rev |
line source |
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@27
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12 #include "vmath.h"
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nuclear@18
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13 #include "config.h"
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nuclear@4
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14
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nuclear@19
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15 static void render(float t);
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nuclear@19
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16 static void draw_tunnel(float t);
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nuclear@27
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17 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
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nuclear@27
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18 static vec3_t calc_text_pos(float sec);
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nuclear@27
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19 static void draw_text(float idx, vec3_t tpos, float alpha);
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nuclear@19
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20 static void worm(float t, float z, float *tx, float *ty);
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nuclear@4
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21 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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nuclear@18
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22 static float get_sec(void);
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nuclear@2
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23
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nuclear@27
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24 unsigned int prog, prog_simple, prog_tunnel, prog_text;
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nuclear@26
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25 unsigned int tex, tex_stones, tex_normal, tex_text;
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nuclear@0
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26
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nuclear@21
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27 int view_xsz, view_ysz;
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nuclear@21
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28
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nuclear@24
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29 #ifdef IPHONE
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nuclear@21
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30 int stereo = 1;
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nuclear@24
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31 #else
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nuclear@24
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32 int stereo = 0;
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nuclear@24
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33 #endif
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nuclear@30
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34 int use_bump = 0;
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nuclear@18
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35
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nuclear@18
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36 /* construction parameters */
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nuclear@18
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37 int sides = 24;
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nuclear@18
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38 int segm = 20;
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nuclear@27
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39 float tunnel_speed = 0.75;
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nuclear@18
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40 float ring_height = 0.5;
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nuclear@27
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41 float text_period = 13.0;
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nuclear@27
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42 float text_speed = 2.2;
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nuclear@18
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43
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nuclear@30
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44 float split = 0.5275;
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nuclear@18
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45
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nuclear@0
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46 int init(void)
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nuclear@0
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47 {
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nuclear@4
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48 add_resource_path("sdr");
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nuclear@14
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49 add_resource_path("data");
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nuclear@3
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50
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nuclear@27
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51 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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nuclear@27
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52 return -1;
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nuclear@27
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53 }
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nuclear@27
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54 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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nuclear@27
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55 return -1;
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nuclear@27
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56 }
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nuclear@27
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57 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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nuclear@2
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58 return -1;
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nuclear@2
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59 }
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nuclear@14
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60
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nuclear@26
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61 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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nuclear@27
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62 return -1;
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nuclear@27
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63 }
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nuclear@27
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64 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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nuclear@27
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65 return -1;
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nuclear@27
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66 }
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nuclear@27
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67 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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nuclear@27
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68 return -1;
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nuclear@27
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69 }
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nuclear@27
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70 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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nuclear@14
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71 return -1;
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nuclear@14
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72 }
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nuclear@14
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73
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nuclear@27
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74 glEnable(GL_DEPTH_TEST);
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nuclear@27
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75 glEnable(GL_CULL_FACE);
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nuclear@27
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76
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nuclear@30
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77 cam_fov(42.5);
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nuclear@30
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78 cam_clip(0.5, 250.0);
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nuclear@21
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79
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nuclear@0
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80 return 0;
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nuclear@0
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81 }
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nuclear@0
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82
