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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 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
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34 static void render(float t);
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35 static void draw_tunnel(float t);
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36 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t);
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37 static vec3_t calc_text_pos(float sec);
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38 static void draw_text(float idx, vec3_t tpos, float alpha);
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39 static void worm(float t, float z, float *tx, float *ty);
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40 static unsigned int get_shader_program(const char *vfile, const char *pfile);
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41 static float get_sec(void);
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42
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43 unsigned int prog, prog_simple, prog_tunnel, prog_text;
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44 unsigned int tex, tex_stones, tex_normal, tex_text;
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45
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46 int view_xsz, view_ysz;
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47
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48 int stereo = 0;
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49 int use_bump = 0;
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50
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51 /* construction parameters */
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52 int sides = 24;
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53 int segm = 20;
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54 float tunnel_speed = 0.75;
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55 float ring_height = 0.5;
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56 float text_period = 13.0;
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57 float text_speed = 2.2;
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58
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59 float split = 0.5275;
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60
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61 int init(void)
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62 {
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63 add_resource_path("sdr");
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64 add_resource_path("data");
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65
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66 if(!(prog_simple = get_shader_program("test.v.glsl", "test.p.glsl"))) {
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67 return -1;
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68 }
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69 if(!(prog_tunnel = get_shader_program("tunnel.v.glsl", "tunnel.p.glsl"))) {
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70 return -1;
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71 }
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72 if(!(prog_text = get_shader_program("text.v.glsl", "text.p.glsl"))) {
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73 return -1;
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74 }
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75
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76 if(!(tex = load_texture(find_resource("tiles.jpg", 0, 0)))) {
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77 return -1;
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78 }
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79 if(!(tex_stones = load_texture(find_resource("stonewall.jpg", 0, 0)))) {
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80 return -1;
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81 }
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82 if(!(tex_normal = load_texture(find_resource("stonewall_normal.jpg", 0, 0)))) {
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83 return -1;
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84 }
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85 if(!(tex_text = load_texture(find_resource("text.png", 0, 0)))) {
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86 return -1;
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87 }
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88
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89 glEnable(GL_DEPTH_TEST);
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90 glEnable(GL_CULL_FACE);
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91
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92 cam_fov(42.5);
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93 cam_clip(0.5, 250.0);
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94
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95 return 0;
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96 }
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97
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98 void cleanup(void)
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99 {
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100 free_program(prog);
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101 }
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102
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103 void redraw(void)
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104 {
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105 float pan_x, pan_y, z;
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106 float tsec = get_sec();
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107
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108 z = ring_height * segm;
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109 worm(tsec, z, &pan_x, &pan_y);
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110
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111 if(use_bump) {
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112 glClearColor(0.01, 0.01, 0.01, 1.0);
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113 tunnel_speed = 0.5;
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114 } else {
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115 glClearColor(0.6, 0.6, 0.6, 1.0);
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116 tunnel_speed = 0.75;
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117 }
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118 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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119
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120 if(stereo) {
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121 int split_pt = (int)((float)view_ysz * split);
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122
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123 /* right eye */
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124 glViewport(0, 0, view_xsz, split_pt);
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125 cam_aspect((float)split_pt / (float)view_xsz);
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126
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127 gl_matrix_mode(GL_PROJECTION);
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128 gl_load_identity();
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129 cam_stereo_proj_matrix(CAM_RIGHT);
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130 gl_rotatef(-90, 0, 0, 1);
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131
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132 gl_matrix_mode(GL_MODELVIEW);
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133 gl_load_identity();
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134 cam_stereo_view_matrix(CAM_RIGHT);
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135 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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136
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137 render(tsec);
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138
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139 /* left eye */
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140 glViewport(0, split_pt, view_xsz, view_ysz - split_pt);
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141 cam_aspect((float)(view_ysz - split_pt) / (float)view_xsz);
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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_LEFT);
