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nuclear@1
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1 #include <stdio.h>
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nuclear@1
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2 #include <stdlib.h>
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nuclear@1
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3 #include <assert.h>
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nuclear@7
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4 #include <unistd.h>
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nuclear@1
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5 #include "opengl.h"
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nuclear@1
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6 #include "level.h"
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nuclear@1
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7 #include "camera.h"
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nuclear@5
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8 #include "datapath.h"
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nuclear@5
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9 #include "tileset.h"
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nuclear@15
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10 #include "renderer.h"
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nuclear@18
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11 #include "cfg.h"
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nuclear@1
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12
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nuclear@17
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13 bool init(int xsz, int ysz);
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nuclear@5
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14 void cleanup();
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nuclear@7
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15 void idle();
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nuclear@1
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16 void disp();
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nuclear@15
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17 void draw();
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nuclear@18
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18 void view_matrix(int eye);
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nuclear@18
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19 void proj_matrix(int eye);
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nuclear@7
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20 void update(unsigned long msec);
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nuclear@1
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21 void reshape(int x, int y);
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22 void keyb(unsigned char key, int x, int y);
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nuclear@7
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23 void key_release(unsigned char key, int x, int y);
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nuclear@1
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24 void mouse(int bn, int state, int x, int y);
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nuclear@1
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25 void motion(int x, int y);
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nuclear@1
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26
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nuclear@5
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27 static TileSet *tileset;
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nuclear@1
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28 static Level *level;
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29
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30 static FpsCamera cam;
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nuclear@7
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31 static bool keystate[256];
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32
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nuclear@18
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33 static float stereo_focus_dist = 0.25;
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nuclear@18
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34 static float stereo_eye_sep = stereo_focus_dist / 30.0;
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35
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36
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37 int main(int argc, char **argv)
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nuclear@1
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38 {
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nuclear@1
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39 glutInit(&argc, argv);
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40
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nuclear@18
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41 if(!cfg.parse_args(argc, argv)) {
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nuclear@18
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42 return 1;
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nuclear@5
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43 }
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nuclear@5
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44
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nuclear@18
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45 glutInitWindowSize(cfg.width, cfg.height);
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nuclear@18
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46 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (cfg.stereo ? GLUT_STEREO : 0));
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47 glutCreateWindow("dungeon crawler prototype");
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48
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49 glutIdleFunc(idle);
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50 glutDisplayFunc(disp);
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51 glutReshapeFunc(reshape);
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52 glutKeyboardFunc(keyb);
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53 glutKeyboardUpFunc(key_release);
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54 glutMouseFunc(mouse);
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55 glutMotionFunc(motion);
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56
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57 glewInit();
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58
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59 if(!init(cfg.width, cfg.height)) {
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nuclear@5
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60 return 1;
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nuclear@5
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61 }
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nuclear@5
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62
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nuclear@5
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63 glutMainLoop();
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nuclear@5
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64 }
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nuclear@5
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65
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nuclear@17
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66 bool init(int xsz, int ysz)
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nuclear@5
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67 {
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68 glEnable(GL_LIGHTING);
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69 glEnable(GL_LIGHT0);
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70 float ldir[] = {-1, 1, 2, 0};
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71 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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72 glEnable(GL_NORMALIZE);
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73
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74 glEnable(GL_DEPTH_TEST);
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75 glEnable(GL_CULL_FACE);
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76 glEnable(GL_MULTISAMPLE);
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77
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nuclear@5
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78 add_data_path("data");
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nuclear@16
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79 add_data_path("sdr");
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80
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nuclear@17
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81 if(!init_renderer(xsz, ysz)) {
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nuclear@15
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82 return false;
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nuclear@15
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83 }
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nuclear@15
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84
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nuclear@5
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85 // load a tileset
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nuclear@5
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86 tileset = new TileSet;
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nuclear@18
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87 printf("loading tileset: %s\n", cfg.tileset_file);
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88 if(!tileset->load(datafile_path(cfg.tileset_file))) {
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nuclear@5
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89 return false;
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nuclear@5
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90 }
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nuclear@5
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91 set_active_tileset(tileset);
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92
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93 level = new Level;
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94 printf("loading level: %s\n", cfg.level_file);
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95 if(!level->load(datafile_path(cfg.level_file))) {
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96 return false;
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97 }
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98
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99 cam.input_move(0, 0.5, 0);
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100
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nuclear@5
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101 return true;
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nuclear@1
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102 }
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nuclear@1
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103
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nuclear@15
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104 void cleanup()
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nuclear@15
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105 {
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nuclear@15
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106 delete level;
