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nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@2
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3 #include <assert.h>
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nuclear@0
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4 #include <SDL2/SDL.h>
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nuclear@0
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5 #include <GL/glew.h>
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6
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7 #ifdef WIN32
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nuclear@2
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8 #define OVR_OS_WIN32
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9 #endif
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nuclear@2
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10 #ifdef __APPLE__
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11 #define OVR_OS_MAC
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12 #endif
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13
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14 #include <OVR_CAPI.h>
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15 #include <OVR_CAPI_GL.h>
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16
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17 int init(void);
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18 void cleanup(void);
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19 void display(void);
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20 void draw_scene(void);
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21 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
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22 void update_rtarg(int width, int height);
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23 int handle_event(SDL_Event *ev);
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24 int key_event(int key, int state);
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25 void reshape(int x, int y);
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26 unsigned int next_pow2(unsigned int x);
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27
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28 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
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29
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30 static SDL_Window *win;
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31 static SDL_GLContext ctx;
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32 static int win_width, win_height;
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33
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34 static unsigned int fbo, fb_tex, fb_depth;
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35 static int fb_width, fb_height;
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36 static int fb_tex_width, fb_tex_height;
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37
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38 static ovrHmd hmd;
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39 static ovrSizei eyeres[2];
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40 static ovrEyeRenderDesc eye_rdesc[2];
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41 static ovrGLTexture fb_ovr_tex[2];
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42
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43
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44 int main(void)
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45 {
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46 if(init() == -1) {
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47 return 1;
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48 }
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49
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50 for(;;) {
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51 SDL_Event ev;
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52
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53 while(SDL_PollEvent(&ev)) {
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54 if(handle_event(&ev) == -1) {
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55 goto done;
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56 }
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57 }
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58
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59 display();
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60 }
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61
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62 done:
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63 cleanup();
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64 return 0;
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65 }
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66
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67
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68 int init(void)
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69 {
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70 int i, x, y;
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71 unsigned int flags, dcaps;
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72 union ovrGLConfig glcfg;
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73
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74 // this must be called before any OpenGL init according to the docs
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75 ovr_Initialize();
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76
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77 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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78
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79 x = y = SDL_WINDOWPOS_UNDEFINED;
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80 flags = SDL_WINDOW_OPENGL;
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81 if(!(win = SDL_CreateWindow("simple oculus example", x, y, 1280, 800, flags))) {
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82 fprintf(stderr, "failed to create window\n");
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83 return -1;
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84 }
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85 if(!(ctx = SDL_GL_CreateContext(win))) {
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86 fprintf(stderr, "failed to create OpenGL context\n");
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87 return -1;
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88 }
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89
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90 glewInit();
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91
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92 if(!(hmd = ovrHmd_Create(0))) {
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93 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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94 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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95 fprintf(stderr, "failed to create virtual debug HMD\n");
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96 return -1;
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97 }
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98 }
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99 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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100
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101 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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102
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103 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
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104 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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105 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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106
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107 SDL_GetWindowSize(win, &win_width, &win_height);
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108
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109 fb_width = eyeres[0].w + eyeres[1].w;
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110 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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111 update_rtarg(fb_width, fb_height);
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112
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113 for(i=0; i<2; i++) {
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114 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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115 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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116 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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117 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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118 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
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119 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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120 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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121 fb_ovr_tex[i].OGL.TexId = fb_tex;
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122 }
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123
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124 memset(&glcfg, 0, sizeof glcfg);
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125 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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126 glcfg.OGL.Header.RTSize = hmd->Resolution;
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127 glcfg.OGL.Header.Multisample = 1;
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128
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129 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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130 printf("running in \"extended desktop\" mode\n");
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131 } else {
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132 #ifdef WIN32
