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nuclear@2
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1 #include <stdio.h>
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nuclear@18
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2 #include <math.h>
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nuclear@2
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3 #include <assert.h>
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nuclear@3
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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@0
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6 #include "istereo.h"
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nuclear@2
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7 #include "sanegl.h"
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nuclear@2
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8 #include "sdr.h"
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nuclear@4
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9 #include "respath.h"
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nuclear@14
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10 #include "tex.h"
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nuclear@19
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11 #include "cam.h"
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nuclear@18
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12 #include "config.h"
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nuclear@4
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13
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nuclear@19
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14 static void render(float t);
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nuclear@19
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15 static void draw_tunnel(float t);
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nuclear@19
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16 static void tunnel_vertex(float u, float v, float du, float dv, float t);
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nuclear@19
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17 static void worm(float t, float z, float *tx, float *ty);
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nuclear@4
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18 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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nuclear@18
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19 static float get_sec(void);
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nuclear@2
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20
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nuclear@2
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21 unsigned int prog;
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nuclear@14
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22 unsigned int tex;
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nuclear@0
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23
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nuclear@21
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24 int view_xsz, view_ysz;
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nuclear@21
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25
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nuclear@24
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26 #ifdef IPHONE
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nuclear@21
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27 int stereo = 1;
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nuclear@24
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28 #else
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nuclear@24
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29 int stereo = 0;
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nuclear@24
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30 #endif
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nuclear@18
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31
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nuclear@18
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32 /* construction parameters */
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nuclear@18
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33 int sides = 24;
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nuclear@18
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34 int segm = 20;
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nuclear@18
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35 float ring_height = 0.5;
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nuclear@18
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36
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nuclear@23
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37 float split = 0.53;
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nuclear@18
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38
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nuclear@0
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39 int init(void)
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nuclear@0
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40 {
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nuclear@4
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41 add_resource_path("sdr");
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nuclear@14
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42 add_resource_path("data");
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nuclear@3
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43
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nuclear@4
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44 if(!(prog = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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nuclear@2
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45 fprintf(stderr, "failed to load shader program\n");
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nuclear@2
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46 return -1;
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nuclear@2
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47 }
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nuclear@14
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48
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nuclear@14
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49 if(!(tex = load_texture(find_resource("tiles.ppm", 0, 0)))) {
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nuclear@14
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50 fprintf(stderr, "failed to load texture\n");
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nuclear@14
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51 return -1;
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nuclear@14
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52 }
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nuclear@14
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53
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nuclear@22
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54 cam_fov(43.0);
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nuclear@21
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55
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nuclear@0
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56 return 0;
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nuclear@0
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57 }
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nuclear@0
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58
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nuclear@0
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59 void cleanup(void)
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nuclear@0
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60 {
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nuclear@2
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61 free_program(prog);
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nuclear@0
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62 }
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nuclear@0
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63
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nuclear@0
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64 void redraw(void)
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nuclear@0
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65 {
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nuclear@19
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66 float pan_x, pan_y, z;
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nuclear@19
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67 float tsec = get_sec();
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nuclear@18
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68
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nuclear@21
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69 z = ring_height * segm;
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nuclear@19
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70 worm(tsec, z, &pan_x, &pan_y);
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nuclear@19
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71
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nuclear@22
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72 glClearColor(0.6, 0.6, 0.6, 1.0);
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nuclear@21
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73 glClear(GL_COLOR_BUFFER_BIT);
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nuclear@21
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74
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nuclear@19
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75 if(stereo) {
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nuclear@21
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76 int split_pt = (int)((float)view_ysz * split);
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nuclear@21
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77
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nuclear@23
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78 /* right eye */
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nuclear@21
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79 glViewport(0, 0, view_xsz, split_pt);
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nuclear@21
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80 cam_aspect((float)split_pt / (float)view_xsz);
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nuclear@19
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81
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nuclear@21
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82 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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83 gl_load_identity();
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nuclear@23
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84 cam_stereo_proj_matrix(CAM_RIGHT);
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nuclear@23
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85 gl_rotatef(-90, 0, 0, 1);
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nuclear@23
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86
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nuclear@23
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87 gl_matrix_mode(GL_MODELVIEW);
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nuclear@23
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88 gl_load_identity();
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nuclear@23
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89 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@23
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90 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@23
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91 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@23
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92
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nuclear@23
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93 render(tsec);
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nuclear@23
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94
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nuclear@23
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95 /* left eye */
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nuclear@23
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96 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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nuclear@23
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97 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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nuclear@23
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98
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nuclear@23
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99 gl_matrix_mode(GL_PROJECTION);
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nuclear@23
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100 gl_load_identity();
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nuclear@19
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101 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@21
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102 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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103
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104 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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105 gl_load_identity();
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nuclear@19
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106 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@21
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107 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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108 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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109
