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nuclear@2
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1 #include "game.h"
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nuclear@13
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2 #include "gameopt.h"
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3 #include "opengl.h"
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4 #include "camera.h"
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5 #include "texture.h"
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6 #include "vr/vr.h"
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7
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8 static void game_render_eye(int eye);
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9 static void draw_scene();
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10 static bool setup_rtarg(int x, int y);
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11
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12 static Texture *rtarg;
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13 static unsigned int fbo, rtarg_depth;
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14 static int rtwidth, rtheight;
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15
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16 static const float move_speed = 10.0f;
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17
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18 static int fb_width, fb_height;
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19 static FlyCamera cam;
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20 static Texture floor_tex;
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21 static bool keystate[256];
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22 static float player_height = 1.68;
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23
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24 bool game_init()
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25 {
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26 if(opt.vr) {
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27 vr_init();
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28 if(opt.vr_module) {
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29 vr_use_module_named(opt.vr_module);
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30 }
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31
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32 player_height = vr_get_optf(VR_OPT_EYE_HEIGHT);
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33 }
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34
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35 glEnable(GL_DEPTH_TEST);
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36 glEnable(GL_CULL_FACE);
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37 glEnable(GL_LIGHTING);
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38 glEnable(GL_LIGHT0);
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39 glEnable(GL_NORMALIZE);
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40
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41 glClearColor(0.1, 0.1, 0.1, 1);
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42
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43
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44 if(!floor_tex.load("data/tiles.png")) {
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45 return false;
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46 }
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47
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48 cam.input_move(0, player_height, 0);
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49 return true;
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50 }
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51
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52 void game_cleanup()
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53 {
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54 floor_tex.destroy();
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55 if(opt.vr) {
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56 vr_shutdown();
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57 }
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58
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59 if(fbo) {
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60 glDeleteFramebuffers(1, &fbo);
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61 glDeleteRenderbuffers(1, &rtarg_depth);
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62 delete rtarg;
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63 }
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64 }
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65
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66 void game_update(unsigned int msec)
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67 {
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68 static unsigned int prev_msec;
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69 float dt = (msec - prev_msec) / 1000.0f;
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70 float offs = dt * move_speed;
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71 prev_msec = msec;
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72
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73 Vector3 move;
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74 float roll = 0.0f;
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75
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76 if(keystate['d'] || keystate['D']) {
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77 move.x += offs;
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78 }
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79 if(keystate['a'] || keystate['A']) {
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80 move.x -= offs;
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81 }
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82 if(keystate['s'] || keystate['S']) {
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83 move.z += offs;
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84 }
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85 if(keystate['w'] || keystate['W']) {
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86 move.z -= offs;
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87 }
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88 if(keystate['e'] || keystate['E']) {
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89 roll += dt;
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90 }
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91 if(keystate['q'] || keystate['Q']) {
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92 roll -= dt;
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93 }
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94
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95 cam.input_move(move.x, move.y, move.z);
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96 cam.input_rotate(0, 0, roll);
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97 }
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98
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99 void game_render()
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100 {
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101 if(opt.vr) {
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102 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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103 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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104
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105 glViewport(0, 0, rtwidth / 2.0, rtheight);
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106 vr_begin(VR_EYE_LEFT);
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107 game_render_eye(-1);
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108 vr_end();
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109
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110 glViewport(rtwidth / 2, 0, rtwidth / 2.0, rtheight);
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111 vr_begin(VR_EYE_RIGHT);
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112 game_render_eye(1);
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113 vr_end();
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114
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115 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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116 glViewport(0, 0, fb_width, fb_height);
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117
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118 vr_output_texture(rtarg->get_texture_id(), 0, 0, (float)rtwidth / (float)rtarg->get_width(),
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119 (float)rtheight / (float)rtarg->get_height());
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120 } else {
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121 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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122
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123 game_render_eye(0);
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124 }
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125
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126 vr_swap_buffers();
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127 }
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128
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129 static void game_render_eye(int eye)
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130 {
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131 float mat[16];
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132 Matrix4x4 view_matrix = cam.get_matrix().inverse();
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133
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134 glMatrixMode(GL_PROJECTION);
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135 glLoadIdentity();
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136 if(eye == 0 || !vr_proj_matrix(eye < 0 ? 0 : 1, 0.5, 500.0, mat)) {
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137 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
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138 } else {
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139 glLoadMatrixf(mat);
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140 }
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141
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142 glMatrixMode(GL_MODELVIEW);
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143 if(eye == 0 || !vr_view_matrix(eye < 0 ? 0 : 1, mat)) {
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144 glLoadIdentity();
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145 } else {
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146 glLoadMatrixf(mat);
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147 }
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148 glMultTransposeMatrixf(view_matrix[0]);
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149
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150 draw_scene();
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151 }
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152
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153 void game_reshape(int x, int y)
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154 {
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155 glViewport(0, 0, x, y);
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156 fb_width = x;
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157 fb_height = y;
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158
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159 int lxres = vr_get_opti(VR_OPT_LEYE_XRES);
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160 if(lxres) {
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161 int lyres = vr_get_opti(VR_OPT_LEYE_YRES);
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162 int rxres = vr_get_opti(VR_OPT_REYE_XRES);
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163 int ryres = vr_get_opti(VR_OPT_REYE_YRES);
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164
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165 rtwidth = lxres + rxres;
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166 rtheight = lyres > ryres ? lyres : ryres;
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167 } else {
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168 rtwidth = x;
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169 rtheight = y;
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170 }
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171
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172 setup_rtarg(rtwidth, rtheight);
