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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <math.h>
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4 #include <assert.h>
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5 #include <GL/glew.h>
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6
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7 #ifndef __APPLE__
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8 #include <GL/glut.h>
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9 #else
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10 #include <GLUT/glut.h>
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11 #endif
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12
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13 #include "sdr.h"
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14 #include "dither_matrix.h"
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15
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16 #define DITHER_SZ 4
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17 #define DITHER_LEVELS 16
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18
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19 struct render_target {
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20 unsigned int fbo;
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21 unsigned int color_tex, depth_buf;
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22 };
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23
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24 bool init();
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25 void cleanup();
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26 void disp();
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27 void idle();
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28 void reshape(int x, int y);
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29 void keyb(unsigned char key, int x, int y);
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30 void mouse(int bn, int state, int x, int y);
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31 void motion(int x, int y);
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32 struct render_target *create_rtarg(int xsz, int ysz);
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33 void destroy_rtarg(struct render_target *rt);
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34
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35 int xsz, ysz;
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36 float cam_theta, cam_phi = 25, cam_dist = 8;
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37 unsigned int dither_tex;
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38 struct render_target *rtarg;
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39 unsigned int prog;
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40
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41 int main(int argc, char **argv)
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42 {
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43 glutInit(&argc, argv);
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44 glutInitWindowSize(800, 600);
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45 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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46 glutCreateWindow("DBF UDG compo entry by Nuclear");
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47
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48 glutDisplayFunc(disp);
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49 glutIdleFunc(idle);
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50 glutReshapeFunc(reshape);
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51 glutKeyboardFunc(keyb);
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52 glutMouseFunc(mouse);
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53 glutMotionFunc(motion);
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54
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55 glewInit();
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56
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57 if(!init()) {
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58 return 1;
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59 }
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60
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61 glutMainLoop();
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62 return 0;
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63 }
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64
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65 bool init()
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66 {
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67 float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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68 float *ptr = img;
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69
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70 for(int i=0; i<DITHER_LEVELS; i++) {
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71 float val = (float)i / (float)(DITHER_LEVELS - 1);
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72 for(int y=0; y<DITHER_SZ; y++) {
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73 for(int x=0; x<DITHER_SZ; x++) {
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74 /* (1 + M) / (1 + MxN) */
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75 float thres = (1.0 + dither_matrix4[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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76 *ptr++ = val >= thres ? 1.0 : 0.0;
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77 }
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78 }
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79 }
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80
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81 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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82 return false;
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83 }
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84
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85 glGenTextures(1, &dither_tex);
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86 glBindTexture(GL_TEXTURE_2D, dither_tex);
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87 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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88 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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89 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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90 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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91 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
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92
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93 glEnable(GL_CULL_FACE);
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94 glEnable(GL_DEPTH_TEST);
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95 glEnable(GL_LIGHTING);
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96 glEnable(GL_LIGHT0);
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97
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98 return true;
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99 }
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100
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101 void draw_backdrop()
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102 {
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103 glPushAttrib(GL_ENABLE_BIT);
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104 glDisable(GL_DEPTH_TEST);
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105 glDisable(GL_LIGHTING);
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106
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107 glMatrixMode(GL_MODELVIEW);
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108 glPushMatrix();
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109 glLoadIdentity();
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110 glMatrixMode(GL_PROJECTION);
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111 glPushMatrix();
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112 glLoadIdentity();
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113
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114 glBegin(GL_QUADS);
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115 glColor3f(0, 0, 0);
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116 glVertex2f(-1, -1);
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117 glVertex2f(1, -1);
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118 glColor3f(1, 1, 1);
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119 glVertex2f(1, 1);
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120 glVertex2f(-1, 1);
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121 glEnd();
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122
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123 glPopMatrix();
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124 glMatrixMode(GL_MODELVIEW);
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125 glPopMatrix();
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126
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127 glPopAttrib();
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128 }
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129
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130 void disp()
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131 {
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132 float ldir[] = {-1, 1, 2, 0};
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133
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134 if(!rtarg) {
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135 printf("(re)creating render target (%dx%d)\n", xsz, ysz);
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136 if(!(rtarg = create_rtarg(xsz, ysz))) {
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137 exit(0);
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138 }
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139 }
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140
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141 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
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142
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143 glClearColor(1, 1, 1, 1);
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144 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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145
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146 draw_backdrop();
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147
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148 glEnable(GL_DEPTH_TEST);
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149
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150 glMatrixMode(GL_MODELVIEW);
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151 glLoadIdentity();
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152
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153 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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154
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155 glTranslatef(0, 0, -cam_dist);
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156 glRotatef(cam_phi, 1, 0, 0);
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157 glRotatef(cam_theta, 0, 1, 0);
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158
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159 glFrontFace(GL_CW);
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160 glutSolidTeapot(1.0);
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161 glFrontFace(GL_CCW);
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162
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163
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164