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nuclear@0
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83 void cleanup(void)
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nuclear@0
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84 {
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nuclear@2
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85 free_program(prog);
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nuclear@0
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86 }
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nuclear@0
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87
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nuclear@0
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88 void redraw(void)
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nuclear@0
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89 {
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nuclear@19
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90 float pan_x, pan_y, z;
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nuclear@19
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91 float tsec = get_sec();
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nuclear@18
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92
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nuclear@21
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93 z = ring_height * segm;
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nuclear@19
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94 worm(tsec, z, &pan_x, &pan_y);
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nuclear@19
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95
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nuclear@27
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96 if(use_bump) {
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nuclear@27
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97 glClearColor(0.01, 0.01, 0.01, 1.0);
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nuclear@27
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98 tunnel_speed = 0.5;
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nuclear@27
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99 } else {
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nuclear@27
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100 glClearColor(0.6, 0.6, 0.6, 1.0);
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nuclear@27
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101 tunnel_speed = 0.75;
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nuclear@27
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102 }
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nuclear@30
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103 glClearDepthf(1.0);
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nuclear@27
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104 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@21
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105
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nuclear@19
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106 if(stereo) {
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nuclear@21
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107 int split_pt = (int)((float)view_ysz * split);
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nuclear@21
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108
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nuclear@23
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109 /* right eye */
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nuclear@21
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110 glViewport(0, 0, view_xsz, split_pt);
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nuclear@21
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111 cam_aspect((float)split_pt / (float)view_xsz);
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nuclear@19
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112
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nuclear@21
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113 gl_matrix_mode(GL_PROJECTION);
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nuclear@21
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114 gl_load_identity();
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nuclear@23
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115 cam_stereo_proj_matrix(CAM_RIGHT);
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nuclear@23
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116 gl_rotatef(-90, 0, 0, 1);
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nuclear@23
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117
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nuclear@23
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118 gl_matrix_mode(GL_MODELVIEW);
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nuclear@23
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119 gl_load_identity();
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nuclear@23
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120 cam_stereo_view_matrix(CAM_RIGHT);
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nuclear@23
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121 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@23
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122 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@23
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123
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nuclear@23
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124 render(tsec);
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nuclear@23
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125
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nuclear@23
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126 /* left eye */
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nuclear@23
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127 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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nuclear@23
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128 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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nuclear@23
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129
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nuclear@23
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130 gl_matrix_mode(GL_PROJECTION);
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nuclear@23
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131 gl_load_identity();
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nuclear@19
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132 cam_stereo_proj_matrix(CAM_LEFT);
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nuclear@21
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133 gl_rotatef(-90, 0, 0, 1);
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nuclear@19
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134
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nuclear@21
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135 gl_matrix_mode(GL_MODELVIEW);
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nuclear@21
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136 gl_load_identity();
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nuclear@19
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137 cam_stereo_view_matrix(CAM_LEFT);
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nuclear@21
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138 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@21
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139 /*gl_rotatef(-90, 0, 0, 1);*/
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nuclear@19
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140
|
nuclear@19
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141 render(tsec);
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nuclear@19
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142 } else {
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nuclear@19
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143 gl_matrix_mode(GL_MODELVIEW);
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nuclear@19
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144 gl_load_identity();
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nuclear@19
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145 cam_view_matrix();
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nuclear@19
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146 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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nuclear@19
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147
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nuclear@19
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148 render(tsec);
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nuclear@19
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149 }
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nuclear@19
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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@27
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156 int i;
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nuclear@27
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157 float text_line;
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nuclear@27
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158
|
nuclear@19
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159 draw_tunnel(t);
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nuclear@27
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160
