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nuclear@2
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1 /*
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2 Stereoscopic tunnel for iOS.
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3 Copyright (C) 2011-2015 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19
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20 #include <stdio.h>
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21 #include <math.h>
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22 #include <assert.h>
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23 #include <unistd.h>
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24 #include "opengl.h"
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25 #include "istereo.h"
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26 #include "sanegl.h"
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27 #include "sdr.h"
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28 #include "respath.h"
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29 #include "tex.h"
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30 #include "cam.h"
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31 #include "vmath.h"
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32 #include "config.h"
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33 #include "ui.h"
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34
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35 static void render(float t);
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36 static void draw_tunnel(float t);
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37 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
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38 static vec3_t calc_text_pos(float sec);
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39 static void draw_text(float idx, vec3_t tpos, float alpha);
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40 static void worm(float t, float z, float *tx, float *ty);
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41 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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42 static float get_sec(void);
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43
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44 unsigned int prog, prog_simple, prog_tunnel, prog_text, prog_color, prog_ui;
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45 unsigned int tex, tex_stones, tex_normal, tex_text;
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46
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47 int view_xsz, view_ysz;
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48
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49 int stereo = 0;
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50 int use_bump = 0;
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51 int show_opt = 1;
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52
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53 /* construction parameters */
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54 int sides = 24;
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55 int segm = 20;
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56 float tunnel_speed = 0.75;
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57 float ring_height = 0.5;
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58 float text_period = 13.0;
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59 float text_speed = 2.2;
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60
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61 float split = 0.5275;
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62
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63 int init(void)
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64 {
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65 add_resource_path("sdr");
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66 add_resource_path("data");
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67
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68 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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69 return -1;
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70 }
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71 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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72 return -1;
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73 }
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74 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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75 return -1;
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76 }
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77 if(!(prog_color = get_shader_program("color.v.glsl", "color.p.glsl"))) {
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78 return -1;
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79 }
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80 if(!(prog_ui = get_shader_program("ui.v.glsl", "ui.p.glsl"))) {
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81 return -1;
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82 }
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83
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84 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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85 return -1;
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86 }
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87 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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88 return -1;
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89 }
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90 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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91 return -1;
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92 }
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93 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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94 return -1;
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95 }
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96
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97 glEnable(GL_DEPTH_TEST);
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98 glEnable(GL_CULL_FACE);
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99
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100 if(ui_init() == -1) {
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101 return -1;
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102 }
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103
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104 cam_fov(42.5);
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105 cam_clip(0.5, 250.0);
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106
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107 return 0;
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108 }
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109
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110 void cleanup(void)
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111 {
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112 ui_shutdown();
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113 free_program(prog_simple);
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114 free_program(prog_tunnel);
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115 free_program(prog_color);
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116 free_program(prog_ui);
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117 }
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118
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119 void redraw(void)
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120 {
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121 float pan_x, pan_y, z;
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122 float tsec = get_sec();
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123
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124 z = ring_height * segm;
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125 worm(tsec, z, &pan_x, &pan_y);
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126
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127 if(use_bump) {
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128 glClearColor(0.01, 0.01, 0.01, 1.0);
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129 tunnel_speed = 0.5;
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130 } else {
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131 glClearColor(0.6, 0.6, 0.6, 1.0);
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132 tunnel_speed = 0.75;
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133 }
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134 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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135
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136 if(stereo) {
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137 int split_pt = (int)((float)view_xsz * split);
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138
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139 /* right eye */
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140 glViewport(0, 0, split_pt, view_ysz);
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141 cam_aspect((float)split_pt / (float)view_ysz);
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142
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143 gl_matrix_mode(GL_PROJECTION);
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144 gl_load_identity();