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165 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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166 glClear(GL_COLOR_BUFFER_BIT);
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167
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168 glMatrixMode(GL_PROJECTION);
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169 glPushMatrix();
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170 glLoadIdentity();
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171 glMatrixMode(GL_MODELVIEW);
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172 glLoadIdentity();
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173 glPushMatrix();
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174
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175 glPushAttrib(GL_ENABLE_BIT);
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176 glDisable(GL_DEPTH_TEST);
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177
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178 bind_program(prog);
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179 set_uniform_int(prog, "framebuf", 0);
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180 set_uniform_int(prog, "dither_tex", 1);
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181 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
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182 set_uniform_int(prog, "dither_size", DITHER_SZ);
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183
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184 glActiveTextureARB(GL_TEXTURE0);
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185 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
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186 glActiveTextureARB(GL_TEXTURE1);
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187 glBindTexture(GL_TEXTURE_2D, dither_tex);
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188
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189 glBegin(GL_QUADS);
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190 glColor3f(0, 1, 0);
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191 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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192 glTexCoord2f(1, 0); glVertex2f(1, -1);
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193 glTexCoord2f(1, 1); glVertex2f(1, 1);
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194 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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195 glEnd();
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196
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197 glActiveTextureARB(GL_TEXTURE1);
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198 glDisable(GL_TEXTURE_2D);
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199 glActiveTextureARB(GL_TEXTURE0);
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200 glDisable(GL_TEXTURE_2D);
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201
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202 bind_program(0);
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203
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204 glPopAttrib();
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205
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206 glMatrixMode(GL_PROJECTION);
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207 glPopMatrix();
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208 glMatrixMode(GL_MODELVIEW);
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209 glPopMatrix();
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210
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211 glutSwapBuffers();
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212 assert(glGetError() == GL_NO_ERROR);
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213 }
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214
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215 void idle()
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216 {
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217 glutPostRedisplay();
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218 }
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219
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220 void reshape(int x, int y)
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221 {
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222 glViewport(0, 0, x, y);
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223
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224 glMatrixMode(GL_PROJECTION);
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225 glLoadIdentity();
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226 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
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227
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228 if(x != xsz || y != ysz) {
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229 destroy_rtarg(rtarg);
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230 rtarg = 0;
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231 xsz = x;
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232 ysz = y;
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233 }
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234 }
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235
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236 void keyb(unsigned char key, int x, int y)
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237 {
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238 switch(key) {
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239 case 27:
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240 exit(0);
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241 }
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242 }
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243
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244 bool bnstate[16];
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245 int prev_x, prev_y;
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246
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247 void mouse(int bn, int state, int x, int y)
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248 {
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249 int idx = bn - GLUT_LEFT_BUTTON;
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250
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251 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
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252 bnstate[idx] = state == GLUT_DOWN;
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253 }
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254 prev_x = x;
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255 prev_y = y;
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256 }
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257
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258 void motion(int x, int y)
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259 {
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260 int dx = x - prev_x;
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261 int dy = y - prev_y;
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262 prev_x = x;
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263 prev_y = y;
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264
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265 if(bnstate[0]) {
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266 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
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267 cam_phi += dy * 0.5;
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268 if(cam_phi < -90) {
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269 cam_phi = -90;
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270 }
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271 if(cam_phi > 90) {
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272 cam_phi = 90;
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273 }
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274 }
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275 if(bnstate[2]) {
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276 cam_dist += dy * 0.1;
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277 if(cam_dist < 0) {
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278 cam_dist = 0;
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279 }
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280 }
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281 }
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282
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283 struct render_target *create_rtarg(int xsz, int ysz)
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284 {
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285 struct render_target *rt = new render_target;
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286
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287 glGenFramebuffersEXT(1, &rt->fbo);
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288 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
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289
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290 // create the render target texture
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291 glGenTextures(1, &rt->color_tex);
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292 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
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293 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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294 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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297 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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298
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299 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
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300
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301 // create depth buffer
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302 glGenRenderbuffersEXT(1, &rt->depth_buf);
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303 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
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304 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
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305
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306 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
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307
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308 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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309 fprintf(stderr, "incomplete fbo\n");
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310 return 0;
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311 }
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312
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313 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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314 return rt;
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315 }
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316
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317 void destroy_rtarg(struct render_target *rt)
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318 {
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319 if(!rt) {
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320 return;
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321 }
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322 glDeleteFramebuffersEXT(1, &rt->fbo);
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323 glDeleteTextures(1, &rt->color_tex);
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324 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
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325 delete rt;
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326 }
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