GOT A README(ohhyeee)
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33
README.md
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33
README.md
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# World of Cow - University assignment
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This is the last assignment of the computer graphics course i took...
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Code here is published under the [AGPL-v3](https://www.gnu.org/licenses/agpl-3.0.html)
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# TODO
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[ ] Create a cow
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[ ] Head
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[ ] Tail
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[ ] Body
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[ ] Legs
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[ ] Ears
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[ ] Nose
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[ ] Eyes
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[ ] Allow user control of the cow
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[ ] Movement - turn and move
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[ ] Head
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[ ] Tail
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[ ] Legs? (optional)
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[ ] Change camera position to be cow point of view
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[ ] Add popping-floating text of funny cow thoughts
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[ ] Add menu
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[ ] Adjust ambient light
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[ ] help
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[ ] quit
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[ ] Add multiple objects(that is not the cow)
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[ ] User controlled light source
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[ ] Add light source
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[ ] move the light
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[ ] change intensity
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[ ] Add Textures and stuff :)
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68
mmn_17.c
68
mmn_17.c
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@ -15,6 +15,12 @@
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float camRadius = 10.0;
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vec3 camCenter = { 0.0, 0.0, 0.0 };
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vec3 camRot = { -PI * 0.125, 0.0, 0.0 };
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struct {
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unsigned char lockYMovement: 1;
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GLenum textureFilter;
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} settings = {
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0, GL_NEAREST,
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};
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vec3 rotateByCameraRotation(vec3 v) {
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vec3 r;
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@ -32,14 +38,21 @@ vec3 rotateByCameraRotation(vec3 v) {
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int lastMouseButton = GLUT_LEFT_BUTTON;
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int lastMouseX = 0, lastMouseY = 0;
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ui_slider* draggedSlider = NULL;
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void testButtonClick();
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void changeFilterButton();
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void lockYButton();
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ui_button buttons[] = {
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{
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/* pos */ { { 0.9, 0.5, 0.0 }, { -65.0, -20.0, 0.0 } },
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/* size */ { 130.0, 40.0, 0.0 },
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/* onclick */ testButtonClick,
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/* text */ "Focus center",
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/* onclick */ changeFilterButton,
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/* text */ "Cycle filter",
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0
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},
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{
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{ { 0.9, 0.5, 0.0 }, { -50.0, 25.0, 0.0 } },
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{ 100.0, 40.0, 0.0 },
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lockYButton,
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"Lock Y"
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}
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};
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ui_slider sliders[] = {
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@ -50,14 +63,21 @@ ui_slider sliders[] = {
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}
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};
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void testButtonClick() {
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printf("Focusing center!\n");
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camCenter = vec3_new(0.0, 1.0, 0.0);
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void changeFilterButton() {
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static int current = 0;
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GLenum filters[] = { GL_NEAREST, GL_LINEAR };
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current = (current + 1) % (sizeof(filters) / sizeof(GLenum));
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settings.textureFilter = filters[current];
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glutPostRedisplay();
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}
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void lockYButton() {
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settings.lockYMovement ^= 1;
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buttons[1].text = settings.lockYMovement ? "Unlock Y" : "Lock Y";
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}
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void drawUi(void) {
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glDisable(GL_LIGHTING);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -83,6 +103,8 @@ void drawUi(void) {
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}
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void drawWorld(void) {
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glEnable(GL_DEPTH_TEST);
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// set perspective camera
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GLdouble wWidth = (GLdouble) glutGet(GLUT_WINDOW_WIDTH);
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GLdouble wHeight = (GLdouble) glutGet(GLUT_WINDOW_HEIGHT);
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@ -106,25 +128,34 @@ void drawWorld(void) {
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glLightfv(GL_LIGHT0, GL_POSITION, light1);
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// World
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// Ground
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, settings.textureFilter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, settings.textureFilter);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, grass_color_128);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_QUADS);
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glColor3f(1.0, 1.0, 0.0);
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glNormal3f(0.0, 5.0, 0.0);
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glTexCoord2f(0.0, 0.0); glVertex3f(-50.0, 0.0, -50.0);
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glTexCoord2f(5.0, 0.0); glVertex3f(50.0, 0.0, -50.0);
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glTexCoord2f(5.0, 5.0); glVertex3f(50.0, 0.0, 50.0);
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glTexCoord2f(0.0, 5.0); glVertex3f(-50.0, 0.0, 50.0);
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glTexCoord2f(0.0, 1.0); glVertex3f(-50.0, 0.0, 50.0);
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glTexCoord2f(1.0, 1.0); glVertex3f(50.0, 0.0, 50.0);
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glTexCoord2f(1.0, 0.0); glVertex3f(50.0, 0.0, -50.0);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(0.0, 5.0, 0.0);
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glScalef(3.0, 3.0, 3.0);
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glColor3f(1.0, 1.0, 1.0);
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glutSolidDodecahedron();
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glPopMatrix();
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}
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void display(void) {
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// Clear screen
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glClearColor(0.0, 0.0, 0.0, 1.0); // Dark theme :)
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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drawWorld();
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drawUi();
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@ -172,11 +203,14 @@ void mouseMotionEvent(int x, int y) {
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else if(lastMouseButton == GLUT_MIDDLE_BUTTON) {
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vec3 moveX = rotateByCameraRotation(vec3_new(1.0, 0.0, 0.0));
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vec3 moveY = rotateByCameraRotation(vec3_new(0.0, 1.0, 0.0));
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printf("moveY: %f %f %f\t", moveY.x, moveY.y, moveY.z);
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if(settings.lockYMovement) {
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moveX.y = 0;
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moveY.y = 0;
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}
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camCenter = vec3_add(camCenter, vec3_mult(moveX, (lastMouseX - x)));
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camCenter = vec3_add(camCenter, vec3_mult(moveY, (y - lastMouseY)));
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printf("new cam center %f %f %f\n", camCenter.x, camCenter.y, camCenter.z);
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}
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else if(lastMouseButton == GLUT_RIGHT_BUTTON) {
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// rotate the camera
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else if(camRot.y < 0.0) camRot.y += 2 * PI;
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camRot.x = fmin(PI * 0.5, fmax(-PI * 0.5, camRot.x - (y - lastMouseY) * 0.01 * PI));
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printf("rotation x: %f\n", camRot.x);
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}
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lastMouseX = x; lastMouseY = y;
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glutPostRedisplay();
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@ -198,7 +231,6 @@ void mouseWheelEvent(int wheel, int dir, int x, int y) {
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s->value += dir * 0.05;
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if(s->value < 0.0) s->value = 0.0;
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if(s->value > 1.0) s->value = 1.0;
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printf("Updated %p value to %f\n", s, s->value);
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slided = 1;
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}
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}
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}
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int main(int argc, char** argv) {
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printf("size of texture: %lu\n", sizeof(grass_color_128) / (sizeof(unsigned char) * 4));
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/* initialize glut and window */
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize(800, 500);
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glutInitWindowPosition(450, 450);
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/* create window and set callbacks */
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glutKeyboardFunc(keyboardEvent);
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glutMouseWheelFunc(mouseWheelEvent);
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glutMotionFunc(mouseMotionEvent);
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// set up some rendering related stuff
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glutMainLoop();
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