Index: game06.cpp
===================================================================
--- game06.cpp	(revision 8a6d19d6c4540451e6eec71a5309028c58372af5)
+++ game06.cpp	(revision 8a6d19d6c4540451e6eec71a5309028c58372af5)
@@ -0,0 +1,257 @@
+// Include standard headers
+#include <stdio.h>
+#include <stdlib.h>
+
+// Include GLEW
+#include <GL/glew.h>
+
+// Include GLFW
+#include <GLFW/glfw3.h>
+GLFWwindow* window;
+
+// Include GLM
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+using namespace glm;
+
+#include "common/shader.hpp"
+#include "common/texture.hpp"
+#include "common/controls.hpp"
+
+int main( void )
+{
+	// Initialise GLFW
+	if( !glfwInit() )
+	{
+		fprintf( stderr, "Failed to initialize GLFW\n" );
+		getchar();
+		return -1;
+	}
+
+	glfwWindowHint(GLFW_SAMPLES, 4);
+	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
+	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+
+	// Open a window and create its OpenGL context
+	window = glfwCreateWindow( 1024, 768, "Tutorial 0 - Keyboard and Mouse", NULL, NULL);
+	if( window == NULL ){
+		fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
+		getchar();
+		glfwTerminate();
+		return -1;
+	}
+    glfwMakeContextCurrent(window);
+
+	// Initialize GLEW
+	glewExperimental = true; // Needed for core profile
+	if (glewInit() != GLEW_OK) {
+		fprintf(stderr, "Failed to initialize GLEW\n");
+		getchar();
+		glfwTerminate();
+		return -1;
+	}
+
+	// Ensure we can capture the escape key being pressed below
+	glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
+    // Hide the mouse and enable unlimited mouvement
+    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+
+    // Set the mouse at the center of the screen
+    glfwPollEvents();
+    glfwSetCursorPos(window, 1024/2, 768/2);
+
+	// Dark blue background
+	glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
+
+	// Enable depth test
+	glEnable(GL_DEPTH_TEST);
+	// Accept fragment if it closer to the camera than the former one
+	glDepthFunc(GL_LESS);
+
+	// Cull triangles which normal is not towards the camera
+	glEnable(GL_CULL_FACE);
+
+	GLuint VertexArrayID;
+	glGenVertexArrays(1, &VertexArrayID);
+	glBindVertexArray(VertexArrayID);
+
+	// Create and compile our GLSL program from the shaders
+	GLuint programID = LoadShaders( "TransformVertexShader.vertexshader", "TextureFragmentShader.fragmentshader" );
+
+	// Get a handle for our "MVP" uniform
+	GLuint MatrixID = glGetUniformLocation(programID, "MVP");
+
+	// Load the texture
+	GLuint Texture = loadDDS("uvtemplate.DDS");
+
+	// Get a handle for our "myTextureSampler" uniform
+	GLuint TextureID  = glGetUniformLocation(programID, "myTextureSampler");
+
+	// Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
+	// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
+	static const GLfloat g_vertex_buffer_data[] = {
+		-1.0f,-1.0f,-1.0f,
+		-1.0f,-1.0f, 1.0f,
+		-1.0f, 1.0f, 1.0f,
+		 1.0f, 1.0f,-1.0f,
+		-1.0f,-1.0f,-1.0f,
+		-1.0f, 1.0f,-1.0f,
+		 1.0f,-1.0f, 1.0f,
+		-1.0f,-1.0f,-1.0f,
+		 1.0f,-1.0f,-1.0f,
+		 1.0f, 1.0f,-1.0f,
+		 1.0f,-1.0f,-1.0f,
+		-1.0f,-1.0f,-1.0f,
+		-1.0f,-1.0f,-1.0f,
+		-1.0f, 1.0f, 1.0f,
+		-1.0f, 1.0f,-1.0f,
+		 1.0f,-1.0f, 1.0f,
+		-1.0f,-1.0f, 1.0f,
+		-1.0f,-1.0f,-1.0f,
+		-1.0f, 1.0f, 1.0f,
+		-1.0f,-1.0f, 1.0f,
+		 1.0f,-1.0f, 1.0f,
+		 1.0f, 1.0f, 1.0f,
+		 1.0f,-1.0f,-1.0f,
+		 1.0f, 1.0f,-1.0f,
+		 1.0f,-1.0f,-1.0f,
+		 1.0f, 1.0f, 1.0f,
+		 1.0f,-1.0f, 1.0f,
+		 1.0f, 1.0f, 1.0f,
+		 1.0f, 1.0f,-1.0f,
+		-1.0f, 1.0f,-1.0f,
+		 1.0f, 1.0f, 1.0f,
+		-1.0f, 1.0f,-1.0f,
+		-1.0f, 1.0f, 1.0f,
+		 1.0f, 1.0f, 1.0f,
+		-1.0f, 1.0f, 1.0f,
+		 1.0f,-1.0f, 1.0f
+	};
+
+	// Two UV coordinatesfor each vertex. They were created withe Blender.
