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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <assert.h>
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4 #include <GL/glew.h>
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5 #include <GL/glut.h>
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6 #include <vmath.h>
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7 #include "sdr.h"
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8 #include "gui.h"
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9
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10 void disp();
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11 void reshape(int x, int y);
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12 void keyb(unsigned char key, int x, int y);
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13 void keyb_up(unsigned char key, int x, int y);
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14 void mouse(int bn, int state, int x, int y);
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15 void motion(int x, int y);
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16 void passive_motion(int x, int y);
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17
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18 int load_shader();
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19 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
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20 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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21 static int round_pow2(int x);
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22
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23 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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24 float cam_y = 0;
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25
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26 unsigned int sdr;
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27 unsigned int ray_tex;
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28 Vector2 tex_scale;
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29 Vector4 seed;
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30 float err_thres = 0.0075;
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31 int iter = 10;
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32 float reflectivity = 0.2;
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33 Vector3 color(0.9, 0.95, 1.0);
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34
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35 int main(int argc, char **argv)
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36 {
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37 int xsz, ysz;
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38
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39 seed = Vector4(0.4, 0.0, 0.0, -0.8);
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40
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41 glutInitWindowSize(640, 480);
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42 glutInit(&argc, argv);
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43 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
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44 glutCreateWindow("Raytraced Fractals");
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45 xsz = glutGet(GLUT_WINDOW_WIDTH);
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46 ysz = glutGet(GLUT_WINDOW_HEIGHT);
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47
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48 glutDisplayFunc(disp);
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49 glutReshapeFunc(reshape);
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50 glutKeyboardFunc(keyb);
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51 glutKeyboardUpFunc(keyb_up);
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52 glutMouseFunc(mouse);
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53 glutMotionFunc(motion);
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54 glutPassiveMotionFunc(passive_motion);
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55
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56 glEnable(GL_DEPTH_TEST);
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57 glEnable(GL_LIGHTING);
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58 glEnable(GL_LIGHT0);
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59 glEnable(GL_CULL_FACE);
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60
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61 glewInit();
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62
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63 if(load_shader() == -1) {
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64 return 1;
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65 }
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66
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67 if(gui_init(xsz, ysz) == -1) {
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68 return 1;
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69 }
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70
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71 glutMainLoop();
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72 return 0;
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73 }
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74
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75 int load_shader()
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76 {
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77 if(sdr) {
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78 free_program(sdr);
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79 }
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80
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81 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
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82 return -1;
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83 }
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84 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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85 set_uniform_float(sdr, "err_thres", err_thres);
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86 set_uniform_int(sdr, "iter", iter);
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87 set_uniform_float(sdr, "reflectivity", reflectivity);
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88 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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89
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90 return 0;
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91 }
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92
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93 void disp()
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94 {
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95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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96
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97 glMatrixMode(GL_MODELVIEW);
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98 glLoadIdentity();
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99 glRotatef(cam_theta, 0, 1, 0);
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100 glRotatef(cam_phi, 1, 0, 0);
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101 glTranslatef(0, 0, -cam_dist);
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102
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103 float lpos[] = {-1, 1, 3, 0};
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104 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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105
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106
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107 glMatrixMode(GL_TEXTURE);
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108 glPushMatrix();
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109 glScalef(tex_scale.x, tex_scale.y, 1.0);
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110
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111 glBindTexture(GL_TEXTURE_2D, ray_tex);
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112 glEnable(GL_TEXTURE_2D);
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113 bind_program(sdr);
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114
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115 glBegin(GL_QUADS);
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116 glColor3f(1, 1, 1);
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117 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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118 glTexCoord2f(1, 1); glVertex2f(1, -1);
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119 glTexCoord2f(1, 0); glVertex2f(1, 1);
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120 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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121 glEnd();
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122
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123 bind_program(0);
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124 glDisable(GL_TEXTURE_2D);
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125
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126 glMatrixMode(GL_TEXTURE);
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127 glPopMatrix();
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128
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129 gui_draw();
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130
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131 glutSwapBuffers();
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132 assert(glGetError() == GL_NO_ERROR);
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133 }
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134
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135 void reshape(int x, int y)
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136 {
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137 glViewport(0, 0, x, y);
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138 glMatrixMode(GL_PROJECTION);
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139 glLoadIdentity();
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140 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
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141
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142 if(ray_tex) {
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143 glDeleteTextures(1, &ray_tex);
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144 }
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145 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
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146 }
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147
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148
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149 void keyb(unsigned char key, int x, int y)
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150 {
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151 switch(key) {
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152 case 27:
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153 exit(0);
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154
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155 case '-':
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156 if(iter > 1) {
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157 iter--;
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158 set_uniform_int(sdr, "iter", iter);
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159 printf("iter: %d\n", iter);
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160 glutPostRedisplay();
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161 }
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162 break;
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163
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164 case '=':
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165 iter++;
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166 set_uniform_int(sdr, "iter", iter);
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167 printf("iter: %d\n", iter);
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168 glutPostRedisplay();
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169 break;
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170
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171 case ',':
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172 err_thres -= 0.001;
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173 set_uniform_float(sdr, "err_thres", err_thres);
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174 printf("maximum error: %f\n", err_thres);
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175 glutPostRedisplay();
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176 break;