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133 void *sys_win = GetActiveWindow();
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134 glcfg.OGL.Window = sys_win;
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135 glcfg.OGL.DC = wglGetCurrentDC();
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136 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
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137 #endif
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138 printf("running in \"direct-hmd\" mode\n");
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139 }
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140 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
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141
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142 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette;// | ovrDistortionCap_TimeWarp;
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143 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
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144 fprintf(stderr, "failed to configure distortion renderer\n");
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145 }
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146
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147 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
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148
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149 glEnable(GL_DEPTH_TEST);
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150 glEnable(GL_CULL_FACE);
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151 glEnable(GL_LIGHTING);
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152 glEnable(GL_LIGHT0);
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153
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154 glClearColor(0.05, 0.05, 0.05, 1);
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155
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156 return 0;
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157 }
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158
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159 void cleanup(void)
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160 {
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161 if(hmd) {
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162 ovrHmd_Destroy(hmd);
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163 }
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164 ovr_Shutdown();
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165
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166 SDL_Quit();
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167 }
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168
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169 void display(void)
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170 {
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171 int i;
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172 ovrMatrix4f proj;
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173 ovrPosef pose[2];
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174
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175 ovrHmd_BeginFrame(hmd, 0);
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176
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177 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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178 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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179
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180 glViewport(0, 0, fb_width, fb_height);
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181
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182 /*glMatrixMode(GL_PROJECTION);
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183 glLoadIdentity();
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184 glMatrixMode(GL_MODELVIEW);
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185 glLoadIdentity();
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186
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187 glPushAttrib(GL_ENABLE_BIT);
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188 glDisable(GL_LIGHTING);
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189 glDisable(GL_DEPTH_TEST);
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190
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191 glBegin(GL_QUADS);
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192 glColor3f(1, 0, 0);
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193 glVertex2f(-1, -1);
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194 glVertex2f(0, -1);
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195 glVertex2f(0, 1);
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196 glVertex2f(-1, 1);
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197
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198 glColor3f(1, 0, 1);
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199 glVertex2f(-0.6, -0.1);
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200 glVertex2f(-0.4, -0.1);
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201 glVertex2f(-0.4, 0.1);
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202 glVertex2f(-0.6, 0.1);
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203
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204 glColor3f(0, 1, 0);
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205 glVertex2f(0, -1);
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206 glVertex2f(1, -1);
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207 glVertex2f(1, 1);
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208 glVertex2f(0, 1);
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209
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210 glColor3f(0, 1, 1);
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211 glVertex2f(0.4, -0.1);
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212 glVertex2f(0.6, -0.1);
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213 glVertex2f(0.6, 0.1);
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214 glVertex2f(0.4, 0.1);
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215 glEnd();
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216
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217 glPopAttrib();*/
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218
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219 /* for each eye ... */
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220 for(i=0; i<2; i++) {
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221 int eye = hmd->EyeRenderOrder[i];
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222
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223 /* vport0(0, 0, width/2, height), vport1(width/2, 0, width/2, height) */
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224 glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
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225
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226 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
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227 glMatrixMode(GL_PROJECTION);
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228 //glLoadMatrixf(proj.M[0]);
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229 glLoadIdentity();
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230 gluPerspective(50.0, (float)fb_width / 2.0 / (float)fb_height, 0.5, 500.0);
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231
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232 pose[eye] = ovrHmd_GetEyePose(hmd, eye);
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233 glMatrixMode(GL_MODELVIEW);
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234 /* TODO: get HMD orientation data and use it */
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235 //glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
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236
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237 draw_scene();
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238 }
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239
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240 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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241 glViewport(0, 0, win_width, win_height);
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242
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243 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
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244
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245 assert(glGetError() == GL_NO_ERROR);
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246 }
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247
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248 void draw_scene(void)
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249 {
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250 int i;
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251 float lpos[] = {0, 5, 0, 1};
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252 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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253
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254 glPushMatrix();
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255 glTranslatef(0, 0, -8);
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256 draw_box(2, 2, 2, 1.0);
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257 glPopMatrix();
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258
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259 glTranslatef(0, 5, 0);
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260 draw_box(20, 10, 20, -1.0);
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261
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262 for(i=0; i<4; i++) {
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263 glPushMatrix();
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264 if(i & 1) {
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265 glTranslatef(0, 0, i & 2 ? 7.5 : -7.5);
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266 } else {
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267 glTranslatef(i & 2 ? 7.5 : -7.5, 0, 0);
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268 }
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269 draw_box(3, 0, 3, 1.0);
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270 glPopMatrix();
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271 }
