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nuclear@5
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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <algorithm>
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4 #include <goat3dgfx/goat3dgfx.h>
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5 #include <vmath/vmath.h>
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6
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7 #define CUBEMAP_FILENAME "data/cubemap2.jpg"
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8
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9 static bool init();
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10 static void cleanup();
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11 static void display();
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12 static void skybox(const TextureCube *cubemap = 0);
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13 static void reshape(int x, int y);
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14 static void keyboard(unsigned char key, int x, int y);
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15 static void mouse(int bn, int st, int x, int y);
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16 static void motion(int x, int y);
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17
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18 static float cam_theta, cam_phi;
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19
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20 static TextureCube *cubemap;
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21 static ShaderProg *sdrsky;
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22
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23 int main(int argc, char **argv)
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24 {
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25 glutInit(&argc, argv);
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26 glutInitWindowSize(800, 600);
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27 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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28 glutCreateWindow("cubemap");
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29
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30 glutDisplayFunc(display);
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31 glutReshapeFunc(reshape);
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32 glutKeyboardFunc(keyboard);
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33 glutMouseFunc(mouse);
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34 glutMotionFunc(motion);
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35
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36 if(!init()) {
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37 return 1;
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38 }
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39 atexit(cleanup);
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40
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41 glutMainLoop();
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42 return 0;
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43 }
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44
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45 static bool init()
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46 {
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47 glewInit();
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48
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49 glEnable(GL_DEPTH_TEST);
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50 //glEnable(GL_CULL_FACE);
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51
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52 cubemap = new TextureCube;
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53 if(!cubemap->load(CUBEMAP_FILENAME)) {
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54 fatal_log("Failed to load cubemap: %s\n", CUBEMAP_FILENAME);
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55 return false;
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56 }
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57
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58 if(!(sdrsky = get_sdrprog("sdr/sky.v.glsl", "sdr/sky.p.glsl"))) {
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59 fatal_log("failed to load skybox shader\n");
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60 return false;
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61 }
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62
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63 return true;
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64 }
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65
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66 static void cleanup()
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67 {
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68 delete cubemap;
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69 }
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70
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71 static void display()
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72 {
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73 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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74
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75 Matrix4x4 view_matrix;
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76 view_matrix.rotate(Vector3(1, 0, 0), M_PI * cam_phi / 180.0);
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77 view_matrix.rotate(Vector3(0, 1, 0), M_PI * cam_theta / 180.0);
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78 set_view_matrix(view_matrix);
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79
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80 setup_gl_matrices();
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81
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82 skybox(cubemap);
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83
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84 glutSwapBuffers();
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85 CHECKGLERR;
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86 }
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87
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88 static void skybox(const TextureCube *cubemap)
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89 {
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90 static Mesh *skybox;
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91
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92 if(!skybox) {
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93 skybox = new Mesh;
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94 gen_sphere(skybox, 10.0, 12, 6);
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95 }
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96
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97 glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT);
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98 glDisable(GL_DEPTH_TEST);
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99 glDisable(GL_CULL_FACE);
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100 glDisable(GL_LIGHTING);
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101
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102 glEnable(GL_TEXTURE_CUBE_MAP);
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103
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104 if(cubemap) cubemap->bind();
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105 sdrsky->bind();
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106
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107 skybox->draw();
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108
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109 glUseProgram(0);
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110 glPopAttrib();
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111 }
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112
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113 static void reshape(int x, int y)
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114 {
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115 glViewport(0, 0, x, y);
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116
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117 Matrix4x4 proj;
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118 proj.set_perspective(M_PI / 4.0, (float)x / (float)y, 0.5, 500.0);
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119 set_projection_matrix(proj);
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120 }
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121
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122 static void keyboard(unsigned char key, int x, int y)
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123 {
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124 switch(key) {
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125 case 27:
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126 exit(0);
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127 }
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128 }
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129
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130 static bool bnstate[16];
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131 static int prev_x, prev_y;
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132
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133 static void mouse(int bn, int st, int x, int y)
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134 {
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135 bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
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136 prev_x = x;
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137 prev_y = y;
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138 }
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139
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140 static void motion(int x, int y)
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141 {
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142 int dx = x - prev_x;
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143 int dy = y - prev_y;
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144 prev_x = x;
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145 prev_y = y;
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146
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147 if(!dx && !dy) return;
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148
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149 if(bnstate[0]) {
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150 cam_theta += dx * 0.5;
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151 cam_phi += dy * 0.5;
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152 cam_phi = std::max(-90.0f, std::min(90.0f, cam_phi));
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153 glutPostRedisplay();
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154 }
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155 }
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