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1 #include <stdio.h>
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2 #include <assert.h>
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3 #include "opengl.h"
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4 #include "game.h"
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5 #include "sdr.h"
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6 #include "shader.h"
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7 #include "shadow.h"
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8 #include "opt.h"
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9 #include "mesh.h"
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10
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11 #include "room.h"
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12
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13 static void draw_scene();
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14
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15 int win_width, win_height;
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16 unsigned long cur_time;
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17 bool dbg_wireframe;
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18 int dbg_int;
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19
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20 unsigned int sdr_shadow, sdr_shadow_notex;
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21
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22 static float cam_theta, cam_phi = 25, cam_dist = 8;
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23 static bool bnstate[8];
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24 static int prev_x, prev_y;
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25
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26 static unsigned int modkeys;
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27
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28
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29 bool game_init()
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30 {
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31 if(init_opengl() == -1) {
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32 return false;
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33 }
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34
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35 glEnable(GL_DEPTH_TEST);
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36 glEnable(GL_CULL_FACE);
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37 glEnable(GL_NORMALIZE);
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38 glEnable(GL_LIGHTING);
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39 glEnable(GL_LIGHT0);
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40
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41 float amb[] = {0.1, 0.1, 0.1, 1.0};
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42 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
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43
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44 if(glcaps.sep_spec) {
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45 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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46 }
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47 glEnable(GL_MULTISAMPLE);
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48
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49 if(!init_shadow(4096)) {
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50 fprintf(stderr, "failed to initialize shadowmaps\n");
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51 return false;
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52 }
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53 if(!(sdr_shadow = create_program_load("sdr/shadow.v.glsl", "sdr/shadow.p.glsl"))) {
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54 return false;
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55 }
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56 set_uniform_int(sdr_shadow, "tex", 0);
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57 set_uniform_int(sdr_shadow, "shadowmap", 1);
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58
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59 if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
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60 return false;
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61 }
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62 set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
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63
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64 if(!init_room()) {
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65 return false;
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66 }
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67
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68 Mesh::use_custom_sdr_attr = false;
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69
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70 assert(glGetError() == GL_NO_ERROR);
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71 return true;
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72 }
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73
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74 void game_cleanup()
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75 {
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76 cleanup_room();
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77 }
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78
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79 void game_update(unsigned long time_msec)
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80 {
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81 cur_time = time_msec;
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82 }
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83
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84 void game_display()
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85 {
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86 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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87
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88 glMatrixMode(GL_MODELVIEW);
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89 glLoadIdentity();
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90 glTranslatef(0, 0.1, -cam_dist);
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91 glRotatef(cam_phi, 1, 0, 0);
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92 glRotatef(cam_theta, 0, 1, 0);
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93
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94 float lpos[] = {-5, 15, 10, 1};
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95 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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96
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97 if(opt.shadows && sdr_shadow) {
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98 begin_shadow_pass(Vector3(lpos[0], lpos[1], lpos[2]), Vector3(0, 0, 0), 10);
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99 draw_scene();
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100 end_shadow_pass();
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101
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102 glActiveTexture(GL_TEXTURE1);
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103 glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
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104
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105 glMatrixMode(GL_TEXTURE);
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106 Matrix4x4 shadow_matrix = get_shadow_matrix();
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107 glLoadTransposeMatrixf(shadow_matrix[0]);
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108
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109 glActiveTexture(GL_TEXTURE0);
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110 glMatrixMode(GL_MODELVIEW);
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111
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112 override_shader(sdr_shadow_notex);
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113
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114 draw_scene();
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115
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116 glActiveTexture(GL_TEXTURE1);
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117 glBindTexture(GL_TEXTURE_2D, 0);
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118 glActiveTexture(GL_TEXTURE0);
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119 glBindTexture(GL_TEXTURE_2D, 0);
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120 } else {
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121 draw_scene();
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122 }
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123 }
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124
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125 static void glmaterial(float r, float g, float b, float spec, float shin)
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126 {
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127 float color[] = {r, g, b, 1};
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128 float scolor[] = {spec, spec, spec, 1};
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129 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
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130 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scolor);
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131 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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132 }
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133
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134 static void draw_scene()
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135 {
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136 draw_room();
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137
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138 glPushMatrix();
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139 glTranslatef(0, 0.75, 0);
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140
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141 glmaterial(1.0, 0.4, 0.3, 0.8, 60.0);
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142 draw_teapot();
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143
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144 glPopMatrix();
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145 }
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146
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147
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148 void game_reshape(int x, int y)
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149 {
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150 glMatrixMode(GL_PROJECTION);
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151 glLoadIdentity();
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152 gluPerspective(45, (float)x / (float)y, 0.2, 200.0);
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153
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154 glViewport(0, 0, x, y);
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155 }
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156
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157 void game_keyboard(int bn, bool press)
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158 {
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159 if(press) {
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160 switch(bn) {
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161 case 27:
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162 quit();
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163
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164 case 'w':
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165 dbg_wireframe = !dbg_wireframe;
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166 redisplay();
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167 break;
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168
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169 case 's':
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170 opt.shadows = !opt.shadows;
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171 redisplay();
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172 break;
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173 }
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174 }
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175 }
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176
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177 void game_modifier_key(int key, bool press)
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178 {
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179 if(press) {
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180 modkeys |= (1 << key);
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181 } else {
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182 modkeys &= ~(1 << key);
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183 }
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184 }
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185
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186 void game_mbutton(int bn, bool press, int x, int y)
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187 {
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188 bnstate[bn] = press;
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189 prev_x = x;
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190 prev_y = y;
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191
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192 if(modkeys) {
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193 return;
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194 }
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195
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196 if(bn == 0) {
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197 }
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198 }
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199
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200 void game_mmotion(int x, int y)
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201 {
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202 int dx = x - prev_x;
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203 int dy = y - prev_y;
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204 prev_x = x;
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205 prev_y = y;
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206
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207 if(modkeys) {
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208 if(bnstate[0]) {
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209 cam_theta += dx * 0.5;
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210 cam_phi += dy * 0.5;
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211
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212 if(cam_phi < -90) cam_phi = -90;
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213 if(cam_phi > 90) cam_phi = 90;
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214 }
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215 if(bnstate[2]) {
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216 cam_dist += dy * 0.1;
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217 if(cam_dist < 0.0) cam_dist = 0.0;
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218 }
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219 }
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220 }
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