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nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@0
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3 #include <math.h>
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nuclear@0
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4 #include <assert.h>
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5 #include "opengl.h"
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6 #include "sdr.h"
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7 #include "dither_matrix.h"
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8 #include "scroller.h"
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9
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10 #define DITHER_SZ 8
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11 #define DITHER_LEVELS 16
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12
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13 #if DITHER_SZ == 4
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14 #define dither_matrix dither_matrix4
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15 #elif DITHER_SZ == 8
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16 #define dither_matrix halftone_matrix8
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17 #else
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18 #error "invalid dither size"
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19 #endif
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20
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21 struct render_target {
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22 unsigned int fbo;
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23 unsigned int color_tex, depth_buf;
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24 };
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25
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26 bool init();
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nuclear@0
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27 void cleanup();
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28 void disp();
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29 void idle();
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30 void reshape(int x, int y);
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31 void keyb(unsigned char key, int x, int y);
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32 void mouse(int bn, int state, int x, int y);
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33 void motion(int x, int y);
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34 struct render_target *create_rtarg(int xsz, int ysz);
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35 void destroy_rtarg(struct render_target *rt);
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36
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37 int xsz, ysz;
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38 float cam_theta, cam_phi = 25, cam_dist = 8;
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39 unsigned int dither_tex;
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40 struct render_target *rtarg;
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41 unsigned int prog;
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42
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nuclear@0
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43 int main(int argc, char **argv)
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44 {
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nuclear@0
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45 glutInit(&argc, argv);
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nuclear@1
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46 glutInitWindowSize(1024, 768);
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47 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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48 glutCreateWindow("DBF UDG compo entry by Nuclear");
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49
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50 glutDisplayFunc(disp);
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51 glutIdleFunc(idle);
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52 glutReshapeFunc(reshape);
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53 glutKeyboardFunc(keyb);
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54 glutMouseFunc(mouse);
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55 glutMotionFunc(motion);
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56
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57 glewInit();
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58
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59 if(!init()) {
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60 return 1;
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61 }
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62
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63 glutMainLoop();
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64 return 0;
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65 }
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66
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67 bool init()
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68 {
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69 float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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70 float *ptr = img;
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71
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72 for(int i=0; i<DITHER_LEVELS; i++) {
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73 float val = (float)i / (float)(DITHER_LEVELS - 1);
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74 for(int y=0; y<DITHER_SZ; y++) {
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75 for(int x=0; x<DITHER_SZ; x++) {
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nuclear@0
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76 /* (1 + M) / (1 + MxN) */
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77 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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78 *ptr++ = val >= thres ? 1.0 : 0.0;
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79 }
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80 }
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81 }
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82
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83 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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84 return false;
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85 }
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86
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87 glGenTextures(1, &dither_tex);
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88 glBindTexture(GL_TEXTURE_2D, dither_tex);
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89 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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90 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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91 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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92 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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93 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
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94
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95 if(!init_scroller()) {
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96 return false;
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97 }
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98
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99 glEnable(GL_CULL_FACE);
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100 glEnable(GL_DEPTH_TEST);
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101 glEnable(GL_LIGHTING);
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102 glEnable(GL_LIGHT0);
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103
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104 return true;
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105 }
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106
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107 void draw_backdrop()
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108 {
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109 /*
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110 glPushAttrib(GL_ENABLE_BIT);
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111 glDisable(GL_DEPTH_TEST);
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112 glDisable(GL_LIGHTING);
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113
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114 glMatrixMode(GL_MODELVIEW);
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115 glPushMatrix();
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116 glLoadIdentity();
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117 glMatrixMode(GL_PROJECTION);
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118 glPushMatrix();
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119 glLoadIdentity();
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120
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121 glBegin(GL_QUADS);
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122 glColor3f(0, 0, 0);
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123 glVertex2f(-1, -1);
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124 glVertex2f(1, -1);
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125 glColor3f(1, 1, 1);
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126 glVertex2f(1, 1);
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127 glVertex2f(-1, 1);
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128 glEnd();
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129
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130 glPopMatrix();
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131 glMatrixMode(GL_MODELVIEW);
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132 glPopMatrix();
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133
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134 glPopAttrib();
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135 */
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136 draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0);
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137 }
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138
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139 void disp()
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140 {
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141 float ldir[] = {-1, 1, 2, 0};
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142
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143 if(!rtarg) {
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144 printf("(re)creating render target (%dx%d)\n", xsz / DITHER_SZ, ysz / DITHER_SZ);
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145 if(!(rtarg = create_rtarg(xsz / DITHER_SZ, ysz / DITHER_SZ))) {
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146 exit(0);
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147 }
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148 }
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149
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150 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
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151 glViewport(0, 0, xsz / DITHER_SZ, ysz / DITHER_SZ);
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152
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153 glClearColor(1, 1, 1, 1);
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154 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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155
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156 draw_backdrop();
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157
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158 glMatrixMode(GL_MODELVIEW);
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159 glLoadIdentity();
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160
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161 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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162
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163 glTranslatef(0, 0, -cam_dist);
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164 glRotatef(cam_phi, 1, 0, 0);
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165 glRotatef(cam_theta, 0, 1, 0);
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166
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167 const float blue[] = {0.4, 0.45, 1.0, 1};
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168 const float white[] = {1, 1, 1, 1};
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169 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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170 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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171 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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172
