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1 #include <stdio.h>
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2 #include <assert.h>
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3 #include "opengl.h"
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4 #include "game.h"
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5 #include "sdr.h"
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6 #include "shader.h"
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7 #include "shadow.h"
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8 #include "opt.h"
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9 #include "mesh.h"
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10 #include "scene.h"
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11
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12 static void draw_scene();
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13
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14 int win_width, win_height;
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15 unsigned long cur_time;
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16 bool dbg_wireframe;
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17 int dbg_int;
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18
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19 unsigned int sdr_shadow, sdr_shadow_notex;
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20
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21 static float cam_theta, cam_phi = 23, cam_dist = 10;
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22 static float cam_x, cam_y, cam_z;
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23 static bool bnstate[8];
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24 static int prev_x, prev_y;
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25
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26 static unsigned int modkeys;
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27
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28 static Scene *scn;
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29
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30
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31 bool game_init()
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32 {
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33 if(init_opengl() == -1) {
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34 return false;
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35 }
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36
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37 glEnable(GL_DEPTH_TEST);
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38 glEnable(GL_CULL_FACE);
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39 glEnable(GL_NORMALIZE);
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40 glEnable(GL_LIGHTING);
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41 glEnable(GL_LIGHT0);
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42
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43 float amb[] = {0.1, 0.1, 0.1, 1.0};
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44 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
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45
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46 if(glcaps.sep_spec) {
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47 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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48 }
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49 glEnable(GL_MULTISAMPLE);
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50
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51 if(!init_shadow(4096)) {
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52 fprintf(stderr, "failed to initialize shadowmaps\n");
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53 return false;
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54 }
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55 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
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56 return false;
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57 }
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58 set_uniform_int(sdr_shadow, "tex", 0);
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59 set_uniform_int(sdr_shadow, "shadowmap", 1);
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60
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61 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
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62 return false;
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63 }
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64 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
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65
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66 scn = new Scene;
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67 if(!scn->load("data/amiga.obj")) {
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68 return false;
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69 }
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70
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71 Mesh::use_custom_sdr_attr = false;
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72 assert(glGetError() == GL_NO_ERROR);
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73 return true;
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74 }
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75
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76 void game_cleanup()
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77 {
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78 delete scn;
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79 }
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80
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81 void game_update(unsigned long time_msec)
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82 {
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83 cur_time = time_msec;
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84 }
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85
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86 void game_display()
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87 {
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88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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89
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90 glMatrixMode(GL_MODELVIEW);
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91 glLoadIdentity();
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92 glTranslatef(0, 0.1, -cam_dist);
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93 glRotatef(cam_phi, 1, 0, 0);
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94 glRotatef(cam_theta, 0, 1, 0);
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95 glTranslatef(-cam_x, -cam_y, -cam_z);
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96
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97 float lpos[] = {-5, 10, 5, 1};
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98 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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99
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100 if(opt.shadows && sdr_shadow) {
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101 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 45);
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102 draw_scene();
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103 end_shadow_pass();
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104
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105 glActiveTexture(GL_TEXTURE1);
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106 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
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107
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108 glMatrixMode(GL_TEXTURE);
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109 Matrix4x4 shadow_matrix = get_shadow_matrix();
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110 glLoadTransposeMatrixf(shadow_matrix[0]);
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111
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112 glActiveTexture(GL_TEXTURE0);
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113 glMatrixMode(GL_MODELVIEW);
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114
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115 override_shader(sdr_shadow_notex);
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116 draw_scene();
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117 override_shader(0);
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118
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119 glActiveTexture(GL_TEXTURE1);
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120 glBindTexture(GL_TEXTURE_2D, 0);
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121 glActiveTexture(GL_TEXTURE0);
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122 glBindTexture(GL_TEXTURE_2D, 0);
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123 } else {
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124 draw_scene();
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125 }
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126 }
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127
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128 static void glmaterial(float r, float g, float b, float spec, float shin)
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129 {
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130 float color[] = {r, g, b, 1};
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131 float scolor[] = {spec, spec, spec, 1};
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132 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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133 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
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134 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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135 }
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136
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137 static void draw_scene()
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138 {
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139 glmaterial(0.2, 0.2, 0.4, 0.0, 60.0);
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140 glBegin(GL_QUADS);
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141 glNormal3f(0, 1, 0);
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142 glVertex3f(-5, 0, 5);
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143 glVertex3f(5, 0, 5);
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144 glVertex3f(5, 0, -5);
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145 glVertex3f(-5, 0, -5);
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146 glEnd();
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147
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148 glPushMatrix();
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149 glTranslatef(0, 0.75, 0);
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150
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151 glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
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152 draw_teapot();
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153
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154 glPopMatrix();
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155
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156 scn->draw();
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157 }
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158
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159
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160 void game_reshape(int x, int y)
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161 {
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162 glMatrixMode(GL_PROJECTION);
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163 glLoadIdentity();
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164 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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165
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166 glViewport(0, 0, x, y);
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167 }
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168
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169 void game_keyboard(int bn, bool press)
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170 {
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171 if(press) {
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172 switch(bn) {
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173 case 27:
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174 quit();
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175
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176 case 'd':
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177 scn->dump(stdout);
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178 break;
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179
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180 case 'w':
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181 dbg_wireframe = !dbg_wireframe;
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182 redisplay();
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183 break;
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184
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185 case 's':
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186 opt.shadows = !opt.shadows;
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187 redisplay();
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188 break;
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189
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190 case 'p':
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191 printf("camera pos(%g %g %g) rot(%g %g) d(%g)\n",
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192 cam_x, cam_y, cam_z, cam_theta, cam_phi, cam_dist);
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193 break;
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194 }
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195 }
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196 }
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197
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198 void game_modifier_key(int key, bool press)
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199 {
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200 if(press) {
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201 modkeys |= (1 << key);
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202 } else {
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203 modkeys &= ~(1 << key);
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204 }
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205 }
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206
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207 void game_mbutton(int bn, bool press, int x, int y)
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208 {
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209 bnstate[bn] = press;
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210 prev_x = x;
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211 prev_y = y;
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212
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213 if(modkeys) {
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214 return;
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215 }
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216
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217 if(bn == 0) {
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218 }
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219 }
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220
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221 void game_mmotion(int x, int y)
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222 {
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223 int dx = x - prev_x;
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224 int dy = y - prev_y;
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225 prev_x = x;
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226 prev_y = y;
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227
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228 if(modkeys) {
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229 if(bnstate[0]) {
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230 cam_theta += dx * 0.5;
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231 cam_phi += dy * 0.5;
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232
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233 if(cam_phi < -90) cam_phi = -90;
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234 if(cam_phi > 90) cam_phi = 90;
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235 }
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236 if(bnstate[1]) {
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237 float theta = DEG_TO_RAD(cam_theta);
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238
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239 float dxp = dx * 0.1;
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240 float dyp = dy * 0.1;
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241
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242 cam_x += cos(theta) * dxp - sin(theta) * dyp;
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243 if(modkeys & (1 << MOD_SHIFT)) {
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244 cam_y -= sin(theta) * dxp + cos(theta) * dyp;
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245 } else {
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246 cam_z += sin(theta) * dxp + cos(theta) * dyp;
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247 }
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248 }
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249 if(bnstate[2]) {
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250 cam_dist += dy * 0.1;
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251 if(cam_dist < 0.0) cam_dist = 0.0;
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252 }
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253 }
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254 }
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