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nuclear@30
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161 if(use_bump) {
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nuclear@30
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162 glDepthMask(0);
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nuclear@30
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163 text_line = floor((text_speed * t) / text_period);
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nuclear@30
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164 for(i=0; i<8; i++) {
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nuclear@30
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165 vec3_t tpos = calc_text_pos(t - (float)i * 0.015);
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nuclear@30
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166 draw_text(text_line, tpos, 1.5 / (float)i);
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nuclear@30
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167 }
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nuclear@30
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168 glDepthMask(1);
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nuclear@27
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169 }
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nuclear@19
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170 }
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nuclear@19
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171
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nuclear@19
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172 static void draw_tunnel(float t)
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nuclear@19
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173 {
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nuclear@19
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174 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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nuclear@19
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175 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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nuclear@27
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176 int i, j, k, tang_loc = -1;
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nuclear@19
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177 float du, dv;
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nuclear@19
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178
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nuclear@27
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179 prog = use_bump ? prog_tunnel : prog_simple;
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nuclear@27
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180
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nuclear@19
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181 bind_program(prog);
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nuclear@19
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182 set_uniform_float(prog, "t", t);
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nuclear@27
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183
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nuclear@27
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184 if(use_bump) {
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nuclear@27
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185 vec3_t ltpos = calc_text_pos(t);
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nuclear@27
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186
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nuclear@30
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187 bind_texture(tex_normal, 1);
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nuclear@27
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188 set_uniform_int(prog, "tex_norm", 1);
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nuclear@30
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189 bind_texture(tex_stones, 0);
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nuclear@30
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190 set_uniform_int(prog, "tex", 0);
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nuclear@30
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191
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nuclear@27
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192 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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nuclear@27
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193 tang_loc = get_attrib_loc(prog, "attr_tangent");
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nuclear@30
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194 } else {
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nuclear@30
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195 bind_texture(tex, 0);
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nuclear@30
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196 set_uniform_int(prog, "tex", 0);
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nuclear@27
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197 }
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nuclear@19
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198
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nuclear@24
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199 gl_matrix_mode(GL_TEXTURE);
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nuclear@24
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200 gl_load_identity();
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nuclear@27
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201 gl_translatef(0, -t * tunnel_speed, 0);
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nuclear@19
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202
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nuclear@19
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203 gl_begin(GL_QUADS);
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nuclear@19
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204 gl_color3f(1.0, 1.0, 1.0);
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nuclear@19
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205
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nuclear@19
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206 du = 1.0 / sides;
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nuclear@19
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207 dv = 1.0 / segm;
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nuclear@19
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208
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nuclear@19
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209 for(i=0; i<segm; i++) {
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nuclear@19
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210 float trans_zp[2], trans_z0[2], trans_z1[2];
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nuclear@19
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211
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nuclear@19
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212 float zp = ring_height * (i - 1);
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nuclear@19
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213 float z0 = ring_height * i;
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nuclear@19
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214 float z1 = ring_height * (i + 1);
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nuclear@19
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215
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nuclear@19
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216 worm(t, zp, trans_zp, trans_zp + 1);
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nuclear@19
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217 worm(t, z0, trans_z0, trans_z0 + 1);
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nuclear@19
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218 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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219
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nuclear@19
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220 for(j=0; j<sides; j++) {
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nuclear@19
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221 for(k=0; k<4; k++) {
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nuclear@19
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222 float u = (j + uoffs[k]) * du;
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nuclear@19
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223 float v = (i + voffs[k]) * dv;
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nuclear@19
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224
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nuclear@27
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225 tunnel_vertex(u, v, du, dv, tang_loc, t);
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nuclear@19
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226 }
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nuclear@19
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227 }
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nuclear@19
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228 }
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nuclear@19
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229 gl_end();
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nuclear@19
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230