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173 glFrontFace(GL_CW);
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174 glutSolidTeapot(1.0);
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175 glFrontFace(GL_CCW);
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176
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177
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178 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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179 glViewport(0, 0, xsz, ysz);
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180
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181 glClear(GL_COLOR_BUFFER_BIT);
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182
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183 glMatrixMode(GL_PROJECTION);
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184 glPushMatrix();
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185 glLoadIdentity();
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186 glMatrixMode(GL_MODELVIEW);
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187 glLoadIdentity();
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188 glPushMatrix();
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189
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190 glPushAttrib(GL_ENABLE_BIT);
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191 glDisable(GL_DEPTH_TEST);
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192
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193 bind_program(prog);
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194 set_uniform_int(prog, "framebuf", 0);
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195 set_uniform_int(prog, "dither_tex", 1);
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196 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
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197 set_uniform_int(prog, "dither_size", DITHER_SZ);
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198
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199 glActiveTextureARB(GL_TEXTURE0);
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200 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
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201 glEnable(GL_TEXTURE_2D);
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202 glActiveTextureARB(GL_TEXTURE1);
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203 glBindTexture(GL_TEXTURE_2D, dither_tex);
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204 glEnable(GL_TEXTURE_2D);
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205
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206 glBegin(GL_QUADS);
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207 glColor3f(0, 1, 0);
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208 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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209 glTexCoord2f(1, 0); glVertex2f(1, -1);
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210 glTexCoord2f(1, 1); glVertex2f(1, 1);
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211 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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212 glEnd();
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213
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214 glActiveTextureARB(GL_TEXTURE1);
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215 glDisable(GL_TEXTURE_2D);
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216 glActiveTextureARB(GL_TEXTURE0);
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217 glDisable(GL_TEXTURE_2D);
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218
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219 bind_program(0);
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220
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221 glPopAttrib();
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222
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223 glMatrixMode(GL_PROJECTION);
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224 glPopMatrix();
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225 glMatrixMode(GL_MODELVIEW);
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226 glPopMatrix();
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227
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228 glutSwapBuffers();
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229 assert(glGetError() == GL_NO_ERROR);
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230 }
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231
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232 void idle()
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233 {
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234 glutPostRedisplay();
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235 }
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236
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237 void reshape(int x, int y)
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238 {
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239 glViewport(0, 0, x, y);
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240
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241 glMatrixMode(GL_PROJECTION);
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242 glLoadIdentity();
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243 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
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244
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245 if(x != xsz || y != ysz) {
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246 destroy_rtarg(rtarg);
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247 rtarg = 0;
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248 xsz = x;
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249 ysz = y;
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250 }
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251 }
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252
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253 void keyb(unsigned char key, int x, int y)
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254 {
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255 switch(key) {
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256 case 27:
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257 exit(0);
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258 }
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259 }
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260
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261 bool bnstate[16];
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262 int prev_x, prev_y;
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263
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264 void mouse(int bn, int state, int x, int y)
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265 {
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266 int idx = bn - GLUT_LEFT_BUTTON;
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267
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268 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
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269 bnstate[idx] = state == GLUT_DOWN;
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270 }
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271 prev_x = x;
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272 prev_y = y;
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273 }
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274
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275 void motion(int x, int y)
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276 {
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277 int dx = x - prev_x;
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278 int dy = y - prev_y;
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279 prev_x = x;
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280 prev_y = y;
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281
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282 if(bnstate[0]) {
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283 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
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284 cam_phi += dy * 0.5;
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285 if(cam_phi < -90) {
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286 cam_phi = -90;
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287 }
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288 if(cam_phi > 90) {
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289 cam_phi = 90;
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290 }
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291 }
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292 if(bnstate[2]) {
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293 cam_dist += dy * 0.1;
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294 if(cam_dist < 0) {
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295 cam_dist = 0;
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296 }
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297 }
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298 }
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299
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300 struct render_target *create_rtarg(int xsz, int ysz)
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301 {
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302 struct render_target *rt = new render_target;
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303
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304 glGenFramebuffersEXT(1, &rt->fbo);
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305 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
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306
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307 // create the render target texture
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308 glGenTextures(1, &rt->color_tex);
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309 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
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310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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312 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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313 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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314 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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315
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316 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
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317
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318 // create depth buffer
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319 glGenRenderbuffersEXT(1, &rt->depth_buf);
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320 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
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321 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
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322
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323 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
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324
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325 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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326 fprintf(stderr, "incomplete fbo\n");
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327 return 0;
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328 }
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329
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330 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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331 return rt;
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332 }
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333
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334 void destroy_rtarg(struct render_target *rt)
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335 {
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336 if(!rt) {
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337 return;
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338 }
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nuclear@0
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339 glDeleteFramebuffersEXT(1, &rt->fbo);
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340 glDeleteTextures(1, &rt->color_tex);
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341 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
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342 delete rt;
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343 }
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