rev |
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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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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
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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
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36 void destroy_rtarg(struct render_target *rt);
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nuclear@0
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37
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nuclear@0
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38 int xsz, ysz;
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nuclear@5
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39 float cam_theta, cam_phi = 25, cam_dist = 9;
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nuclear@0
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40 unsigned int dither_tex;
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nuclear@0
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41 struct render_target *rtarg;
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nuclear@0
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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
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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
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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@0
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73 float *img = new float[DITHER_SZ * DITHER_SZ * DITHER_LEVELS];
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nuclear@0
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74 float *ptr = img;
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nuclear@0
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75
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nuclear@0
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76 for(int i=0; i<DITHER_LEVELS; i++) {
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nuclear@0
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77 float val = (float)i / (float)(DITHER_LEVELS - 1);
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nuclear@0
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78 for(int y=0; y<DITHER_SZ; y++) {
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nuclear@0
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79 for(int x=0; x<DITHER_SZ; x++) {
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nuclear@0
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80 /* (1 + M) / (1 + MxN) */
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nuclear@1
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81 float thres = (1.0 + dither_matrix[x][y]) / (1.0 + DITHER_SZ * DITHER_SZ);
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nuclear@0
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82 *ptr++ = val >= thres ? 1.0 : 0.0;
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nuclear@0
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83 }
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nuclear@0
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84 }
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nuclear@0
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85 }
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nuclear@0
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86
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nuclear@0
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87 if(!(prog = create_program_load("sdr/dither.v.glsl", "sdr/dither.p.glsl"))) {
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nuclear@0
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88 return false;
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nuclear@0
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89 }
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nuclear@0
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90
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nuclear@0
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91 glGenTextures(1, &dither_tex);
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nuclear@0
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92 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@0
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93 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@0
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94 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@0
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95 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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nuclear@0
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96 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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nuclear@0
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97 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, DITHER_SZ, DITHER_SZ * DITHER_LEVELS, 0, GL_LUMINANCE, GL_FLOAT, img);
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nuclear@0
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98
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nuclear@3
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99 if(!init_scroller()) {
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nuclear@3
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100 return false;
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nuclear@3
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101 }
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nuclear@3
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102
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nuclear@5
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103 if(!mball_init()) {
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nuclear@5
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104 return false;
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nuclear@5
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105 }
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nuclear@5
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106
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nuclear@0
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107 glEnable(GL_CULL_FACE);
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nuclear@0
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108 glEnable(GL_DEPTH_TEST);
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nuclear@0
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109 glEnable(GL_LIGHTING);
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nuclear@0
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110 glEnable(GL_LIGHT0);
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nuclear@5
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111 glEnable(GL_NORMALIZE);
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nuclear@0
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112
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nuclear@0
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113 return true;
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nuclear@0
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114 }
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nuclear@0
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115
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nuclear@0
