213 lines
5.3 KiB
C
213 lines
5.3 KiB
C
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* light.c
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* This program demonstrates the use of the OpenGL lighting
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* model. A sphere is drawn using a grey material characteristic.
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* A single light source illuminates the object.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glaux.h"
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GLboolean dbl_buf = GL_FALSE;
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GLboolean depth_buf = GL_TRUE;
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GLboolean dlist = GL_TRUE;
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double ang = 0.0;
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GLuint display_list;
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GLsizei win_w, win_h;
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void SolidSphere (GLdouble radius)
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{
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GLUquadricObj *quadObj;
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quadObj = gluNewQuadric ();
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gluQuadricDrawStyle (quadObj, GLU_FILL);
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gluQuadricNormals (quadObj, GLU_SMOOTH);
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gluSphere (quadObj, radius, 16, 16);
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}
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/* Initialize material property, light source, lighting model,
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* and depth buffer.
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*/
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void myinit(void)
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{
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GLfloat mat_specular[] = { (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0 };
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GLfloat mat_shininess[] = { (GLfloat)50.0 };
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GLfloat light_position[] = { (GLfloat)0.0, (GLfloat)0.0, (GLfloat)1.0, (GLfloat)0.0 };
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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if (depth_buf)
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{
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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}
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if (dlist)
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{
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display_list = glGenLists(1);
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glNewList(display_list, GL_COMPILE);
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SolidSphere(1.0);
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glEndList();
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}
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}
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void display(void)
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{
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if (depth_buf)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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if (dlist)
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{
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glCallList(display_list);
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}
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else
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{
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SolidSphere(1.0);
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}
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if (dbl_buf)
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{
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auxSwapBuffers();
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}
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else
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{
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glFlush();
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}
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}
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void SetProj(GLsizei w, GLsizei h)
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{
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double x, y, z;
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x = cos(ang)*2;
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y = 0;
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z = sin(ang)*2;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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{
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glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
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1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
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}
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else
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{
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glOrtho (-1.5*(GLfloat)w/(GLfloat)h,
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1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
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}
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gluLookAt(x, y, z, 0, 0, 0, 0, 1, 0);
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glMatrixMode(GL_MODELVIEW);
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win_w = w;
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win_h = h;
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}
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#define PI 3.1415926535
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#define DTOR(deg) ((deg)*PI/180.0)
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void Idle(void)
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{
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ang += DTOR(3);
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SetProj(win_w, win_h);
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display();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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SetProj(w, h);
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glLoadIdentity();
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, and handle input events.
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*/
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void __cdecl main(int argc, char** argv)
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{
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GLenum mode;
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int i;
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for (i = 1; i < argc; i++)
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{
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if (!strcmp(argv[i], "-db"))
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{
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dbl_buf = GL_TRUE;
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}
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else if (!strcmp(argv[i], "-cull"))
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{
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depth_buf = GL_FALSE;
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}
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else if (!strcmp(argv[i], "-nodlist"))
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{
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dlist = GL_FALSE;
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}
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}
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mode = AUX_RGB;
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mode |= dbl_buf ? AUX_DOUBLE : AUX_SINGLE;
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mode |= depth_buf ? AUX_DEPTH16 : 0;
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auxInitDisplayMode (mode);
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auxInitPosition (100, 50, 500, 500);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxIdleFunc(Idle);
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auxMainLoop(display);
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}
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