+	static const GLfloat g_uv_buffer_data[] = {
+		0.000059f, 0.000004f,
+		0.000103f, 0.336048f,
+		0.335973f, 0.335903f,
+		1.000023f, 0.000013f,
+		0.667979f, 0.335851f,
+		0.999958f, 0.336064f,
+		0.667979f, 0.335851f,
+		0.336024f, 0.671877f,
+		0.667969f, 0.671889f,
+		1.000023f, 0.000013f,
+		0.668104f, 0.000013f,
+		0.667979f, 0.335851f,
+		0.000059f, 0.000004f,
+		0.335973f, 0.335903f,
+		0.336098f, 0.000071f,
+		0.667979f, 0.335851f,
+		0.335973f, 0.335903f,
+		0.336024f, 0.671877f,
+		1.000004f, 0.671847f,
+		0.999958f, 0.336064f,
+		0.667979f, 0.335851f,
+		0.668104f, 0.000013f,
+		0.335973f, 0.335903f,
+		0.667979f, 0.335851f,
+		0.335973f, 0.335903f,
+		0.668104f, 0.000013f,
+		0.336098f, 0.000071f,
+		0.000103f, 0.336048f,
+		0.000004f, 0.671870f,
+		0.336024f, 0.671877f,
+		0.000103f, 0.336048f,
+		0.336024f, 0.671877f,
+		0.335973f, 0.335903f,
+		0.667969f, 0.671889f,
+		1.000004f, 0.671847f,
+		0.667979f, 0.335851f
+	};
+
+	GLuint vertexbuffer;
+	glGenBuffers(1, &vertexbuffer);
+	glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
+
+	GLuint uvbuffer;
+	glGenBuffers(1, &uvbuffer);
+	glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(g_uv_buffer_data), g_uv_buffer_data, GL_STATIC_DRAW);
+
+	do{
+
+		// Clear the screen
+		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+		// Use our shader
+		glUseProgram(programID);
+
+		// Compute the MVP matrix from keyboard and mouse input
+		computeMatricesFromInputs();
+		glm::mat4 ProjectionMatrix = getProjectionMatrix();
+		glm::mat4 ViewMatrix = getViewMatrix();
+		glm::mat4 ModelMatrix = glm::mat4(1.0);
+		glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
+
+		// Send our transformation to the currently bound shader,
+		// in the "MVP" uniform
+		glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
+
+		// Bind our texture in Texture Unit 0
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D, Texture);
+		// Set our "myTextureSampler" sampler to user Texture Unit 0
+		glUniform1i(TextureID, 0);
+
+		// 1rst attribute buffer : vertices
+		glEnableVertexAttribArray(0);
+		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
+		glVertexAttribPointer(
+			0,                  // attribute. No particular reason for 0, but must match the layout in the shader.
+			3,                  // size
+			GL_FLOAT,           // type
+			GL_FALSE,           // normalized?
+			0,                  // stride
+			(void*)0            // array buffer offset
+		);
+
+		// 2nd attribute buffer : UVs
+		glEnableVertexAttribArray(1);
+		glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
+		glVertexAttribPointer(
+			1,                                // attribute. No particular reason for 1, but must match the layout in the shader.
+			2,                                // size : U+V => 2
+			GL_FLOAT,                         // type
+			GL_FALSE,                         // normalized?
+			0,                                // stride
+			(void*)0                          // array buffer offset
+		);
+
+		// Draw the triangle !
+		glDrawArrays(GL_TRIANGLES, 0, 12*3); // 12*3 indices starting at 0 -> 12 triangles
+
+		glDisableVertexAttribArray(0);
+		glDisableVertexAttribArray(1);
+
+		// Swap buffers
+		glfwSwapBuffers(window);
+		glfwPollEvents();
+
+	} // Check if the ESC key was pressed or the window was closed
+	while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
+		   glfwWindowShouldClose(window) == 0 );
+
+	// Cleanup VBO and shader
+	glDeleteBuffers(1, &vertexbuffer);
+	glDeleteBuffers(1, &uvbuffer);
+	glDeleteProgram(programID);
+	glDeleteTextures(1, &TextureID);
+	glDeleteVertexArrays(1, &VertexArrayID);
+
+	// Close OpenGL window and terminate GLFW
+	glfwTerminate();
+
+	return 0;
+}