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116 void draw_backdrop()
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nuclear@0
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117 {
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nuclear@0
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118 glPushAttrib(GL_ENABLE_BIT);
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nuclear@0
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119 glDisable(GL_DEPTH_TEST);
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nuclear@0
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120 glDisable(GL_LIGHTING);
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nuclear@0
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121
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nuclear@0
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122 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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123 glPushMatrix();
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nuclear@0
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124 glLoadIdentity();
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nuclear@0
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125 glMatrixMode(GL_PROJECTION);
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nuclear@0
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126 glPushMatrix();
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nuclear@0
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127 glLoadIdentity();
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nuclear@0
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128
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nuclear@0
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129 glBegin(GL_QUADS);
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nuclear@0
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130 glColor3f(0, 0, 0);
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nuclear@0
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131 glVertex2f(-1, -1);
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nuclear@0
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132 glVertex2f(1, -1);
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nuclear@0
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133 glColor3f(1, 1, 1);
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nuclear@0
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134 glVertex2f(1, 1);
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nuclear@0
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135 glVertex2f(-1, 1);
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nuclear@0
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136 glEnd();
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nuclear@0
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137
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nuclear@0
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138 glPopMatrix();
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nuclear@0
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139 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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140 glPopMatrix();
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nuclear@0
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141
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nuclear@0
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142 glPopAttrib();
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nuclear@4
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143 /*draw_scroller(glutGet(GLUT_ELAPSED_TIME) / 1000.0); */
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nuclear@0
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144 }
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nuclear@0
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145
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nuclear@0
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146 void disp()
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nuclear@0
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147 {
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nuclear@0
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148 float ldir[] = {-1, 1, 2, 0};
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nuclear@5
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149 int xres, yres;
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nuclear@0
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150
|
nuclear@5
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151 if(opt_highres) {
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nuclear@5
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152 xres = xsz;
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nuclear@5
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153 yres = ysz;
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nuclear@5
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154 } else {
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nuclear@5
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155 xres = xsz / DITHER_SZ;
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nuclear@5
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156 yres = ysz / DITHER_SZ;
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nuclear@5
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157 }
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nuclear@4
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158
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nuclear@0
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159 if(!rtarg) {
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nuclear@4
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160 printf("(re)creating render target (%dx%d)\n", xres, yres);
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nuclear@4
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161 if(!(rtarg = create_rtarg(xres, yres))) {
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nuclear@0
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162 exit(0);
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nuclear@0
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163 }
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nuclear@0
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164 }
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nuclear@0
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165
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nuclear@5
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166 if(!opt_regular_render) {
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nuclear@5
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167 glBindFramebufferEXT(GL_FRAMEBUFFER, rtarg->fbo);
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nuclear@5
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168 }
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nuclear@4
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169 glViewport(0, 0, xres, yres);
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nuclear@0
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170
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nuclear@0
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171 glClearColor(1, 1, 1, 1);
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nuclear@0
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172 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@0
