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