rev |
line source |
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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nuclear@3
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5 #include "opengl.h"
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nuclear@0
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6 #include "sdr.h"
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nuclear@0
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7 #include "dither_matrix.h"
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nuclear@3
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8 #include "scroller.h"
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nuclear@5
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9 #include "mballs.h"
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nuclear@0
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10
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nuclear@2
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11 #define DITHER_SZ 8
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nuclear@0
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12 #define DITHER_LEVELS 16
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nuclear@0
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13
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nuclear@1
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14 #if DITHER_SZ == 4
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nuclear@1
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15 #define dither_matrix dither_matrix4
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nuclear@1
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16 #elif DITHER_SZ == 8
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nuclear@3
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17 #define dither_matrix halftone_matrix8
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nuclear@1
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18 #else
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nuclear@1
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19 #error "invalid dither size"
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nuclear@1
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20 #endif
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nuclear@1
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21
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nuclear@0
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22 struct render_target {
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nuclear@0
|
23 unsigned int fbo;
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nuclear@0
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24 unsigned int color_tex, depth_buf;
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nuclear@0
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25 };
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nuclear@0
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26
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nuclear@0
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27 bool init();
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nuclear@0
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28 void cleanup();
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nuclear@0
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29 void disp();
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nuclear@0
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30 void idle();
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nuclear@0
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31 void reshape(int x, int y);
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nuclear@0
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32 void keyb(unsigned char key, int x, int y);
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nuclear@0
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33 void mouse(int bn, int state, int x, int y);
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nuclear@0
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34 void motion(int x, int y);
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nuclear@0
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35 struct render_target *create_rtarg(int xsz, int ysz);
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nuclear@0
|
36 void destroy_rtarg(struct render_target *rt);
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nuclear@0
|
37
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nuclear@0
|
38 int xsz, ysz;
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nuclear@5
|
39 float cam_theta, cam_phi = 25, cam_dist = 9;
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nuclear@0
|
40 unsigned int dither_tex;
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nuclear@0
|
41 struct render_target *rtarg;
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nuclear@0
|
42 unsigned int prog;
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nuclear@0
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43
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nuclear@5
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44 int opt_highres, opt_regular_render;
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nuclear@5
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45
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nuclear@5
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46
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nuclear@0
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47 int main(int argc, char **argv)
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nuclear@0
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48 {
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nuclear@0
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49 glutInit(&argc, argv);
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nuclear@1
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50 glutInitWindowSize(1024, 768);
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nuclear@0
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51 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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nuclear@0
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52 glutCreateWindow("DBF UDG compo entry by Nuclear");
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nuclear@0
|
53
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nuclear@0
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54 glutDisplayFunc(disp);
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nuclear@0
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55 glutIdleFunc(idle);
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nuclear@0
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56 glutReshapeFunc(reshape);
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nuclear@0
|
57 glutKeyboardFunc(keyb);
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nuclear@0
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58 glutMouseFunc(mouse);
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nuclear@0
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59 glutMotionFunc(motion);
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nuclear@0