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173
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nuclear@0
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174 draw_backdrop();
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nuclear@0
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175
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nuclear@0
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176 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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177 glLoadIdentity();
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nuclear@0
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178
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nuclear@0
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179 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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180 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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181 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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182
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nuclear@5
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183 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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nuclear@5
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184
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nuclear@2
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185 const float blue[] = {0.4, 0.45, 1.0, 1};
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nuclear@2
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186 const float white[] = {1, 1, 1, 1};
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nuclear@2
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187 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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nuclear@2
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188 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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nuclear@2
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189 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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nuclear@2
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190
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nuclear@5
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191 mball_render();
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nuclear@0
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192
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nuclear@0
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193
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nuclear@5
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194 if(!opt_regular_render) {
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nuclear@5
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195 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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nuclear@5
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196 glViewport(0, 0, xsz, ysz);
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nuclear@1
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197
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nuclear@5
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198 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@0
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199
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nuclear@5
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200 glMatrixMode(GL_PROJECTION);
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nuclear@5
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201 glPushMatrix();
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nuclear@5
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202 glLoadIdentity();
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nuclear@5
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203 glMatrixMode(GL_MODELVIEW);
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nuclear@5
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204 glLoadIdentity();
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nuclear@5
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205 glPushMatrix();
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nuclear@0
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206
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nuclear@5
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207 glPushAttrib(GL_ENABLE_BIT);
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nuclear@5
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208 glDisable(GL_DEPTH_TEST);
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nuclear@0
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209
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nuclear@5
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210 bind_program(prog);
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nuclear@5
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211 set_uniform_int(prog, "framebuf", 0);
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nuclear@5
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212 set_uniform_int(prog, "dither_tex", 1);
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nuclear@5
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213 set_uniform_int(prog, "dither_levels", DITHER_LEVELS);
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nuclear@5
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214 set_uniform_int(prog, "dither_size", DITHER_SZ);
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nuclear@0
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215
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nuclear@5
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216 glActiveTextureARB(GL_TEXTURE0);
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nuclear@5
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217 glBindTexture(GL_TEXTURE_2D, rtarg->color_tex);
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nuclear@5
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218 glEnable(GL_TEXTURE_2D);
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nuclear@5
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219 glActiveTextureARB(GL_TEXTURE1);
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nuclear@5
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220 glBindTexture(GL_TEXTURE_2D, dither_tex);
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nuclear@5
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221 glEnable(GL_TEXTURE_2D);
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nuclear@0
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222
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nuclear@5
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223 glBegin(GL_QUADS);
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nuclear@5
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224 glColor3f(0, 1, 0);
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nuclear@5
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225 glTexCoord2f(0, 0); glVertex2f(-1, -1);
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nuclear@5
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226 glTexCoord2f(1, 0); glVertex2f(1, -1);
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nuclear@5