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nuclear@19
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110 render(tsec);
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nuclear@19
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111 } else {
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nuclear@19
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112 gl_matrix_mode(GL_MODELVIEW);
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nuclear@19
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113 gl_load_identity();
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nuclear@19
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114 cam_view_matrix();
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nuclear@19
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115 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@19
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116
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nuclear@19
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117 render(tsec);
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nuclear@19
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118 }
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nuclear@19
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119
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nuclear@19
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120
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nuclear@19
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121 /*glClearColor(0.4, 0.6, 1.0, 1.0);
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nuclear@0
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122 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@2
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123
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nuclear@2
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124 bind_program(prog);
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nuclear@2
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125
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nuclear@13
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126 gl_matrix_mode(GL_MODELVIEW);
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nuclear@2
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127 gl_load_identity();
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nuclear@13
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128 gl_translatef(0, 0, -8);
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nuclear@18
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129 gl_rotatef(t * 100.0, 0, 0, 1);
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nuclear@2
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130
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nuclear@16
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131 bind_texture(tex, 0);
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nuclear@17
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132 set_uniform_int(prog, "tex", 0);
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nuclear@6
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133
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nuclear@13
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134 gl_begin(GL_QUADS);
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nuclear@14
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135 gl_texcoord2f(0, 0);
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nuclear@2
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136 gl_color3f(1, 0, 0);
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nuclear@2
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137 gl_vertex3f(-1, -1, 0);
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nuclear@14
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138 gl_texcoord2f(1, 0);
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nuclear@2
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139 gl_color3f(0, 1, 0);
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nuclear@2
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140 gl_vertex3f(1, -1, 0);
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nuclear@14
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141 gl_texcoord2f(1, 1);
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nuclear@2
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142 gl_color3f(0, 0, 1);
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nuclear@2
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143 gl_vertex3f(1, 1, 0);
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nuclear@14
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144 gl_texcoord2f(0, 1);
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nuclear@2
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145 gl_color3f(1, 1, 0);
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nuclear@2
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146 gl_vertex3f(-1, 1, 0);
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nuclear@13
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147 gl_end();
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nuclear@2
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148
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nuclear@19
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149 bind_texture(0, 0);*/
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nuclear@14
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150
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nuclear@2
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151 assert(glGetError() == GL_NO_ERROR);
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nuclear@0
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152 }
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nuclear@2
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153
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nuclear@19
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154 static void render(float t)
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nuclear@19
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155 {
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nuclear@19
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156 draw_tunnel(t);
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nuclear@19
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157 }
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nuclear@19
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158
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nuclear@19
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159 static void draw_tunnel(float t)
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nuclear@19
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160 {
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nuclear@19
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161 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@19
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162 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@19
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163 int i, j, k;
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nuclear@19
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164 float du, dv;
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nuclear@19
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165
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nuclear@19
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166 bind_program(prog);
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nuclear@19
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167 set_uniform_float(prog, "t", t);
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nuclear@19
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168
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nuclear@19
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169 bind_texture(tex, 0);
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nuclear@19
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170
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nuclear@24
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171 gl_matrix_mode(GL_TEXTURE);
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nuclear@24
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172 gl_load_identity();
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nuclear@24
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173 gl_translatef(0, -t * 0.75, 0);
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nuclear@19
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174
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nuclear@19
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175 gl_begin(GL_QUADS);
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nuclear@19
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176 gl_color3f(1.0, 1.0, 1.0);
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nuclear@19
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177
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nuclear@19
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178 du = 1.0 / sides;
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nuclear@19
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179 dv = 1.0 / segm;
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nuclear@19
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180
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nuclear@19
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181 for(i=0; i<segm; i++) {
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nuclear@19
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182 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@19
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183
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nuclear@19
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184 float zp = ring_height * (i - 1);
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nuclear@19
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185 float z0 = ring_height * i;
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nuclear@19
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186 float z1 = ring_height * (i + 1);
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nuclear@19
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187
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nuclear@19
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188 float v0 = (float)i / (float)segm;
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nuclear@19
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189 float v1 = (float)(i + 1) / (float)segm;
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nuclear@19
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190
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nuclear@19
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191 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@19
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192 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@19
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193 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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194
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nuclear@19
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195 for(j=0; j<sides; j++) {
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nuclear@19
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196 for(k=0; k<4; k++) {
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nuclear@19
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197 float u = (j + uoffs[k]) * du;
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nuclear@19
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198 float v = (i + voffs[k]) * dv;
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nuclear@19
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199
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nuclear@19
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200 tunnel_vertex(u, v, du, dv, t);
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nuclear@19
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201 }
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nuclear@19
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202 }
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nuclear@19
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203 }
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nuclear@19
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204 gl_end();
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nuclear@19
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205
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nuclear@21
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206 /*gl_begin(GL_QUADS);
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nuclear@21
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207 gl_color3f(1.0, 0.3, 0.2);
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nuclear@21
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208 gl_vertex2f(-100, -100);
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nuclear@21
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209 gl_vertex2f(100, -100);
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nuclear@21
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210 gl_vertex2f(100, 0);
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nuclear@21
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211 gl_vertex2f(-100, 0);
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nuclear@21
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212 gl_end();*/
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nuclear@21
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213
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nuclear@19
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214 bind_texture(0, 0);
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nuclear@19
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215 }
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nuclear@19