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177
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178 case '.':
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179 err_thres += 0.001;
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180 set_uniform_float(sdr, "err_thres", err_thres);
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181 printf("maximum error: %f\n", err_thres);
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182 glutPostRedisplay();
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183 break;
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184
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185 case 's':
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186 load_shader();
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187 glutPostRedisplay();
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188 break;
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189
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190 case 'r':
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191 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
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192 set_uniform_float(sdr, "reflectivity", reflectivity);
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193 glutPostRedisplay();
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194 break;
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195
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196 case '`':
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197 {
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198 static bool vis = true;
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199 vis = !vis;
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200 gui_set_visible(vis);
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201 glutPostRedisplay();
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202 }
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203 break;
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204 }
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205
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206 utk::KeyboardEvent ev(key);
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207 ev.pressed = true;
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208 utk::event(&ev);
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209 glutPostRedisplay();
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210 }
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211
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212 void keyb_up(unsigned char key, int x, int y)
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213 {
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214 utk::KeyboardEvent ev(key);
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215 ev.pressed = false;
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216 utk::event(&ev);
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217 glutPostRedisplay();
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218 }
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219
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220 int bnstate[16];
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221
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222 int prev_x = -1, prev_y;
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223 void mouse(int bn, int state, int x, int y)
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224 {
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225 utk::Container *utkroot = utk::get_root_widget();
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226
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227 if(utkroot->get_child_at(x, y) == utkroot) {
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228 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
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229 if(state == GLUT_DOWN) {
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230 if(bn == 3) {
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231 cam_dist -= 0.1;
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232 glutPostRedisplay();
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233 if(cam_dist < 0) cam_dist = 0;
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234 } else if(bn == 4) {
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235 cam_dist += 0.1;
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236 glutPostRedisplay();
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237 } else {
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238 prev_x = x;
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239 prev_y = y;
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240 }
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241 } else {
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242 prev_x = -1;
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243 }
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244 }
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245
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246 utk::MButtonEvent ev(bn, x, y);
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247 ev.pressed = state == GLUT_DOWN;
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248 utk::event(&ev);
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249 glutPostRedisplay();
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250 }
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251
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252 void motion(int x, int y)
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253 {
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254 if(bnstate[0]) {
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255 cam_theta += (x - prev_x) * 0.5;
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256 cam_phi += (y - prev_y) * 0.5;
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257
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258 if(cam_phi < -90) cam_phi = -90;
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259 if(cam_phi > 90) cam_phi = 90;
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260
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261 glutPostRedisplay();
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262 }
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263
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264 if(bnstate[1]) {
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265 cam_y += (y - prev_y) * 0.1;
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266 glutPostRedisplay();
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267 }
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268
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269 if(bnstate[2]) {
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270 cam_dist += (y - prev_y) * 0.1;
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271 glutPostRedisplay();
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272 }
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273
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274 prev_x = x;
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275 prev_y = y;
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276
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277 utk::MMotionEvent ev(x, y);
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278 utk::event(&ev);
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279 glutPostRedisplay();
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280 }
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281
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282 void passive_motion(int x, int y)
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283 {
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284 utk::MMotionEvent ev(x, y);
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285 utk::event(&ev);
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286 //glutPostRedisplay();
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287 }
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288
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289 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
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290 {
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291 unsigned int tex;
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292 int tex_xsz = round_pow2(xsz);
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293 int tex_ysz = round_pow2(ysz);
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294 float *teximg, *dir;
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295
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296 teximg = new float[3 * tex_xsz * tex_ysz];
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297 dir = teximg;
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298
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299 for(int i=0; i<tex_ysz; i++) {
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300 for(int j=0; j<tex_xsz; j++) {
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301 if(j < xsz && i < ysz) {
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302 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
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303 dir[0] = rdir.x;
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304 dir[1] = rdir.y;
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305 dir[2] = rdir.z;
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306 } else {
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307 dir[0] = dir[1] = 0.0f;
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308 dir[2] = 1.0f;
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309 }
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310
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311 dir += 3;
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312 }
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313 }
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314
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315 glGenTextures(1, &tex);
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316 glBindTexture(GL_TEXTURE_2D, tex);
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317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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321 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
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322 delete [] teximg;
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323
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324 if(tex_scale) {
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325 tex_scale->x = (float)xsz / (float)tex_xsz;
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326 tex_scale->y = (float)ysz / (float)tex_ysz;
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327 }
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328 return tex;
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329 }
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330
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331 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
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332 {
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333 float vfov = M_PI * vfov_deg / 180.0;
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334 float aspect = (float)w / (float)h;
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335
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336 float ysz = 2.0;
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337 float xsz = aspect * ysz;
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338
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339 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
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340 float py = 1.0 - ((float)y / (float)h) * ysz;
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341 float pz = 1.0 / tan(0.5 * vfov);
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342
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343 float mag = sqrt(px * px + py * py + pz * pz);
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344
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345 return Vector3(px / mag, py / mag, pz / mag);
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346 }
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347
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348 static int round_pow2(int x)
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349 {
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350 x--;
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351 x = (x >> 1) | x;
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352 x = (x >> 2) | x;
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353 x = (x >> 4) | x;
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354 x = (x >> 8) | x;
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355 x = (x >> 16) | x;
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356 return x + 1;
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357 }
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