter_anisotropic")) {
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GLfloat maxAniso = 1.0f;
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GLfloat maxAniso = 1.0f;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
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