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60
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nuclear@0
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61 glewInit();
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nuclear@0
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62
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nuclear@0
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63 if(!init()) {
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nuclear@0
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64 return 1;
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nuclear@0
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65 }
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nuclear@0
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66
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nuclear@0
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67 glutMainLoop();
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nuclear@0
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68 return 0;
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nuclear@0
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69 }
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nuclear@0
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70
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nuclear@0
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71 bool init()
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nuclear@0
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72 {
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nuclear@6
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73 FILE *fp = fopen("udg.ppm", "wb");
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nuclear@6
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74 if(fp) {
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nuclear@6
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75 fprintf(fp, "P6\n%d %d\n255\n", DITHER_SZ, DITHER_SZ * DITHER_LEVELS);
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nuclear@6
|
76 }
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nuclear@6
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77
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nuclear@6
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78 unsigned char *img = new unsigned char[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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nuclear@6
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79 unsigned char *ptr = img;
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nuclear@0
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80
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nuclear@0
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81 for(int i=0; i<DITHER_LEVELS; i++) {
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nuclear@0
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82 float val = (float)i / (float)(DITHER_LEVELS - 1);
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nuclear@0
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83 for(int y=0; y<DITHER_SZ; y++) {
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nuclear@0
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84 for(int x=0; x<DITHER_SZ; x++) {
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nuclear@0
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85 /* (1 + M) / (1 + MxN) */
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nuclear@1
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86 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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nuclear@6
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87 *ptr++ = val >= thres ? 255 : 0;
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nuclear@6
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88
|
nuclear@6
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89 if(fp) {
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nuclear@6
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90 int r = ptr[-1] ? 246 : 10;
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nuclear@6
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91 int g = ptr[-1] ? 198 : 72;
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nuclear@6
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92 int b = ptr[-1] ? 141 : 85;
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nuclear@6
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93 fputc(r, fp);
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nuclear@6
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94 fputc(g, fp);
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nuclear@6
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95 fputc(b, fp);
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nuclear@6
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96 }
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nuclear@0
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97 }
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nuclear@0
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98 }
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nuclear@0
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99 }
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nuclear@0
|
100
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nuclear@6
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101 if(fp) {
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nuclear@6
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102 fclose(fp);
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nuclear@6
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103 }
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nuclear@6
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104
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nuclear@0
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105 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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nuclear@0
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106 return false;
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nuclear@0
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107 }
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nuclear@0
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108
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nuclear@0
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109 glGenTextures(1, &dither_tex);
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nuclear@0
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110 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@0
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111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@0
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112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@0
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113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@0
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114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@6
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115 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, img);