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nuclear@15
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107 delete tileset;
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nuclear@15
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108
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nuclear@15
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109 destroy_renderer();
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nuclear@15
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110 }
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nuclear@15
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111
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nuclear@7
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112 void idle()
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nuclear@7
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113 {
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nuclear@7
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114 glutPostRedisplay();
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nuclear@7
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115 }
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nuclear@7
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116
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nuclear@1
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117 void disp()
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nuclear@1
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118 {
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119 update(glutGet(GLUT_ELAPSED_TIME));
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120
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121 if(cfg.stereo) {
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122 glDrawBuffer(GL_BACK_LEFT);
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123
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124 glMatrixMode(GL_PROJECTION);
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125 glLoadIdentity();
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126 proj_matrix(-1);
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127 glMatrixMode(GL_MODELVIEW);
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128 glLoadIdentity();
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129 view_matrix(-1);
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130
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131 render_deferred(draw);
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132
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133 glDrawBuffer(GL_BACK_RIGHT);
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134
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135 glMatrixMode(GL_PROJECTION);
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136 glLoadIdentity();
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137 proj_matrix(1);
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nuclear@18
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138 glMatrixMode(GL_MODELVIEW);
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139 glLoadIdentity();
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140 view_matrix(1);
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141
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142 render_deferred(draw);
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143
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nuclear@18
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144 } else {
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nuclear@18
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145 glMatrixMode(GL_PROJECTION);
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nuclear@18
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146 glLoadIdentity();
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147 proj_matrix(0);
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148 glMatrixMode(GL_MODELVIEW);
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149 glLoadIdentity();
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150 view_matrix(0);
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151
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152 render_deferred(draw);
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153 }
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154
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155 glutSwapBuffers();
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156 assert(glGetError() == GL_NO_ERROR);
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nuclear@7
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157
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nuclear@7
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158 usleep(10000);
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nuclear@7
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159 }
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nuclear@7
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160
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nuclear@15
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161 void draw()
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nuclear@15
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162 {
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163 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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164 level->draw();
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nuclear@15
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165 }
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nuclear@15
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166
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nuclear@18
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167 void view_matrix(int eye)
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nuclear@18
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168 {
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nuclear@18
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169 float offs = stereo_eye_sep * eye * 0.5;
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170 glTranslatef(-offs, 0, 0);
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nuclear@18
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171 cam.use_inverse();
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nuclear@18
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172 }
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nuclear@18
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173
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nuclear@18
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174 void proj_matrix(int eye)
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nuclear@18
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175 {
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nuclear@18
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176 static const float fov = M_PI / 4.0;
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nuclear@18
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177 static const float near_clip = 0.1;
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nuclear@18
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178 static const float far_clip = 100.0;
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179
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180 float top = near_clip * tan(fov * 0.5);
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181 float right = top * (float)cfg.width / (float)cfg.height;
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182
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183 float frust_shift = -(float)eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
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184 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
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nuclear@18
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185 }
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nuclear@18
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186
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nuclear@18
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187
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nuclear@7
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188 void update(unsigned long msec)
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nuclear@7
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189 {
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nuclear@7
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190 static unsigned long last_upd;
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nuclear@7
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191
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nuclear@7
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192 if(last_upd == 0) {
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nuclear@7
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193 last_upd = msec;
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nuclear@7
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194 }
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nuclear@7
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195 float dt = (float)(msec - last_upd) / 1000.0;
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nuclear@7
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196
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nuclear@9
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197 float offs = 2.5 * dt;
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nuclear@7
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198 float dx = 0, dy = 0;
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nuclear@7
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199
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nuclear@7
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200 // handle key input
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nuclear@7
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201 if(keystate['w'] || keystate['W']) {
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nuclear@7
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202 dy -= offs;
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nuclear@7
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203 }
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nuclear@7
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204 if(keystate['s'] || keystate['S']) {
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nuclear@7
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205 dy += offs;
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nuclear@7
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206 }
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nuclear@7
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207 if(keystate['d'] || keystate['D']) {
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nuclear@7
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208 dx += offs;
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nuclear@7
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209 }
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nuclear@7
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210 if(keystate['a'] || keystate['A']) {
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nuclear@7
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211 dx -= offs;
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nuclear@7
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212 }
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nuclear@7
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213
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nuclear@7
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214 cam.input_move(dx, 0, dy);
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nuclear@7