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173 }
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174
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175 void game_keyboard(int key, bool pressed, int x, int y)
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176 {
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177 if(pressed) {
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178 switch(key) {
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179 case 27:
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180 exit(0);
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181
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182 case ' ':
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183 vr_recenter();
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184 break;
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185 }
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186 }
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187
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188 if(key < 256) {
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189 keystate[key] = pressed;
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190 }
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191 }
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192
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193 static int prev_x, prev_y;
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194 static bool bnstate[32];
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195
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196 void game_mouse(int bn, bool pressed, int x, int y)
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197 {
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198 bnstate[bn] = pressed;
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199 prev_x = x;
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200 prev_y = y;
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201 }
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202
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203 void game_motion(int x, int y)
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204 {
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205 int dx = x - prev_x;
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206 int dy = y - prev_y;
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207 prev_x = x;
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208 prev_y = y;
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209
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210 if(!dx && !dy) return;
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211
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212 if(bnstate[0]) {
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213 float xrot = dy * 0.5;
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214 float yrot = dx * 0.5;
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215 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
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216 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
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217 }
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218 }
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219
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220 void game_mwheel(int dir)
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221 {
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222 cam.input_move(0, dir * 0.1, 0);
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223 }
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224
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225 void game_6dof_move(float x, float y, float z)
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226 {
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227 cam.input_move(x, y, z);
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228 }
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229
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230 void game_6dof_rotate(float x, float y, float z)
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231 {
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232 cam.input_rotate(x, y, z);
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233 }
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234
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235 static void draw_scene()
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236 {
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237 float lpos[] = {-20, 30, 10, 1};
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238 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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239
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240 glEnable(GL_TEXTURE_2D);
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241 bind_texture(&floor_tex);
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242
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243 glMatrixMode(GL_TEXTURE);
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244 glScalef(8, 8, 8);
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245
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246 glBegin(GL_QUADS);
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247 glNormal3f(0, 1, 0);
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248 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
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249 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
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250 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
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251 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
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252 glEnd();
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253 glDisable(GL_TEXTURE_2D);
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254 glLoadIdentity();
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255
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256 glMatrixMode(GL_MODELVIEW);
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257
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nuclear@12
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258 for(int i=0; i<4; i++) {
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nuclear@12
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259 glPushMatrix();
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260 glTranslatef(i & 1 ? -10 : 10, 0, i & 2 ? -10 : 10);
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261 glScalef(2.0, 2.0, 2.0);
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262
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nuclear@12
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263 glBegin(GL_TRIANGLES);
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264 glNormal3f(0, 1, 1);
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265 glVertex3f(-1, 0, 1);
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266 glVertex3f(1, 0, 1);
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267 glVertex3f(0, 1.75, 0);
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268 glNormal3f(1, 1, 0);
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269 glVertex3f(1, 0, 1);
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270 glVertex3f(1, 0, -1);
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271 glVertex3f(0, 1.75, 0);
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272 glNormal3f(0, 1, -1);
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273 glVertex3f(1, 0, -1);
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274 glVertex3f(-1, 0, -1);
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275 glVertex3f(0, 1.75, 0);
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276 glNormal3f(-1, 1, 0);
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277 glVertex3f(-1, 0, -1);
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278 glVertex3f(-1, 0, 1);
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279 glVertex3f(0, 1.75, 0);
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nuclear@12
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280 glEnd();
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nuclear@12
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281
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nuclear@12
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282 glPopMatrix();
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nuclear@12
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283 }
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nuclear@2
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284 }
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nuclear@6
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285
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nuclear@6
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286 static bool setup_rtarg(int x, int y)
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nuclear@6
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287 {
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288 int tex_width = next_pow2(x);
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289 int tex_height = next_pow2(y);
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nuclear@6
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290
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291 /* create render targets for each eye */
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292 if(!fbo) {
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293 glGenFramebuffers(1, &fbo);
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294 glGenRenderbuffers(1, &rtarg_depth);
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295 rtarg = new Texture;
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296 }
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nuclear@6
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297
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nuclear@6
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298 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@6
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299
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nuclear@6
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300 glBindRenderbuffer(GL_RENDERBUFFER, rtarg_depth);
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nuclear@6
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301 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_width, tex_height);
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nuclear@6
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302 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rtarg_depth);
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nuclear@6
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303
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nuclear@7
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304 rtarg->create2d(tex_width, tex_height);
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nuclear@7
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305 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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nuclear@7
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306 rtarg->get_texture_id(), 0);
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nuclear@6
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307
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nuclear@6
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308 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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nuclear@6
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309 fprintf(stderr, "incomplete framebuffer!\n");
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nuclear@6
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310 return false;
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nuclear@6
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311 }
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nuclear@6
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312 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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nuclear@7
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313
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nuclear@7
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314 printf("created render target %dx%d (texture: %dx%d)\n", x, y, tex_width, tex_height);
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nuclear@6
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315 return true;
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nuclear@6
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316 }
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