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145 cam_stereo_proj_matrix(CAM_RIGHT);
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146 //gl_rotatef(-90, 0, 0, 1);
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147
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148 gl_matrix_mode(GL_MODELVIEW);
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149 gl_load_identity();
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150 cam_stereo_view_matrix(CAM_RIGHT);
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151 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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152
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153 render(tsec);
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154
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155 /* left eye */
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156 glViewport(split_pt, 0, view_xsz - split_pt, view_ysz);
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157 cam_aspect((float)(view_xsz - split_pt) / (float)view_ysz);
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158
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159 gl_matrix_mode(GL_PROJECTION);
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160 gl_load_identity();
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161 cam_stereo_proj_matrix(CAM_LEFT);
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162 //gl_rotatef(-90, 0, 0, 1);
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163
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164 gl_matrix_mode(GL_MODELVIEW);
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165 gl_load_identity();
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166 cam_stereo_view_matrix(CAM_LEFT);
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167 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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168
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169 render(tsec);
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170 } else {
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171 glViewport(0, 0, view_xsz, view_ysz);
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172 cam_aspect((float)view_xsz / (float)view_ysz);
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173
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174 gl_matrix_mode(GL_PROJECTION);
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175 gl_load_identity();
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176 //gl_rotatef(-90, 0, 0, 1);
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177 cam_proj_matrix();
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178
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179 gl_matrix_mode(GL_MODELVIEW);
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180 gl_load_identity();
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181 cam_view_matrix();
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182 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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183
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184 render(tsec);
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185 }
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186
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187 assert(glGetError() == GL_NO_ERROR);
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188 }
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189
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190 static void render(float t)
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191 {
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192 int i;
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193 float text_line;
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194
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195 draw_tunnel(t);
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196
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197 if(use_bump) {
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198 glDepthMask(0);
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199 text_line = floor((text_speed * t) / text_period);
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200 for(i=0; i<8; i++) {
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201 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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202 draw_text(text_line, tpos, 1.5 / (float)i);
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203 }
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204 glDepthMask(1);
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205 }
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206
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207 if(show_opt) {
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208 ui_draw();
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209 }
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210 }
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211
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212 static void draw_tunnel(float t)
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213 {
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214 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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215 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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216 int i, j, k, tang_loc = -1;
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217 float du, dv;
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218
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219 prog = use_bump ? prog_tunnel : prog_simple;
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220
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221 bind_program(prog);
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222 set_uniform_float(prog, "t", t);
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223
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224 if(use_bump) {
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225 vec3_t ltpos = calc_text_pos(t);
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226
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227 bind_texture(tex_normal, 1);
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228 set_uniform_int(prog, "tex_norm", 1);
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229 bind_texture(tex_stones, 0);
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230 set_uniform_int(prog, "tex", 0);
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231
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232 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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233 tang_loc = get_attrib_loc(prog, "attr_tangent");
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234 } else {
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235 bind_texture(tex, 0);
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236 set_uniform_int(prog, "tex", 0);
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237 }
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238
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239 gl_matrix_mode(GL_TEXTURE);
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240 gl_load_identity();
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241 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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242
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243 gl_begin(GL_QUADS);
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244 gl_color3f(1.0, 1.0, 1.0);
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245
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246 du = 1.0 / sides;
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247 dv = 1.0 / segm;
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248
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249 for(i=0; i<segm; i++) {
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250 float trans_zp[2], trans_z0[2], trans_z1[2];
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251
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252 float zp = ring_height * (i - 1);
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253 float z0 = ring_height * i;
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254 float z1 = ring_height * (i + 1);
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255
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256 worm(t, zp, trans_zp, trans_zp + 1);
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257 worm(t, z0, trans_z0, trans_z0 + 1);
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258 worm(t, z1, trans_z1, trans_z1 + 1);
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259
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260 for(j=0; j<sides; j++) {
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261 for(k=0; k<4; k++) {
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262 float u = (j + uoffs[k]) * du;
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263 float v = (i + voffs[k]) * dv;
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264
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265 tunnel_vertex(u, v, du, dv, tang_loc, t);
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266 }
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267 }
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268 }
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269 gl_end();
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270
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271 bind_texture(0, 1);
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272 bind_texture(0, 0);