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227 glTexCoord2f(1, 1); glVertex2f(1, 1);
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nuclear@5
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228 glTexCoord2f(0, 1); glVertex2f(-1, 1);
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nuclear@5
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229 glEnd();
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nuclear@0
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230
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nuclear@5
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231 glActiveTextureARB(GL_TEXTURE1);
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nuclear@5
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232 glDisable(GL_TEXTURE_2D);
|
nuclear@5
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233 glActiveTextureARB(GL_TEXTURE0);
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nuclear@5
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234 glDisable(GL_TEXTURE_2D);
|
nuclear@0
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235
|
nuclear@5
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236 bind_program(0);
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nuclear@0
|
237
|
nuclear@5
|
238 glPopAttrib();
|
nuclear@0
|
239
|
nuclear@5
|
240 glMatrixMode(GL_PROJECTION);
|
nuclear@5
|
241 glPopMatrix();
|
nuclear@5
|
242 glMatrixMode(GL_MODELVIEW);
|
nuclear@5
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243 glPopMatrix();
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nuclear@5
|
244 }
|
nuclear@0
|
245
|
nuclear@0
|
246 glutSwapBuffers();
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nuclear@0
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247 assert(glGetError() == GL_NO_ERROR);
|
nuclear@0
|
248 }
|
nuclear@0
|
249
|
nuclear@0
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250 void idle()
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nuclear@0
|
251 {
|
nuclear@0
|
252 glutPostRedisplay();
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nuclear@0
|
253 }
|
nuclear@0
|
254
|
nuclear@0
|
255 void reshape(int x, int y)
|
nuclear@0
|
256 {
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nuclear@0
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257 glViewport(0, 0, x, y);
|
nuclear@0
|
258
|
nuclear@0
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259 glMatrixMode(GL_PROJECTION);
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nuclear@0
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260 glLoadIdentity();
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nuclear@0
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261 gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0);
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nuclear@0
|
262
|
nuclear@0
|
263 if(x != xsz || y != ysz) {
|
nuclear@0
|
264 destroy_rtarg(rtarg);
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nuclear@0
|
265 rtarg = 0;
|
nuclear@0
|
266 xsz = x;
|
nuclear@0
|
267 ysz = y;
|
nuclear@0
|
268 }
|
nuclear@0
|
269 }
|
nuclear@0
|
270
|
nuclear@0
|
271 void keyb(unsigned char key, int x, int y)
|
nuclear@0
|
272 {
|
nuclear@0
|
273 switch(key) {
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nuclear@0
|
274 case 27:
|
nuclear@0
|
275 exit(0);
|
nuclear@4
|
276
|
nuclear@4
|
277 case 'f':
|
nuclear@4
|
278 {
|
nuclear@4
|
279 static bool fullscreen;
|
nuclear@4
|
280 static int orig_x, orig_y;
|
nuclear@4
|
281
|
nuclear@4
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282 fullscreen = !fullscreen;
|
nuclear@4
|
283 if(fullscreen) {
|
nuclear@4
|
284 orig_x = xsz;
|
nuclear@4
|
285 orig_y = ysz;
|
nuclear@4
|
286 glutFullScreen();
|
nuclear@4
|
287 } else {
|
nuclear@4
|
288 glutReshapeWindow(orig_x, orig_y);
|
nuclear@4
|
289 }
|
nuclear@4
|
290 }
|
nuclear@4
|
291 break;
|
nuclear@5
|
292
|
nuclear@5
|
293 case 'r':
|
nuclear@5
|
294 opt_regular_render = !opt_regular_render;
|
nuclear@5
|
295 break;
|
nuclear@5
|
296
|
nuclear@5
|
297 case 'h':
|
nuclear@5
|
298 opt_highres = !opt_highres;
|
nuclear@5
|
299 if(rtarg) {
|
nuclear@5
|
300 destroy_rtarg(rtarg);
|
nuclear@5
|
301 rtarg = 0;
|
nuclear@5
|
302 }
|
nuclear@5
|
303 break;
|
nuclear@0
|
304 }
|
nuclear@0
|
305 }
|
nuclear@0
|
306
|
nuclear@0
|
307 bool bnstate[16];
|
nuclear@0
|
308 int prev_x, prev_y;
|
nuclear@0
|
309
|
nuclear@0
|
310 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
311 {
|
nuclear@0
|
312 int idx = bn - GLUT_LEFT_BUTTON;
|
nuclear@0
|
313
|
nuclear@0
|
314 if(idx < (int)(sizeof bnstate / sizeof *bnstate)) {
|
nuclear@0
|
315 bnstate[idx] = state == GLUT_DOWN;
|
nuclear@0
|
316 }
|
nuclear@0
|
317 prev_x = x;
|
nuclear@0
|
318 prev_y = y;
|
nuclear@0
|
319 }
|
nuclear@0
|
320
|
nuclear@0
|
321 void motion(int x, int y)
|
nuclear@0
|
322 {
|
nuclear@0
|
323 int dx = x - prev_x;
|
nuclear@0
|
324 int dy = y - prev_y;
|
nuclear@0
|
325 prev_x = x;
|
nuclear@0
|
326 prev_y = y;
|
nuclear@0
|
327
|
nuclear@0
|
328 if(bnstate[0]) {
|
nuclear@0
|
329 cam_theta = fmod(cam_theta + dx * 0.5, 360.0);
|
nuclear@0
|
330 cam_phi += dy * 0.5;
|
nuclear@0
|
331 if(cam_phi < -90) {
|
nuclear@0
|
332 cam_phi = -90;
|
nuclear@0
|
333 }
|
nuclear@0
|
334 if(cam_phi > 90) {
|
nuclear@0
|
335 cam_phi = 90;
|
nuclear@0
|
336 }
|
nuclear@0
|
337 }
|
nuclear@0
|
338 if(bnstate[2]) {
|
nuclear@0
|
339 cam_dist += dy * 0.1;
|
nuclear@0
|
340 if(cam_dist < 0) {
|
nuclear@0
|
341 cam_dist = 0;
|
nuclear@0
|
342 }
|
nuclear@0
|
343 }
|
nuclear@0
|
344 }
|
nuclear@0
|
345
|
nuclear@0
|
346 struct render_target *create_rtarg(int xsz, int ysz)
|
nuclear@0
|
347 {
|
nuclear@0
|
348 struct render_target *rt = new render_target;
|
nuclear@0
|
349
|
nuclear@0
|
350 glGenFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
351 glBindFramebufferEXT(GL_FRAMEBUFFER, rt->fbo);
|
nuclear@0
|
352
|
nuclear@0
|
353 // create the render target texture
|
nuclear@0
|
354 glGenTextures(1, &rt->color_tex);
|
nuclear@0
|
355 glBindTexture(GL_TEXTURE_2D, rt->color_tex);
|
nuclear@0
|
356 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
nuclear@0
|
357 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
nuclear@1
|
358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@1
|
359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@0
|
360 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsz, ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
361
|
nuclear@0
|
362 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color_tex, 0);
|
nuclear@0
|
363
|
nuclear@0
|
364 // create depth buffer
|
nuclear@0
|
365 glGenRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
366 glBindRenderbufferEXT(GL_RENDERBUFFER, rt->depth_buf);
|
nuclear@0
|
367 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, xsz, ysz);
|
nuclear@0
|
368
|
nuclear@0
|
369 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth_buf);
|
nuclear@0
|
370
|
nuclear@0
|
371 if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
372 fprintf(stderr, "incomplete fbo\n");
|
nuclear@0
|
373 return 0;
|
nuclear@0
|
374 }
|
nuclear@0
|
375
|
nuclear@0
|
376 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
377 return rt;
|
nuclear@0
|
378 }
|
nuclear@0
|
379
|
nuclear@0
|
380 void destroy_rtarg(struct render_target *rt)
|
nuclear@0
|
381 {
|
nuclear@0
|
382 if(!rt) {
|
nuclear@0
|
383 return;
|
nuclear@0
|
384 }
|
nuclear@0
|
385 glDeleteFramebuffersEXT(1, &rt->fbo);
|
nuclear@0
|
386 glDeleteTextures(1, &rt->color_tex);
|
nuclear@0
|
387 glDeleteRenderbuffersEXT(1, &rt->depth_buf);
|
nuclear@0
|
388 delete rt;
|
nuclear@0
|
389 }
|