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nuclear@12
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1 /*
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2 Printblobs - typography display hack
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3 Copyright (C) 2013 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18 #include <vector>
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19 #include <math.h>
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20 #include "opengl.h"
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21 #include "mballs.h"
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22 #include "metasurf.h"
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23 #include "dsys.h"
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24 #include "udg.h"
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25
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26 struct MetaBall {
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27 float pos[3];
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28 float orbit;
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29 float energy;
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30 float phase_offs;
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31 };
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32
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33 #define VOL_SZ 2
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34 #define MBALL_GRID_SZ 50
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35
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36 static void update(float sec);
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37 static float calc_field(float x, float y, float z);
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38 static float eval(float x, float y, float z);
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39 static void vertex(float x, float y, float z);
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40 static void normal(float x, float y, float z);
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41
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42 static float grid[MBALL_GRID_SZ][MBALL_GRID_SZ][MBALL_GRID_SZ];
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43 static std::vector<MetaBall> balls;
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44 static struct metasurface *msurf;
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45 static float floor_height = -0.95;
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46
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47 static struct dsys_event *evrise;
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48
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49 bool mball_init()
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50 {
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51 static const float bbmin = -VOL_SZ / 2.0;
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52 static const float bbmax = VOL_SZ / 2.0;
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53
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54 if(!(msurf = msurf_create())) {
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55 return false;
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56 }
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57 msurf_threshold(msurf, 10);
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58 msurf_resolution(msurf, MBALL_GRID_SZ, MBALL_GRID_SZ, MBALL_GRID_SZ);
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59 msurf_bounds(msurf, bbmin, bbmin, bbmin, bbmax, bbmax, bbmax);
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60 msurf_eval_func(msurf, eval);
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61 msurf_vertex_func(msurf, vertex);
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62 //msurf_normal_func(msurf, normal);
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63
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64 for(int i=0; i<10; i++) {
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65 MetaBall mb;
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66 mb.orbit = 0.25 * rand() / (float)RAND_MAX + 0.35;
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67 mb.energy = 0.1 * rand() / (float)RAND_MAX + 0.15;
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68 mb.phase_offs = rand() / (float)RAND_MAX * M_PI * 2.0;
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69 balls.push_back(mb);
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70 }
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71
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72 evrise = dsys_event(demo, "mball_rise");
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73 dsys_set_event_eval(evrise, dsys_eval_sigmoid);
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74
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75 return true;
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76 }
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77
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78 void mball_render(float sec)
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79 {
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80 update(sec);
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81
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82 const float blue[] = {0.4, 0.45, 1.0, 1};
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83 const float dark_red[] = {0.6, 0.2, 0.1, 1};
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84 const float white[] = {1, 1, 1, 1};
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85 const float black[] = {0, 0, 0, 1};
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86
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87 glMatrixMode(GL_MODELVIEW);
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88 glPushMatrix();
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89 glScalef(4.0, 4.0, 4.0);
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90
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91 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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92 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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93 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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94
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95 glBegin(GL_TRIANGLES);
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96 msurf_polygonize(msurf);
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97 glEnd();
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98
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99 // floor
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100 glBegin(GL_QUADS);
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101 glNormal3f(0, 1, 0);
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102 glVertex3f(-5, -1, 5);
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103 glVertex3f(5, -1, 5);
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104 glVertex3f(5, -1, -5);
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105 glVertex3f(-5, -1, -5);
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106 glEnd();
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107
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108 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dark_red);
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109 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
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110 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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111
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112 // box
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113 glPushMatrix();
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114 glTranslatef(0, -1.7, 1);
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115 glScalef(1.05, 1, 0.05);
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116 glutSolidCube(2.0);
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117 glPopMatrix();
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118
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119 glPushMatrix();
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120 glTranslatef(0, -1.7, -1);
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121 glScalef(1.05, 1, 0.05);
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122 glutSolidCube(2.0);
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123 glPopMatrix();
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124
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125 glPushMatrix();
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126 glTranslatef(1, -1.7, 0);
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127 glScalef(0.05, 1, 1);
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128 glutSolidCube(2.0);
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129 glPopMatrix();
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130
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131 glPushMatrix();
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132 glTranslatef(-1, -1.7, 0);
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133 glScalef(0.05, 1, 1);
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134 glutSolidCube(2.0);
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135 glPopMatrix();
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136
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137 glPopMatrix();
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138 }
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139
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140
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141 static void update(float sec)
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142 {
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143 float trise = dsys_event_value(evrise);
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144
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145 for(size_t i=0; i<balls.size(); i++) {
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146 float t = sec + balls[i].phase_offs;
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147 balls[i].pos[0] = cos(t * 1.8) * balls[i].orbit;
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148 balls[i].pos[2] = sin(t * 1.2) * balls[i].orbit;
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149 balls[i].pos[1] = (sin(t) + cos(t * 2.0) / 2.0 + sin(t * 3.0) / 3.0) * 0.45 - (2.0 - trise * 2.0);
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150 }
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151
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152 for(int i=0; i<MBALL_GRID_SZ; i++) {
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153 float x = (float)i / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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154 for(int j=0; j<MBALL_GRID_SZ; j++) {
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155 float y = (float)j / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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156 for(int k=0; k<MBALL_GRID_SZ; k++) {
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157 float z = (float)k / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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158 grid[i][j][k] = calc_field(x, y, z);
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159 }
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160 }
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161 }
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162 }
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163
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164 static float calc_field(float x, float y, float z)
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165 {
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166 float sum = 0.0f;
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167 for(size_t i=0; i<balls.size(); i++) {
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168 float dx = balls[i].pos[0] - x;
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169 float dy = balls[i].pos[1] - y;
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170 float dz = balls[i].pos[2] - z;
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171 float dist_sq = dx * dx + dy * dy + dz * dz;
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172 if(dist_sq > 1e-6) {
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173 sum += balls[i].energy / dist_sq;
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174 } else {
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175 sum += 1000.0;
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176 }
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177 }
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178
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179 // floor
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180 float height = y - floor_height;
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181 if(height > 1e-6) {
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182 sum += 1.0 / height;
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183 } else {
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184 sum += 1000.0;
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185 }
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186
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187 return sum;
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188 }
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189
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190 static inline int clamp(int x, int a, int b)
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191 {
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192 return x < a ? a : (x > b ? b : x);
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193 }
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194
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195 static float eval(float x, float y, float z)
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196 {
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197 int cell_x = clamp((int)((x / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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198 int cell_y = clamp((int)((y / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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199 int cell_z = clamp((int)((z / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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200
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201 return grid[cell_x][cell_y][cell_z];
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202 }
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203
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204 static void vertex(float x, float y, float z)
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205 {
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206 float delta = (float)VOL_SZ / (float)MBALL_GRID_SZ;
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207
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208 float dfdx = calc_field(x - delta, y, z) - calc_field(x + delta, y, z);
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209 float dfdy = calc_field(x, y - delta, z) - calc_field(x, y + delta, z);
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210 float dfdz = calc_field(x, y, z - delta) - calc_field(x, y, z + delta);
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211
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212 float len = sqrt(dfdx * dfdx + dfdy * dfdy + dfdz * dfdz);
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213
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214 glNormal3f(dfdx / len, dfdy / len, dfdz / len);
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215 glVertex3f(x, y, z);
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216 }
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217
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218 static void normal(float x, float y, float z)
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219 {
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220 glNormal3f(x, y, z);
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221 }
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