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273 }
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274
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275 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
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276 {
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277 vec3_t pos, norm;
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278 vec3_t dfdu, dfdv, pos_du, pos_dv;
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279
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280 float theta = 2.0 * M_PI * u;
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281 float theta1 = 2.0 * M_PI * (u + du);
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282
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283 float x = cos(theta);
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284 float y = sin(theta);
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285 float x1 = cos(theta1);
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286 float y1 = sin(theta1);
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287 float z = v / dv * ring_height;
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288 float z1 = (v + dv) / dv * ring_height;
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289
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290 float trans_z[2], trans_z1[2];
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291
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292 worm(t, z, trans_z, trans_z + 1);
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293 worm(t, z1, trans_z1, trans_z1 + 1);
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294
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295 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
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296 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
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297 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
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298
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299 dfdu = v3_sub(pos_du, pos);
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300 dfdv = v3_sub(pos_dv, pos);
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301 norm = v3_cross(dfdv, dfdu);
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302
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303 gl_vertex_attrib3f(tang_loc, dfdu.x, -dfdu.y, dfdu.z);
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304 gl_normal3f(norm.x, norm.y, norm.z);
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305 gl_texcoord2f(u * 2.0, v * 4.0);
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306 gl_vertex3f(pos.x, pos.y, pos.z);
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307 }
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308
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309 static vec3_t calc_text_pos(float sec)
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310 {
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311 float t = text_speed * sec;
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312 float z = fmod(t, text_period);
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313 float pan[2];
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314
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315 worm(sec, z, pan, pan + 1);
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316 return v3_cons(pan[0], pan[1], z + ring_height);
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317 }
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318
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319 static void draw_text(float idx, vec3_t tpos, float alpha)
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320 {
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321 gl_matrix_mode(GL_MODELVIEW);
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322 gl_push_matrix();
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323 gl_translatef(tpos.x, tpos.y, tpos.z);
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324
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325 glEnable(GL_BLEND);
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326 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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327
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328 bind_program(prog_text);
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329 set_uniform_float(prog_text, "idx", idx);
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330
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331 bind_texture(tex_text, 0);
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332
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333 gl_begin(GL_QUADS);
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334 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
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335
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336 gl_texcoord2f(0, 1);
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337 gl_vertex3f(-1, -0.2, 0);
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338
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339 gl_texcoord2f(1, 1);
|
nuclear@2
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340 gl_vertex3f(1, -0.2, 0);
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341
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342 gl_texcoord2f(1, 0);
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nuclear@2
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343 gl_vertex3f(1, 0.2, 0);
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344
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345 gl_texcoord2f(0, 0);
|
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346 gl_vertex3f(-1, 0.2, 0);
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347 gl_end();
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nuclear@2
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348
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349 bind_texture(0, 0);
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nuclear@2
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350 glDisable(GL_BLEND);
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351
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352 gl_pop_matrix();
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|
353 }
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|
354
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355
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nuclear@2
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356 static void worm(float t, float z, float *tx, float *ty)
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nuclear@2
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357 {
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358 float x, y;
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359 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
|
nuclear@2
|
360 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
|
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361
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nuclear@2
|
362 *tx = x * 0.5;
|
nuclear@2
|
363 *ty = y * 0.5;
|
nuclear@2
|
364 }
|
nuclear@2
|
365
|
nuclear@2
|
366
|
nuclear@2
|
367 void reshape(int x, int y)
|
nuclear@2
|
368 {
|
nuclear@2
|
369 glViewport(0, 0, x, y);
|
nuclear@2
|
370
|
nuclear@4
|
371 float aspect = (float)x / (float)y;
|
nuclear@4
|
372 float maxfov = 40.0;
|
nuclear@4
|
373 float vfov = aspect > 1.0 ? maxfov / aspect : maxfov;
|
nuclear@4
|
374
|
nuclear@4
|
375 cam_fov(vfov);
|
nuclear@4
|
376
|
nuclear@2
|
377 gl_matrix_mode(GL_PROJECTION);
|
nuclear@2
|
378 gl_load_identity();
|
nuclear@4
|
379 glu_perspective(vfov, aspect, 0.5, 500.0);
|
nuclear@2
|
380
|
nuclear@2
|
381 view_xsz = x;
|
nuclear@2
|
382 view_ysz = y;
|
nuclear@6
|
383
|
nuclear@6
|
384 ui_reshape(x, y);
|
nuclear@6
|
385 }
|
nuclear@6
|
386
|
nuclear@6
|
387 void mouse_button(int bn, int press, int x, int y)
|
nuclear@6
|
388 {
|
nuclear@6
|
389 if(show_opt) {
|
nuclear@6
|
390 ui_button(bn, press, x, y);
|
nuclear@6
|
391 }
|
nuclear@6
|
392 }
|
nuclear@6
|
393
|
nuclear@6
|
394 void mouse_motion(int x, int y)
|
nuclear@6
|
395 {
|
nuclear@6
|
396 if(show_opt) {
|
nuclear@6
|
397 ui_motion(x, y);
|
nuclear@6
|
398 }
|
nuclear@2
|
399 }
|
nuclear@2
|
400
|
nuclear@2
|
401 static unsigned int get_shader_program(const char *vfile, const char *pfile)
|
nuclear@2
|
402 {
|
nuclear@2
|
403 unsigned int prog, vs, ps;
|
nuclear@2
|
404
|
nuclear@2
|
405 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@2
|
406 return 0;
|
nuclear@2
|
407 }
|
nuclear@2
|
408 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@2
|
409 return 0;
|
nuclear@2
|
410 }
|
nuclear@2
|
411
|
nuclear@2
|
412 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@2
|
413 return 0;
|
nuclear@2
|
414 }
|
nuclear@2
|
415 return prog;
|
nuclear@2
|
416 }
|
nuclear@2
|
417
|
nuclear@2
|
418
|
nuclear@2
|
419 #ifdef IPHONE
|
nuclear@2
|
420 #include <QuartzCore/QuartzCore.h>
|
nuclear@2
|
421
|
nuclear@2
|
422 static float get_sec(void)
|
nuclear@2
|
423 {
|
nuclear@2
|
424 static float first;
|
nuclear@2
|
425 static int init;
|
nuclear@2
|
426
|
nuclear@2
|
427 if(!init) {
|
nuclear@2
|
428 init = 1;
|
nuclear@2
|
429 first = CACurrentMediaTime();
|
nuclear@2
|
430 return 0.0f;
|
nuclear@2
|
431 }
|
nuclear@2
|
432 return CACurrentMediaTime() - first;
|
nuclear@2
|
433 }
|
nuclear@2
|
434
|
nuclear@2
|
435 #else
|
nuclear@2
|
436
|
nuclear@2
|
437 static float get_sec(void)
|
nuclear@2
|
438 {
|
nuclear@2
|
439 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@2
|
440 }
|
nuclear@2
|
441 #endif
|