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nuclear@0
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116
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nuclear@3
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117 if(!init_scroller()) {
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nuclear@3
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118 return false;
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nuclear@3
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119 }
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nuclear@3
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120
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nuclear@5
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121 if(!mball_init()) {
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nuclear@5
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122 return false;
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nuclear@5
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123 }
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nuclear@5
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124
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nuclear@0
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125 glEnable(GL_CULL_FACE);
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nuclear@0
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126 glEnable(GL_DEPTH_TEST);
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nuclear@0
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127 glEnable(GL_LIGHTING);
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nuclear@0
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128 glEnable(GL_LIGHT0);
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nuclear@5
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129 glEnable(GL_NORMALIZE);
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nuclear@0
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130
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nuclear@0
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131 return true;
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nuclear@0
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132 }
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nuclear@0
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133
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nuclear@0
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134 void draw_backdrop()
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nuclear@0
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135 {
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nuclear@0
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136 glPushAttrib(GL_ENABLE_BIT);
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nuclear@0
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137 glDisable(GL_DEPTH_TEST);
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nuclear@0
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138 glDisable(GL_LIGHTING);
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nuclear@0
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139
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nuclear@0
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140 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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141 glPushMatrix();
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nuclear@0
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142 glLoadIdentity();
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nuclear@0
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143 glMatrixMode(GL_PROJECTION);
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nuclear@0
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144 glPushMatrix();
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nuclear@0
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145 glLoadIdentity();
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nuclear@0
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146
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nuclear@0
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147 glBegin(GL_QUADS);
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nuclear@0
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148 glColor3f(0, 0, 0);
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nuclear@0
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149 glVertex2f(-1, -1);
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nuclear@0
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150 glVertex2f(1, -1);
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nuclear@0
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151 glColor3f(1, 1, 1);
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nuclear@0
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152 glVertex2f(1, 1);
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nuclear@0
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153 glVertex2f(-1, 1);
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nuclear@0
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154 glEnd();
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nuclear@0
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155
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nuclear@0
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156 glPopMatrix();
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nuclear@0
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157 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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158 glPopMatrix();
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nuclear@0
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159
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nuclear@0
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160 glPopAttrib();
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nuclear@4
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161 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
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nuclear@0
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162 }
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nuclear@0
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163
|
nuclear@0
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164 void disp()
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nuclear@0
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165 {
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nuclear@0
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166 float ldir[] = {-1, 1, 2, 0};
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nuclear@5
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167 int xres, yres;
|
nuclear@0
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168
|
nuclear@5
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169 if(opt_highres) {
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nuclear@5
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170 xres = xsz;
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nuclear@5
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171 yres = ysz;
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nuclear@5