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272 }
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273
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274 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
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275 {
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276 glMatrixMode(GL_MODELVIEW);
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277 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
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278
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279 if(norm_sign < 0.0) {
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280 glFrontFace(GL_CW);
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281 }
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282
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283 glBegin(GL_QUADS);
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284 glNormal3f(0, 0, 1 * norm_sign);
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285 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
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nuclear@2
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286 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
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nuclear@2
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287 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
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nuclear@2
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288 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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nuclear@2
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289 glNormal3f(1 * norm_sign, 0, 0);
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nuclear@2
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290 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
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nuclear@2
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291 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
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nuclear@2
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292 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
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nuclear@2
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293 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
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294 glNormal3f(0, 0, -1 * norm_sign);
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295 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
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nuclear@2
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296 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
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nuclear@2
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297 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
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nuclear@2
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298 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
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nuclear@2
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299 glNormal3f(-1 * norm_sign, 0, 0);
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nuclear@2
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300 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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nuclear@2
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301 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
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nuclear@2
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302 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
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nuclear@2
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303 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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nuclear@2
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304 glNormal3f(0, 1 * norm_sign, 0);
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nuclear@2
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305 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
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nuclear@2
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306 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
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nuclear@2
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307 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
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nuclear@2
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308 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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nuclear@2
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309 glNormal3f(0, -1 * norm_sign, 0);
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nuclear@2
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310 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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nuclear@2
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311 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
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nuclear@2
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312 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
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nuclear@2
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313 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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nuclear@2
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314 glEnd();
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315
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nuclear@2
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316 glFrontFace(GL_CCW);
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nuclear@0
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317 }
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318
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nuclear@0
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319 void update_rtarg(int width, int height)
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320 {
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nuclear@0
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321 if(!fbo) {
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nuclear@0
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322 glGenFramebuffers(1, &fbo);
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nuclear@0
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323 glGenTextures(1, &fb_tex);
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nuclear@0
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324 glGenRenderbuffers(1, &fb_depth);
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nuclear@0
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325
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nuclear@0
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326 glBindTexture(GL_TEXTURE_2D, fb_tex);
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nuclear@0
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327 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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nuclear@0
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328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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nuclear@0
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329 }
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nuclear@0
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330
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nuclear@0
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331 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@0
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332
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nuclear@0
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333 fb_tex_width = next_pow2(width);
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nuclear@0
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334 fb_tex_height = next_pow2(height);
|
nuclear@0
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335
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nuclear@0
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336 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
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337 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
|
nuclear@0
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338 GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
339 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@0
|
340
|
nuclear@0
|
341 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
342 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@0
|
343 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
344
|
nuclear@0
|
345 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
346 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@0
|
347 }
|
nuclear@0
|
348
|
nuclear@0
|
349 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
350 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@0
|
351 }
|
nuclear@0
|
352
|
nuclear@0
|
353 int handle_event(SDL_Event *ev)
|
nuclear@0
|
354 {
|
nuclear@0
|
355 switch(ev->type) {
|
nuclear@0
|
356 case SDL_KEYDOWN:
|
nuclear@0
|
357 case SDL_KEYUP:
|
nuclear@0
|
358 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@0
|
359 return -1;
|
nuclear@0
|
360 }
|
nuclear@0
|
361 break;
|
nuclear@0
|
362
|
nuclear@0
|
363 default:
|
nuclear@0
|
364 break;
|
nuclear@0
|
365 }
|
nuclear@0
|
366
|
nuclear@0
|
367 return 0;
|
nuclear@0
|
368 }
|
nuclear@0
|
369
|
nuclear@0
|
370 int key_event(int key, int state)
|
nuclear@0
|
371 {
|
nuclear@0
|
372 if(state) {
|
nuclear@0
|
373 switch(key) {
|
nuclear@0
|
374 case 27:
|
nuclear@0
|
375 return -1;
|
nuclear@0
|
376
|
nuclear@0
|
377 default:
|
nuclear@0
|
378 break;
|
nuclear@0
|
379 }
|
nuclear@0
|
380 }
|
nuclear@0
|
381 return 0;
|
nuclear@0
|
382 }
|
nuclear@2
|
383
|
nuclear@2
|
384 unsigned int next_pow2(unsigned int x)
|
nuclear@2
|
385 {
|
nuclear@2
|
386 x -= 1;
|
nuclear@2
|
387 x |= x >> 1;
|
nuclear@2
|
388 x |= x >> 2;
|
nuclear@2
|
389 x |= x >> 4;
|
nuclear@2
|
390 x |= x >> 8;
|
nuclear@2
|
391 x |= x >> 16;
|
nuclear@2
|
392 return x + 1;
|
nuclear@2
|
393 } |