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215
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216 last_upd = msec;
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nuclear@1
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217 }
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nuclear@1
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218
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nuclear@1
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219 void reshape(int x, int y)
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nuclear@1
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220 {
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nuclear@1
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221 glViewport(0, 0, x, y);
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nuclear@18
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222 cfg.width = x;
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nuclear@18
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223 cfg.height = y;
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nuclear@1
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224 }
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nuclear@1
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225
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nuclear@18
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226 static bool stereo_shift_pressed;
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nuclear@18
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227
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228 void keyb(unsigned char key, int x, int y)
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229 {
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230 switch(key) {
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231 case 27:
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232 exit(0);
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nuclear@18
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233
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234 case 'z':
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235 stereo_shift_pressed = true;
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236 break;
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237
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nuclear@18
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238 case '\n':
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nuclear@18
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239 case '\r':
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nuclear@18
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240 {
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nuclear@18
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241 static bool fullscr;
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nuclear@18
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242 if(glutGetModifiers() & GLUT_ACTIVE_ALT) {
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nuclear@18
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243 fullscr = !fullscr;
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nuclear@18
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244 if(fullscr) {
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nuclear@18
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245 glutFullScreen();
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nuclear@18
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246 } else {
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nuclear@18
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247 glutPositionWindow(20, 20);
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nuclear@18
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248 }
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nuclear@18
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249 }
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nuclear@18
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250 }
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nuclear@18
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251 break;
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nuclear@18
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252
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nuclear@18
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253 default:
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nuclear@18
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254 break;
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nuclear@1
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255 }
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nuclear@7
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256
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nuclear@7
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257 keystate[key] = true;
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nuclear@7
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258 }
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nuclear@7
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259
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nuclear@7
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260 void key_release(unsigned char key, int x, int y)
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nuclear@7
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261 {
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nuclear@18
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262 switch(key) {
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nuclear@18
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263 case 'z':
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nuclear@18
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264 stereo_shift_pressed = false;
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nuclear@18
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265 break;
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nuclear@18
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266
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nuclear@18
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267 default:
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nuclear@18
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268 break;
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nuclear@18
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269 }
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nuclear@18
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270
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nuclear@7
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271 keystate[key] = false;
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nuclear@1
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272 }
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nuclear@1
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273
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nuclear@1
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274 static int prev_x, prev_y;
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nuclear@1
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275 static bool bnstate[32];
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nuclear@1
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276
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nuclear@1
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277 void mouse(int bn, int state, int x, int y)
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nuclear@1
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278 {
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nuclear@1
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279 prev_x = x;
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nuclear@1
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280 prev_y = y;
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nuclear@1
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281 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN;
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282 }
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nuclear@1
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283
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nuclear@1
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284 void motion(int x, int y)
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nuclear@1
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285 {
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nuclear@1
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286 int dx = x - prev_x;
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nuclear@1
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287 int dy = y - prev_y;
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nuclear@1
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288 prev_x = x;
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nuclear@1
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289 prev_y = y;
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nuclear@1
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290
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nuclear@18
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291 if(stereo_shift_pressed) {
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nuclear@18
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292 if(dy != 0) {
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nuclear@18
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293 stereo_focus_dist += dy * 0.01;
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nuclear@18
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294 stereo_eye_sep = stereo_focus_dist / 30.0;
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nuclear@18
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295 printf("foc: %f, sep: %f\n", stereo_focus_dist, stereo_eye_sep);
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nuclear@18
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296 glutPostRedisplay();
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nuclear@18
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297 }
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nuclear@18
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298 return;
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nuclear@18
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299 }
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nuclear@18
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300
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nuclear@1
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301 if(bnstate[0]) {
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nuclear@7
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302 cam.input_rotate(dy * 0.01, dx * 0.01, 0);
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nuclear@1
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303 glutPostRedisplay();
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nuclear@1
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304 }
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nuclear@1
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305 if(bnstate[2]) {
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nuclear@1
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306 cam.input_zoom(dy * 0.1);
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nuclear@1
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307 glutPostRedisplay();
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nuclear@1
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308 }
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nuclear@1
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309 }
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