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172 } else {
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nuclear@5
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173 xres = xsz / DITHER_SZ;
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nuclear@5
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174 yres = ysz / DITHER_SZ;
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nuclear@5
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175 }
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nuclear@4
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176
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nuclear@0
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177 if(!rtarg) {
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nuclear@4
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178 printf("(re)creating render target (%dx%d)\n", xres, yres);
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nuclear@4
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179 if(!(rtarg = create_rtarg(xres, yres))) {
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nuclear@0
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180 exit(0);
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nuclear@0
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181 }
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nuclear@0
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182 }
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nuclear@0
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183
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nuclear@5
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184 if(!opt_regular_render) {
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nuclear@5
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185 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
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nuclear@5
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186 }
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nuclear@4
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187 glViewport(0, 0, xres, yres);
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nuclear@0
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188
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nuclear@0
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189 glClearColor(1, 1, 1, 1);
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nuclear@0
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190 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@0
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191
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nuclear@0
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192 draw_backdrop();
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nuclear@0
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193
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nuclear@0
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194 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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195 glLoadIdentity();
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nuclear@0
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196
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nuclear@0
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197 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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198 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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199 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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200
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nuclear@5
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201 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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nuclear@5
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202
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nuclear@2
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203 const float blue[] = {0.4, 0.45, 1.0, 1};
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nuclear@2
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204 const float white[] = {1, 1, 1, 1};
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nuclear@2
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205 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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nuclear@2
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206 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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nuclear@2
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207 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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nuclear@2
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208
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nuclear@5
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209 mball_render();
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nuclear@0
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210
|
nuclear@0
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211
|
nuclear@5
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212 if(!opt_regular_render) {
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nuclear@5
|
213 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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nuclear@5
|
214 glViewport(0, 0, xsz, ysz);
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nuclear@1
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215
|
nuclear@5
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216 glClear(GL_COLOR_BUFFER_BIT);
|
nuclear@0
|
217
|
nuclear@5
|
218 glMatrixMode(GL_PROJECTION);
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nuclear@5
|
219 glPushMatrix();
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nuclear@5
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220 glLoadIdentity();
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nuclear@5
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221 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
222 glLoadIdentity();
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nuclear@5
|
223 glPushMatrix();
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nuclear@0
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224
|
nuclear@5
|
225 glPushAttrib(GL_ENABLE_BIT);
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nuclear@5
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226 glDisable(GL_DEPTH_TEST);
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nuclear@0
|
227
|
nuclear@5
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228 bind_program(prog);
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nuclear@5
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229 set_uniform_int(prog, "framebuf", 0);
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nuclear@5
|
230 set_uniform_int(prog, "dither_tex", 1);
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nuclear@5
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231 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
