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#ifdef __APPLE__
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#define glGenVertexArrays glGenVertexArraysAPPLE
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#define glBindVertexArray glBindVertexArrayAPPLE
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#endif
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#define GL_GLEXT_PROTOTYPES // for Linux
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#include <GL/glfw.h>
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#include <iostream>
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#include <fstream>
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#include <stdint.h>
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#include <stdlib.h>
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#include <vector>
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#include <assert.h>
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#include <string>
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#include <string.h>
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#include <cmath>
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typedef struct {
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float pos[3];
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} Vertex;
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typedef struct {
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uint32_t vbo_id;
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uint32_t ibo_id;
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uint32_t vao_id;
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uint32_t num_poly;
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} Mesh;
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typedef struct {
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uint32_t prog_id;
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uint32_t vert_id;
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uint32_t frag_id;
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} Shader;
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Shader shaders[1];
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Mesh popcan;
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char basic_vert_shader[] =
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"varying vec4 color;"
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"void main () {"
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" color = vec4(clamp(gl_Vertex.y,0.0,0.7)+0.3,0.0,0.0,1.0);"
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" gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;"
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"}";
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char basic_frag_shader[] =
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"varying vec4 color;"
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"void main () {"
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" gl_FragColor = color;"
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"}";
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void render () {
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity ();
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glUseProgram (shaders[0].prog_id
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);
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static float x = 0;
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glTranslatef (-8,0,-20);
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glRotatef (x+=1.0, 0,1,0);
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glRotatef (30.0, 1.0,0,0);
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glBindVertexArray (popcan.vao_id);
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glDrawElements(GL_TRIANGLES, popcan.num_poly, GL_UNSIGNED_INT, 0);
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}
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void print_shader_error (uint32_t id, uint32_t type) {
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char *log;
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GLint length=0, result;
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if (type == GL_COMPILE_STATUS) glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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else glGetProgramiv (id, GL_INFO_LOG_LENGTH, &length);
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if (length == 0) {
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std::cerr << "Unknown error.\n";
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return;
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}
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log = new char[length];
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if (type == GL_COMPILE_STATUS) glGetShaderInfoLog(id, length, &result, log);
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else glGetProgramInfoLog(id, length, &result, log);
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std::cerr << log << "\n";
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delete[] log;
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}
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Mesh load_mesh (std::string filename) {
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Mesh m;
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std::ifstream fin (filename.c_str ());
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if (!fin.good ()) { std::cerr << "Couldn't open " << filename << "\n"; exit(1); }
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std::vector<Vertex> vert_data;
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std::vector<uint32_t> index_data;
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while (!fin.eof ()) {
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char line[128];
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fin.getline(line, 128);
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if (line[0] == 'v') {
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Vertex v;
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char *fstr = strtok(&(line[1]), " ");
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v.pos[0] = atof(fstr);
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fstr = strtok(NULL, " ");
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v.pos[1] = atof(fstr);
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fstr = strtok(NULL, " ");
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v.pos[2] = atof(fstr);
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assert (strtok (NULL, " ") == NULL);
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vert_data.push_back(v);
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} else if (line[0] == 'f') {
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char *intstr = strtok(&(line[1]), " ");
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index_data.push_back(atoi (intstr) - 1);
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intstr = strtok(NULL, " ");
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index_data.push_back(atoi (intstr) - 1);
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intstr = strtok(NULL, " ");
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index_data.push_back(atoi (intstr) - 1);
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if (strtok(NULL, " ") != NULL) { std::cerr << "You got some quads bro.\n"; exit (1); }
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}
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}
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glGenVertexArrays (1, &(m.vao_id));
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glBindVertexArray (m.vao_id);
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glGenBuffers(2, &m.vbo_id);
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glBindBuffer(GL_ARRAY_BUFFER, m.vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m.ibo_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*vert_data.size (), &(vert_data[0]), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t)*index_data.size (), &(index_data[0]), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray (0);
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m.num_poly = (uint32_t)index_data.size () / 3;
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std::cerr << "Loaded " << filename << "\n";
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return m;
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}
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uint32_t compile_individual_shader (const char *src, uint32_t len, uint32_t type) {
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uint32_t id = glCreateShader (type);
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glShaderSource (id, 1, &src, NULL);
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glCompileShader (id);
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GLint compiled;
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glGetShaderiv (id, GL_COMPILE_STATUS, &compiled);
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if (compiled == GL_FALSE) {
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std::cerr << "Error compiling shader: ";
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print_shader_error(id, GL_COMPILE_STATUS);
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exit (1);
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}
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return id;
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}
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Shader make_shader (char* vert_src, uint32_t vert_len, char* frag_src, uint32_t frag_len) {
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Shader s;
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s.vert_id = compile_individual_shader (vert_src, vert_len, GL_VERTEX_SHADER);
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s.frag_id = compile_individual_shader (frag_src, frag_len, GL_FRAGMENT_SHADER);
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s.prog_id = glCreateProgram ();
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glAttachShader (s.prog_id, s.frag_id);
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glAttachShader (s.prog_id, s.vert_id);
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glLinkProgram (s.prog_id);
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GLint linked;
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glGetProgramiv(s.prog_id, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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std::cerr << "Error linking shader: ";
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print_shader_error (s.prog_id, GL_COMPILE_STATUS);
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exit (1);
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}
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return s;
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}
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void GL_init (float w, float h) {
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glShadeModel (GL_SMOOTH);
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glEnable (GL_DEPTH_TEST);
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// TODO: blender is apparently a dick and doesn't export to .obj with a consistent poly orientation.
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// Fix it manually during a load or something to get this culling.
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// glFrontFace (GL_CCW);
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// glCullFace (GL_BACK);
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// glEnable (GL_CULL_FACE);
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glClearColor (0,0,0,0);
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glEnable (GL_TEXTURE_2D);
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glViewport (0, 0, w, h);
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// TODO: This code is old and bad, needs to go
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity();
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float near = 0.001;
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float far = 1000.0;
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float fH = tan(45.0/360.0*M_PI)*near;
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float fW = fH*w/h;
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glFrustum(-fW, fW, -fH, fH, near, far);
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glMatrixMode (GL_MODELVIEW);
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// TODO: replace above
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popcan = load_mesh ("can.obj");
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shaders[0] = make_shader (basic_vert_shader, sizeof (basic_vert_shader), basic_frag_shader, sizeof (basic_frag_shader));
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}
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int main () {
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float w = 480;
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float h = 272;
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if (!glfwInit () || !glfwOpenWindow (w, h, 8,8,8,0,32,0,GLFW_WINDOW)) {
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std::cerr << "Something GLFW failed.\n";
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return 1;
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}
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GL_init (w, h);
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int running = 1;
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float t0 = glfwGetTime ();
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uint32_t frames = 0;
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// glfwSwapInterval (0); // Uncomment this to test FPS without vsync
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while (running) {
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float t = glfwGetTime ();
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if (t-t0 >= 5.0) {
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std::cerr << (float)frames/5.0 << " FPS\n";
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t0 = t;
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frames = 0;
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}
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render ();
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frames++;
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glfwSwapBuffers ();
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running = glfwGetWindowParam (GLFW_OPENED);
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}
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glfwTerminate ();
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}
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