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1 #include <math.h>
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2 #include "opengl.h"
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3 #include "cam.h"
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4 #include "sanegl.h"
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5
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6 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
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7
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8 typedef struct vec3 {
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9 float x, y, z;
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10 } vec3_t;
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11
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12 /* viewing parameters */
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13 #define DEF_THETA 0
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14 #define DEF_PHI 0
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15 #define DEF_DIST 0
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16 #define DEF_X 0
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17 #define DEF_Y 0
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18 #define DEF_Z 0
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19
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20 static float cam_theta = DEF_THETA, cam_phi = DEF_PHI;
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21 static float cam_dist = DEF_DIST;
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22 static vec3_t cam_pos = {DEF_X, DEF_Y, DEF_Z};
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23 static float cam_speed = 1.0;
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24
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25 /* projection parameters */
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26 #define DEF_VFOV 45.0
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27 #define DEF_ASPECT 1.3333333
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28 #define DEF_NEAR 1.0
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29 #define DEF_FAR 1000.0
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30
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31 static float vfov = DEF_VFOV;
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32 static float aspect = DEF_ASPECT;
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33 static float nearclip = DEF_NEAR, farclip = DEF_FAR;
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34
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35 /* stereo parameters */
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36 #define DEF_EYE_SEP 0.1
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37 #define DEF_FOCUS_DIST 1.0
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38
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39 static float eye_sep = DEF_EYE_SEP;
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40 static float focus_dist = DEF_FOCUS_DIST;
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41
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42
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43 static float rot_speed = 0.5;
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44 static float zoom_speed = 0.1;
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45
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46 void cam_reset(void)
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47 {
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48 cam_reset_view();
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49 cam_reset_proj();
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50 cam_reset_stereo();
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51 }
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52
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53 void cam_reset_view(void)
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54 {
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55 cam_theta = DEF_THETA;
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56 cam_phi = DEF_PHI;
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57 cam_dist = DEF_DIST;
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58 cam_pos.x = DEF_X;
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59 cam_pos.y = DEF_Y;
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60 cam_pos.z = DEF_Z;
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61 }
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62
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63 void cam_reset_proj(void)
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64 {
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65 vfov = DEF_VFOV;
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66 aspect = DEF_ASPECT;
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67 nearclip = DEF_NEAR;
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68 farclip = DEF_FAR;
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69 }
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70
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71 void cam_reset_stereo(void)
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72 {
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73 eye_sep = DEF_EYE_SEP;
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74 focus_dist = DEF_FOCUS_DIST;
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75 }
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76
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77 void cam_pan(int dx, int dy)
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78 {
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79 float dxf = dx * cam_speed;
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80 float dyf = dy * cam_speed;
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81 float angle = -DEG_TO_RAD(cam_theta);
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82
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83 cam_pos.x += cos(angle) * dxf + sin(angle) * dyf;
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84 cam_pos.z += -sin(angle) * dxf + cos(angle) * dyf;
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85 }
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86
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87 void cam_height(int dh)
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88 {
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89 cam_pos.y += dh * cam_speed;
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90 }
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91
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92 void cam_rotate(int dx, int dy)
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93 {
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94 cam_theta += dx * rot_speed;
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95 cam_phi += dy * rot_speed;
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96
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97 if(cam_phi < -90) cam_phi = -90;
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98 if(cam_phi > 90) cam_phi = 90;
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99 }
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100
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101 void cam_zoom(int dz)
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102 {
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103 cam_dist += dz * zoom_speed;
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104 if(cam_dist < 0.001) {
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105 cam_dist = 0.001;
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106 }
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107 }
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108
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109 void cam_clip(float n, float f)
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110 {
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111 nearclip = n;
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112 farclip = f;
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113 }
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114
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115 void cam_fov(float f)
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116 {
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117 vfov = f;
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118 }
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119
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120 void cam_aspect(float a)
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121 {
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122 aspect = a;
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123 }
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124
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125 void cam_separation(float s)
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126 {
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127 eye_sep = s;
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128 }
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129
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130 void cam_focus_dist(float d)
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131 {
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132 focus_dist = d;
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133
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134 cam_separation(d / 30.0);
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135 }
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136
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137 void cam_view_matrix(void)
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138 {
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139 cam_stereo_view_matrix(CAM_CENTER);
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140 }
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141
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142 void cam_stereo_view_matrix(int eye)
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143 {
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144 static const float offs_sign[] = {0.0f, 0.5f, -0.5f}; /* center, left, right */
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145 float offs = eye_sep * offs_sign[eye];
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146
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147 gl_translatef(offs, 0, 0);
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148
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149 gl_translatef(0, 0, -cam_dist);
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150 gl_rotatef(cam_phi, 1, 0, 0);
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151 gl_rotatef(cam_theta, 0, 1, 0);
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152 gl_translatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
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153 }
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154
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155 void cam_proj_matrix(void)
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156 {
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157 cam_stereo_proj_matrix(CAM_CENTER);
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158 }
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159
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160 void cam_stereo_proj_matrix(int eye)
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161 {
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162 float vfov_rad = M_PI * vfov / 180.0;
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163 float top = nearclip * tan(vfov_rad * 0.5);
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164 float right = top * aspect;
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165
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166 static const float offs_sign[] = {0.0f, 1.0, -1.0}; /* center, left, right */
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167 float frust_shift = offs_sign[eye] * (eye_sep * 0.5 * nearclip / focus_dist);
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168
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169 gl_frustum(-right + frust_shift, right + frust_shift, -top, top, nearclip, farclip);
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170 }
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