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216
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nuclear@19
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217 static void tunnel_vertex(float u, float v, float du, float dv, float t)
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nuclear@19
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218 {
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nuclear@19
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219 float pos[3];
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nuclear@19
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220
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nuclear@19
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221 float theta = 2.0 * M_PI * u;
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nuclear@19
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222 float theta1 = 2.0 * M_PI * (u + du);
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nuclear@19
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223
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nuclear@19
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224 float x = cos(theta);
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nuclear@19
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225 float y = sin(theta);
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nuclear@19
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226 float x1 = cos(theta1);
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nuclear@19
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227 float y1 = sin(theta1);
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nuclear@19
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228 float z = v / dv * ring_height;
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nuclear@19
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229 float z1 = (v + dv) / dv * ring_height;
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nuclear@19
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230
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nuclear@19
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231 float trans_z[2], trans_z1[2];
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nuclear@19
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232
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nuclear@19
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233 worm(t, z, trans_z, trans_z + 1);
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nuclear@19
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234 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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235
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nuclear@19
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236 pos[0] = x + trans_z[0];
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nuclear@19
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237 pos[1] = y + trans_z[1];
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nuclear@19
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238 pos[2] = z;
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nuclear@19
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239
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nuclear@19
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240 /*v3_cons(pos, x + trans_z[0], y + trans_z[1], z);
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nuclear@19
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241 v3_cons(pos_du, x1 + trans_z[0], y1 + trans_z[1], z);
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nuclear@19
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242 v3_cons(pos_dv, x + trans_z1[0], y + trans_z1[1], z1);*/
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nuclear@19
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243
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nuclear@19
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244 /*v3_sub(dfdu, pos_du, pos);
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nuclear@19
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245 v3_sub(dfdv, pos_dv, pos);
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nuclear@19
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246 v3_cross(norm, dfdv, dfdu);*/
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nuclear@19
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247
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nuclear@19
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248 /*glVertexAttrib3f(tloc, dfdu[0], dfdu[1], dfdu[2]);
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nuclear@19
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249 glNormal3f(norm[0], norm[1], norm[2]);*/
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nuclear@19
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250 gl_texcoord2f(u * 2.0, v * 4.0);
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nuclear@19
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251 gl_vertex3f(pos[0], pos[1], pos[2]);
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nuclear@19
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252 }
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nuclear@19
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253
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nuclear@19
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254
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nuclear@19
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255
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nuclear@19
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256 static void worm(float t, float z, float *tx, float *ty)
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nuclear@19
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257 {
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nuclear@19
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258 float x, y;
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nuclear@19
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259 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
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nuclear@19
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260 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
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nuclear@19
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261
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nuclear@19
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262 *tx = x * 0.5;
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nuclear@19
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263 *ty = y * 0.5;
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nuclear@19
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264 }
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nuclear@19
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265
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nuclear@19
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266
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nuclear@2
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267 void reshape(int x, int y)
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nuclear@2
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268 {
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nuclear@2
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269 glViewport(0, 0, x, y);
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nuclear@2
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270
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nuclear@2
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271 gl_matrix_mode(GL_PROJECTION);
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nuclear@2
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272 gl_load_identity();
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nuclear@21
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273 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
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nuclear@21
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274
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nuclear@21
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275 view_xsz = x;
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nuclear@21
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276 view_ysz = y;
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nuclear@2
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277 }
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nuclear@4
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278
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nuclear@4
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279 static unsigned int get_shader_program(const char *vfile, const char *pfile)
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nuclear@4
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280 {
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nuclear@4
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281 unsigned int prog, vs, ps;
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nuclear@4
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282
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nuclear@4
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283 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
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nuclear@4
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284 return -1;
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nuclear@4
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285 }
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nuclear@4
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286 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
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nuclear@4
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287 return -1;
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nuclear@4
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288 }
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nuclear@4
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289
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nuclear@4
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290 if(!(prog = create_program_link(vs, ps))) {
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nuclear@4
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291 return -1;
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nuclear@4
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292 }
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nuclear@4
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293 return prog;
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nuclear@4
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294 }
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nuclear@18
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295
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nuclear@18
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296
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nuclear@18
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297 #ifdef IPHONE
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nuclear@18
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298 #include <QuartzCore/QuartzCore.h>
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nuclear@18
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299
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nuclear@18
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300 static float get_sec(void)
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nuclear@18
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301 {
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nuclear@18
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302 static float first;
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nuclear@18
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303 static int init;
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nuclear@18
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304
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nuclear@18
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305 if(!init) {
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nuclear@18
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306 init = 1;
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nuclear@18
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307 first = CACurrentMediaTime();
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nuclear@18
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308 return 0.0f;
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nuclear@18
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309 }
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nuclear@18
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310 return CACurrentMediaTime() - first;
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nuclear@18
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311 }
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nuclear@18
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312
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nuclear@18
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313 #else
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nuclear@18
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314
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nuclear@18
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315 static float get_sec(void)
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nuclear@18
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316 {
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nuclear@18
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317 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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nuclear@18
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318 }
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nuclear@18
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319 #endif
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