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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_LEFT);
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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 } else {
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155 glViewport(0, 0, view_xsz, view_ysz);
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156 cam_aspect((float)view_xsz / (float)view_ysz);
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157
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158 gl_matrix_mode(GL_PROJECTION);
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159 gl_load_identity();
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160 gl_rotatef(-90, 0, 0, 1);
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161 cam_proj_matrix();
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162
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163 gl_matrix_mode(GL_MODELVIEW);
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164 gl_load_identity();
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165 cam_view_matrix();
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166 gl_translatef(-pan_x, -pan_y, -1.1 * ring_height * segm);
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167
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168 render(tsec);
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169 }
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170
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171 assert(glGetError() == GL_NO_ERROR);
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172 }
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173
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174 static void render(float t)
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175 {
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176 int i;
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177 float text_line;
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178
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179 draw_tunnel(t);
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180
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181 if(use_bump) {
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182 glDepthMask(0);
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183 text_line = floor((text_speed * t) / text_period);
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184 for(i=0; i<8; i++) {
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185 vec3_t tpos = calc_text_pos(t - (float)i * 0.011);
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186 draw_text(text_line, tpos, 1.5 / (float)i);
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187 }
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188 glDepthMask(1);
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189 }
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190 }
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191
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192 static void draw_tunnel(float t)
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193 {
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194 static const float uoffs[] = {0.0, 0.0, 1.0, 1.0};
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195 static const float voffs[] = {0.0, 1.0, 1.0, 0.0};
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196 int i, j, k, tang_loc = -1;
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197 float du, dv;
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198
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199 prog = use_bump ? prog_tunnel : prog_simple;
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200
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201 bind_program(prog);
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202 set_uniform_float(prog, "t", t);
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203
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204 if(use_bump) {
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205 vec3_t ltpos = calc_text_pos(t);
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206
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207 bind_texture(tex_normal, 1);
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208 set_uniform_int(prog, "tex_norm", 1);
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209 bind_texture(tex_stones, 0);
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210 set_uniform_int(prog, "tex", 0);
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211
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212 set_uniform_float4(prog, "light_pos", ltpos.x, ltpos.y, ltpos.z, 1.0);
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213 tang_loc = get_attrib_loc(prog, "attr_tangent");
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214 } else {
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215 bind_texture(tex, 0);
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216 set_uniform_int(prog, "tex", 0);
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217 }
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218
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219 gl_matrix_mode(GL_TEXTURE);
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220 gl_load_identity();
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221 gl_translatef(0, -fmod(t * tunnel_speed, 1.0), 0);
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222
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223 gl_begin(GL_QUADS);
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224 gl_color3f(1.0, 1.0, 1.0);
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225
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226 du = 1.0 / sides;
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227 dv = 1.0 / segm;
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228
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229 for(i=0; i<segm; i++) {
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230 float trans_zp[2], trans_z0[2], trans_z1[2];
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231
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232 float zp = ring_height * (i - 1);
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233 float z0 = ring_height * i;
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234 float z1 = ring_height * (i + 1);
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235
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236 worm(t, zp, trans_zp, trans_zp + 1);
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237 worm(t, z0, trans_z0, trans_z0 + 1);
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238 worm(t, z1, trans_z1, trans_z1 + 1);
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239
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240 for(j=0; j<sides; j++) {
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241 for(k=0; k<4; k++) {
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242 float u = (j + uoffs[k]) * du;
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243 float v = (i + voffs[k]) * dv;
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244
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245 tunnel_vertex(u, v, du, dv, tang_loc, t);
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246 }
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247 }
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248 }
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249 gl_end();
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250
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251 bind_texture(0, 1);
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252 bind_texture(0, 0);
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253 }
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254
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255 static void tunnel_vertex(float u, float v, float du, float dv, int tang_loc, float t)
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256 {
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257 vec3_t pos, norm;
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258 vec3_t dfdu, dfdv, pos_du, pos_dv;
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259
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260 float theta = 2.0 * M_PI * u;
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261 float theta1 = 2.0 * M_PI * (u + du);
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262
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263 float x = cos(theta);
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264 float y = sin(theta);
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265 float x1 = cos(theta1);