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nuclear@27
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231 bind_texture(0, 1);
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nuclear@19
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232 bind_texture(0, 0);
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nuclear@19
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233 }
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nuclear@19
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234
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nuclear@27
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235 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
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nuclear@19
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236 {
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nuclear@27
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237 vec3_t pos, norm;
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nuclear@27
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238 vec3_t dfdu, dfdv, pos_du, pos_dv;
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nuclear@19
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239
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nuclear@19
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240 float theta = 2.0 * M_PI * u;
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nuclear@19
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241 float theta1 = 2.0 * M_PI * (u + du);
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nuclear@19
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242
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nuclear@19
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243 float x = cos(theta);
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nuclear@19
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244 float y = sin(theta);
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nuclear@19
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245 float x1 = cos(theta1);
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nuclear@19
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246 float y1 = sin(theta1);
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nuclear@19
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247 float z = v / dv * ring_height;
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nuclear@19
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248 float z1 = (v + dv) / dv * ring_height;
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nuclear@19
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249
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nuclear@19
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250 float trans_z[2], trans_z1[2];
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nuclear@19
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251
|
nuclear@19
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252 worm(t, z, trans_z, trans_z + 1);
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nuclear@19
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253 worm(t, z1, trans_z1, trans_z1 + 1);
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nuclear@19
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254
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nuclear@27
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255 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
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nuclear@27
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256 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
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nuclear@27
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257 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
|
nuclear@19
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258
|
nuclear@27
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259 dfdu = v3_sub(pos_du, pos);
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nuclear@27
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260 dfdv = v3_sub(pos_dv, pos);
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nuclear@27
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261 norm = v3_cross(dfdv, dfdu);
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nuclear@19
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262
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nuclear@27
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263 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
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nuclear@27
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264 gl_normal3f(norm.x, norm.y, norm.z);
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nuclear@19
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265 gl_texcoord2f(u * 2.0, v * 4.0);
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nuclear@27
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266 gl_vertex3f(pos.x, pos.y, pos.z);
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nuclear@19
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267 }
|
nuclear@19
|
268
|
nuclear@27
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269 static vec3_t calc_text_pos(float sec)
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nuclear@27
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270 {
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nuclear@27
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271 float t = text_speed * sec;
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nuclear@27
|
272 float z = fmod(t, text_period);
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nuclear@27
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273 float pan[2];
|
nuclear@27
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274
|
nuclear@27
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275 worm(sec, z, pan, pan + 1);
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nuclear@27
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276 return v3_cons(pan[0], pan[1], z + ring_height);
|
nuclear@27
|
277 }
|
nuclear@27
|
278
|
nuclear@27
|
279 static void draw_text(float idx, vec3_t tpos, float alpha)
|
nuclear@27
|
280 {
|
nuclear@27
|
281 gl_matrix_mode(GL_MODELVIEW);
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nuclear@27
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282 gl_push_matrix();
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nuclear@27
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283 gl_translatef(tpos.x, tpos.y, tpos.z);
|
nuclear@27
|
284
|
nuclear@27
|
285 glEnable(GL_BLEND);
|
nuclear@27
|
286 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
nuclear@27
|
287
|
nuclear@27
|
288 bind_program(prog_text);
|
nuclear@27
|
289 set_uniform_float(prog, "idx", idx);
|
nuclear@27
|
290
|
nuclear@27
|
291 bind_texture(tex_text, 0);
|
nuclear@27
|
292
|
nuclear@27
|
293 gl_begin(GL_QUADS);
|
nuclear@27
|
294 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
|
nuclear@27
|
295
|
nuclear@27
|
296 gl_texcoord2f(0, 1);
|
nuclear@27
|
297 gl_vertex3f(-1, -0.2, 0);
|
nuclear@27
|
298
|
nuclear@27
|
299 gl_texcoord2f(1, 1);
|
nuclear@27
|
300 gl_vertex3f(1, -0.2, 0);
|
nuclear@27
|
301
|
nuclear@27
|
302 gl_texcoord2f(1, 0);
|
nuclear@27
|
303 gl_vertex3f(1, 0.2, 0);
|
nuclear@27
|
304
|
nuclear@27
|
305 gl_texcoord2f(0, 0);
|
nuclear@27
|
306 gl_vertex3f(-1, 0.2, 0);
|
nuclear@27
|
307 gl_end();
|
nuclear@27
|
308
|
nuclear@27
|
309 bind_texture(0, 0);
|
nuclear@27
|
310 glDisable(GL_BLEND);
|
nuclear@27
|
311
|
nuclear@27
|
312 gl_pop_matrix();
|
nuclear@27
|
313 }
|
nuclear@19
|
314
|
nuclear@19
|
315
|
nuclear@19
|
316 static void worm(float t, float z, float *tx, float *ty)
|
nuclear@19
|
317 {
|
nuclear@19
|
318 float x, y;
|
nuclear@19
|
319 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@19
|
320 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
nuclear@19
|
321
|
nuclear@19
|
322 *tx = x * 0.5;
|
nuclear@19
|
323 *ty = y * 0.5;
|
nuclear@19
|
324 }
|
nuclear@19
|
325
|
nuclear@19
|
326
|
nuclear@2
|
327 void reshape(int x, int y)
|
nuclear@2
|
328 {
|
nuclear@2
|
329 glViewport(0, 0, x, y);
|
nuclear@2
|
330
|
nuclear@2
|
331 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
332 gl_load_identity();
|
nuclear@21
|
333 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
|
nuclear@21
|
334
|
nuclear@21
|
335 view_xsz = x;
|
nuclear@21
|
336 view_ysz = y;
|
nuclear@2
|
337 }
|
nuclear@4
|
338
|
nuclear@4
|
339 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@4
|
340 {
|
nuclear@4
|
341 unsigned int prog, vs, ps;
|
nuclear@4
|
342
|
nuclear@4
|
343 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@27
|
344 return 0;
|
nuclear@4
|
345 }
|
nuclear@4
|
346 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@27
|
347 return 0;
|
nuclear@4
|
348 }
|
nuclear@4
|
349
|
nuclear@4
|
350 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@27
|
351 return 0;
|
nuclear@4
|
352 }
|
nuclear@4
|
353 return prog;
|
nuclear@4
|
354 }
|
nuclear@18
|
355
|
nuclear@18
|
356
|
nuclear@18
|
357 #ifdef IPHONE
|
nuclear@18
|
358 #include <QuartzCore/QuartzCore.h>
|
nuclear@18
|
359
|
nuclear@18
|
360 static float get_sec(void)
|
nuclear@18
|
361 {
|
nuclear@18
|
362 static float first;
|
nuclear@18
|
363 static int init;
|
nuclear@18
|
364
|
nuclear@18
|
365 if(!init) {
|
nuclear@18
|
366 init = 1;
|
nuclear@18
|
367 first = CACurrentMediaTime();
|
nuclear@18
|
368 return 0.0f;
|
nuclear@18
|
369 }
|
nuclear@18
|
370 return CACurrentMediaTime() - first;
|
nuclear@18
|
371 }
|
nuclear@18
|
372
|
nuclear@18
|
373 #else
|
nuclear@18
|
374
|
nuclear@18
|
375 static float get_sec(void)
|
nuclear@18
|
376 {
|
nuclear@18
|
377 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@18
|
378 }
|
nuclear@18
|
379 #endif
|