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nuclear@5
|
232 set_uniform_int(prog, "dither_size", DITHER_SZ);
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nuclear@0
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233
|
nuclear@5
|
234 glActiveTextureARB(GL_TEXTURE0);
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nuclear@5
|
235 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
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nuclear@5
|
236 glEnable(GL_TEXTURE_2D);
|
nuclear@5
|
237 glActiveTextureARB(GL_TEXTURE1);
|
nuclear@5
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238 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@5
|
239 glEnable(GL_TEXTURE_2D);
|
nuclear@0
|
240
|
nuclear@5
|
241 glBegin(GL_QUADS);
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nuclear@5
|
242 glColor3f(0, 1, 0);
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nuclear@5
|
243 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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nuclear@5
|
244 glTexCoord2f(1, 0); glVertex2f(1, -1);
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nuclear@5
|
245 glTexCoord2f(1, 1); glVertex2f(1, 1);
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nuclear@5
|
246 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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nuclear@5
|
247 glEnd();
|
nuclear@0
|
248
|
nuclear@5
|
249 glActiveTextureARB(GL_TEXTURE1);
|
nuclear@5
|
250 glDisable(GL_TEXTURE_2D);
|
nuclear@5
|
251 glActiveTextureARB(GL_TEXTURE0);
|
nuclear@5
|
252 glDisable(GL_TEXTURE_2D);
|
nuclear@0
|
253
|
nuclear@5
|
254 bind_program(0);
|
nuclear@0
|
255
|
nuclear@5
|
256 glPopAttrib();
|
nuclear@0
|
257
|
nuclear@5
|
258 glMatrixMode(GL_PROJECTION);
|
nuclear@5
|
259 glPopMatrix();
|
nuclear@5
|
260 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
|
261 glPopMatrix();
|
nuclear@5
|
262 }
|
nuclear@0
|
263
|
nuclear@0
|
264 glutSwapBuffers();
|
nuclear@0
|
265 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
266 }
|
nuclear@0
|
267
|
nuclear@0
|
268 void idle()
|
nuclear@0
|
269 {
|
nuclear@0
|
270 glutPostRedisplay();
|
nuclear@0
|
271 }
|
nuclear@0
|
272
|
nuclear@0
|
273 void reshape(int x, int y)
|
nuclear@0
|
274 {
|
nuclear@0
|
275 glViewport(0, 0, x, y);
|
nuclear@0
|
276
|
nuclear@0
|
277 glMatrixMode(GL_PROJECTION);
|
nuclear@0
|
278 glLoadIdentity();
|
nuclear@0
|
279 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@0
|
280
|
nuclear@0
|
281 if(x != xsz || y != ysz) {
|
nuclear@0
|
282 destroy_rtarg(rtarg);
|
nuclear@0
|
283 rtarg = 0;
|
nuclear@0
|
284 xsz = x;
|
nuclear@0
|
285 ysz = y;
|
nuclear@0
|
286 }
|
nuclear@0
|
287 }
|
nuclear@0
|
288
|
nuclear@0
|
289 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
290 {
|
nuclear@0
|
291 switch(key) {
|
nuclear@0
|
292 case 27:
|
nuclear@0
|
293 exit(0);
|
nuclear@4
|
294
|
nuclear@4
|
295 case 'f':
|
nuclear@4
|
296 {
|
nuclear@4
|
297 static bool fullscreen;
|
nuclear@4
|
298 static int orig_x, orig_y;
|
nuclear@4
|
299
|
nuclear@4
|
300 fullscreen = !fullscreen;
|
nuclear@4
|
301 if(fullscreen) {
|
nuclear@4
|
302 orig_x = xsz;
|
nuclear@4
|
303 orig_y = ysz;
|
nuclear@4
|
304 glutFullScreen();
|
nuclear@4
|
305 } else {
|
nuclear@4
|
306 glutReshapeWindow(orig_x, orig_y);
|
nuclear@4
|
307 }
|
nuclear@4
|
308 }
|
nuclear@4
|
309 break;
|
nuclear@5
|
310
|
nuclear@5
|
311 case 'r':
|
nuclear@5
|
312 opt_regular_render = !opt_regular_render;
|
nuclear@5
|
313 break;
|
nuclear@5
|
314
|
nuclear@5
|
315 case 'h':
|
nuclear@5
|
316 opt_highres = !opt_highres;
|
nuclear@5
|
317 if(rtarg) {
|
nuclear@5
|
318 destroy_rtarg(rtarg);
|
nuclear@5
|
319 rtarg = 0;
|
nuclear@5
|
320 }
|
nuclear@5
|
321 break;
|
nuclear@0
|
322 }
|
nuclear@0
|
323 }
|
nuclear@0
|
324
|
nuclear@0
|
325 bool bnstate[16];
|
nuclear@0
|
326 int prev_x, prev_y;
|
nuclear@0
|
327
|
nuclear@0
|
328 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
329 {
|
nuclear@0
|
330 int idx = bn - GLUT_LEFT_BUTTON;
|
nuclear@0
|
331
|
nuclear@0
|
332 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
|
nuclear@0
|
333 bnstate[idx] = state == GLUT_DOWN;
|
nuclear@0
|
334 }
|
nuclear@0
|
335 prev_x = x;
|
nuclear@0
|
336 prev_y = y;
|
nuclear@0
|
337 }
|
nuclear@0
|
338
|
nuclear@0
|
339 void motion(int x, int y)
|
nuclear@0
|
340 {
|
nuclear@0
|
341 int dx = x - prev_x;
|
nuclear@0
|
342 int dy = y - prev_y;
|
nuclear@0
|
343 prev_x = x;
|
nuclear@0
|
344 prev_y = y;
|
nuclear@0
|
345
|
nuclear@0
|
346 if(bnstate[0]) {
|
nuclear@0
|
347 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
|
nuclear@0
|
348 cam_phi += dy * 0.5;
|
nuclear@0
|
349 if(cam_phi < -90) {
|
nuclear@0
|
350 cam_phi = -90;
|
nuclear@0
|
351 }
|
nuclear@0
|
352 if(cam_phi > 90) {
|
nuclear@0
|
353 cam_phi = 90;
|
nuclear@0
|
354 }
|
nuclear@0
|
355 }
|
nuclear@0
|
356 if(bnstate[2]) {
|
nuclear@0
|
357 cam_dist += dy * 0.1;
|
nuclear@0
|
358 if(cam_dist < 0) {
|
nuclear@0
|
359 cam_dist = 0;
|
nuclear@0
|
360 }
|
nuclear@0
|
361 }
|
nuclear@0
|
362 }
|
nuclear@0
|
363
|
nuclear@0
|
364 struct render_target *create_rtarg(int xsz, int ysz)
|
nuclear@0
|
365 {
|
nuclear@0
|
366 struct render_target *rt = new render_target;
|
nuclear@0
|
367
|
nuclear@0
|
368 glGenFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
369 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
|
nuclear@0
|
370
|
nuclear@0
|
371 // create the render target texture
|
nuclear@0
|
372 glGenTextures(1, &rt->color_tex);
|
nuclear@0
|
373 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
|
nuclear@0
|
374 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@0
|
375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@1
|
376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@0
|
378 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
379
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nuclear@0
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380 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
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nuclear@0
|
381
|
nuclear@0
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382 // create depth buffer
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nuclear@0
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383 glGenRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
384 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
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nuclear@0
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385 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
|
nuclear@0
|
386
|
nuclear@0
|
387 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
|
nuclear@0
|
388
|
nuclear@0
|
389 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
390 fprintf(stderr, "incomplete fbo\n");
|
nuclear@0
|
391 return 0;
|
nuclear@0
|
392 }
|
nuclear@0
|
393
|
nuclear@0
|
394 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
395 return rt;
|
nuclear@0
|
396 }
|
nuclear@0
|
397
|
nuclear@0
|
398 void destroy_rtarg(struct render_target *rt)
|
nuclear@0
|
399 {
|
nuclear@0
|
400 if(!rt) {
|
nuclear@0
|
401 return;
|
nuclear@0
|
402 }
|
nuclear@0
|
403 glDeleteFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
404 glDeleteTextures(1, &rt->color_tex);
|
nuclear@0
|
405 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
406 delete rt;
|
nuclear@0
|
407 }
|