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266 float y1 = sin(theta1);
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267 float z = v / dv * ring_height;
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268 float z1 = (v + dv) / dv * ring_height;
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269
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270 float trans_z[2], trans_z1[2];
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271
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272 worm(t, z, trans_z, trans_z + 1);
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273 worm(t, z1, trans_z1, trans_z1 + 1);
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274
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275 pos = v3_cons(x + trans_z[0], y + trans_z[1], z);
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276 pos_du = v3_cons(x1 + trans_z[0], y1 + trans_z[1], z);
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277 pos_dv = v3_cons(x + trans_z1[0], y + trans_z1[1], z1);
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278
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279 dfdu = v3_sub(pos_du, pos);
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280 dfdv = v3_sub(pos_dv, pos);
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281 norm = v3_cross(dfdv, dfdu);
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282
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283 gl_vertex_attrib3f(tang_loc, dfdu.x, dfdu.y, dfdu.z);
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284 gl_normal3f(norm.x, norm.y, norm.z);
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285 gl_texcoord2f(u * 2.0, v * 4.0);
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286 gl_vertex3f(pos.x, pos.y, pos.z);
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287 }
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288
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289 static vec3_t calc_text_pos(float sec)
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290 {
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291 float t = text_speed * sec;
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292 float z = fmod(t, text_period);
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293 float pan[2];
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294
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295 worm(sec, z, pan, pan + 1);
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296 return v3_cons(pan[0], pan[1], z + ring_height);
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297 }
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298
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299 static void draw_text(float idx, vec3_t tpos, float alpha)
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300 {
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301 gl_matrix_mode(GL_MODELVIEW);
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302 gl_push_matrix();
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303 gl_translatef(tpos.x, tpos.y, tpos.z);
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304
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305 glEnable(GL_BLEND);
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306 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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307
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308 bind_program(prog_text);
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309 set_uniform_float(prog_text, "idx", idx);
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310
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311 bind_texture(tex_text, 0);
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312
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313 gl_begin(GL_QUADS);
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314 gl_color4f(1.0, 1.0, 1.0, alpha > 1.0 ? 1.0 : alpha);
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315
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316 gl_texcoord2f(0, 1);
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317 gl_vertex3f(-1, -0.2, 0);
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318
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319 gl_texcoord2f(1, 1);
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320 gl_vertex3f(1, -0.2, 0);
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321
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322 gl_texcoord2f(1, 0);
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323 gl_vertex3f(1, 0.2, 0);
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324
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325 gl_texcoord2f(0, 0);
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326 gl_vertex3f(-1, 0.2, 0);
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327 gl_end();
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328
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329 bind_texture(0, 0);
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330 glDisable(GL_BLEND);
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331
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332 gl_pop_matrix();
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333 }
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334
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335
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336 static void worm(float t, float z, float *tx, float *ty)
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337 {
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338 float x, y;
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339 x = sin(t) + cos(t + z) + sin(t * 2.0 + z) / 2.0;
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340 y = cos(t) + sin(t + z) + cos(t * 2.0 + z) / 2.0;
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341
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342 *tx = x * 0.5;
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343 *ty = y * 0.5;
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344 }
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345
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346
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347 void reshape(int x, int y)
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348 {
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349 glViewport(0, 0, x, y);
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350
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351 gl_matrix_mode(GL_PROJECTION);
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352 gl_load_identity();
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353 glu_perspective(40.0, (float)x / (float)y, 0.5, 500.0);
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354
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355 view_xsz = x;
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356 view_ysz = y;
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357 }
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358
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nuclear@2
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359 static unsigned int get_shader_program(const char *vfile, const char *pfile)
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360 {
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361 unsigned int prog, vs, ps;
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362
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nuclear@2
|
363 if(!(vs = get_vertex_shader(find_resource(vfile, 0, 0)))) {
|
nuclear@2
|
364 return 0;
|
nuclear@2
|
365 }
|
nuclear@2
|
366 if(!(ps = get_pixel_shader(find_resource(pfile, 0, 0)))) {
|
nuclear@2
|
367 return 0;
|
nuclear@2
|
368 }
|
nuclear@2
|
369
|
nuclear@2
|
370 if(!(prog = create_program_link(vs, ps))) {
|
nuclear@2
|
371 return 0;
|
nuclear@2
|
372 }
|
nuclear@2
|
373 return prog;
|
nuclear@2
|
374 }
|
nuclear@2
|
375
|
nuclear@2
|
376
|
nuclear@2
|
377 #ifdef IPHONE
|
nuclear@2
|
378 #include <QuartzCore/QuartzCore.h>
|
nuclear@2
|
379
|
nuclear@2
|
380 static float get_sec(void)
|
nuclear@2
|
381 {
|
nuclear@2
|
382 static float first;
|
nuclear@2
|
383 static int init;
|
nuclear@2
|
384
|
nuclear@2
|
385 if(!init) {
|
nuclear@2
|
386 init = 1;
|
nuclear@2
|
387 first = CACurrentMediaTime();
|
nuclear@2
|
388 return 0.0f;
|
nuclear@2
|
389 }
|
nuclear@2
|
390 return CACurrentMediaTime() - first;
|
nuclear@2
|
391 }
|
nuclear@2
|
392
|
nuclear@2
|
393 #else
|
nuclear@2
|
394
|
nuclear@2
|
395 static float get_sec(void)
|
nuclear@2
|
396 {
|
nuclear@2
|
397 return (float)glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
|
nuclear@2
|
398 }
|
nuclear@2
|
399 #endif
|