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nuclear@0
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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <math.h>
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4 #include <assert.h>
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5 #include <GL/glew.h>
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6 #include <GL/glut.h>
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7 #include "sdr.h"
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8 #include "gui.h"
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9 #include "vmath.h"
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10
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11 void disp();
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12 void reshape(int x, int y);
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13 void keyb(unsigned char key, int x, int y);
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14 void keyb_up(unsigned char key, int x, int y);
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15 void mouse(int bn, int state, int x, int y);
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16 void motion(int x, int y);
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17 void passive_motion(int x, int y);
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18
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19 int load_shader();
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20 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
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21 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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22 static int round_pow2(int x);
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23
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24 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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25 float cam_y = 0;
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26
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27 unsigned int sdr;
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28 unsigned int ray_tex;
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29 Vector2 tex_scale;
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30 Vector4 seed;
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31 float err_thres = 0.0075;
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32 int iter = 10;
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33 float reflectivity = 0.2;
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34 Vector3 color(0.75, 0.75, 0.75);
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35
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36 int main(int argc, char **argv)
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37 {
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38 int xsz, ysz;
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39
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40 seed = Vector4(0.4, 0.0, 0.0, -0.8);
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41
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42 glutInitWindowSize(640, 480);
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43 glutInit(&argc, argv);
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44 glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
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45 glutCreateWindow("Raytraced Fractals");
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46 xsz = glutGet(GLUT_WINDOW_WIDTH);
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47 ysz = glutGet(GLUT_WINDOW_HEIGHT);
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48
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49 glutDisplayFunc(disp);
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50 glutReshapeFunc(reshape);
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51 glutKeyboardFunc(keyb);
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52 glutKeyboardUpFunc(keyb_up);
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53 glutMouseFunc(mouse);
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54 glutMotionFunc(motion);
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55 glutPassiveMotionFunc(passive_motion);
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56
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57 glEnable(GL_DEPTH_TEST);
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58 glEnable(GL_LIGHTING);
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59 glEnable(GL_LIGHT0);
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60 glEnable(GL_CULL_FACE);
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61
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62 glewInit();
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63
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64 if(load_shader() == -1) {
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65 return 1;
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66 }
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67
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68 if(gui_init(xsz, ysz) == -1) {
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69 return 1;
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70 }
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71
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72 glutMainLoop();
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73 return 0;
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74 }
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75
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76 int load_shader()
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77 {
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78 if(sdr) {
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79 free_program(sdr);
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80 }
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81
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82 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
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83 return -1;
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84 }
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85 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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86 set_uniform_float(sdr, "err_thres", err_thres);
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87 set_uniform_int(sdr, "iter", iter);
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88 set_uniform_float(sdr, "reflectivity", reflectivity);
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89 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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90
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91 return 0;
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92 }
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93
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94 void disp()
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95 {
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96 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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97
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98 glMatrixMode(GL_MODELVIEW);
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99 glLoadIdentity();
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100 glRotatef(cam_theta, 0, 1, 0);
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101 glRotatef(cam_phi, 1, 0, 0);
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102 glTranslatef(0, 0, -cam_dist);
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103
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104 float lpos[] = {-1, 1, 3, 0};
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105 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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106
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107
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108 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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109 set_uniform_float(sdr, "reflectivity", reflectivity);
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110 set_uniform_int(sdr, "iter", iter);
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111 set_uniform_float(sdr, "err_thres", err_thres);
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112 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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113
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114 glMatrixMode(GL_TEXTURE);
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115 glPushMatrix();
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116 glScalef(tex_scale.x, tex_scale.y, 1.0);
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117
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118 glBindTexture(GL_TEXTURE_2D, ray_tex);
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119 glEnable(GL_TEXTURE_2D);
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120 bind_program(sdr);
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121
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122 glBegin(GL_QUADS);
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123 glColor3f(1, 1, 1);
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124 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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125 glTexCoord2f(1, 1); glVertex2f(1, -1);
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126 glTexCoord2f(1, 0); glVertex2f(1, 1);
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127 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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128 glEnd();
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129
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130 bind_program(0);
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131 glDisable(GL_TEXTURE_2D);
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132
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133 glMatrixMode(GL_TEXTURE);
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134 glPopMatrix();
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135
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136 gui_draw();
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137
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138 glutSwapBuffers();
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139 assert(glGetError() == GL_NO_ERROR);
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140 }
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141
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142 void reshape(int x, int y)
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143 {
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144 glViewport(0, 0, x, y);
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145 glMatrixMode(GL_PROJECTION);
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146 glLoadIdentity();
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147 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
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148
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149 imtk_set_viewport(x, y);
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150
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151 if(ray_tex) {
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152 glDeleteTextures(1, &ray_tex);
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153 }
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154 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
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155 }
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156
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157
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158 void keyb(unsigned char key, int x, int y)
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159 {
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160 switch(key) {
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161 case 27:
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162 exit(0);
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163
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164 case '-':
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165 if(iter > 1) {
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166 iter--;
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167 set_uniform_int(sdr, "iter", iter);
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168 printf("iter: %d\n", iter);
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169 glutPostRedisplay();
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170 }
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171 break;
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172
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173 case '=':
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174 iter++;
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175 set_uniform_int(sdr, "iter", iter);
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176 printf("iter: %d\n", iter);
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177 glutPostRedisplay();
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178 break;
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179
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180 case ',':
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181 err_thres -= 0.001;
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182 set_uniform_float(sdr, "err_thres", err_thres);
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183 printf("maximum error: %f\n", err_thres);
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184 glutPostRedisplay();
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185 break;
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186
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187 case '.':
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188 err_thres += 0.001;
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189 set_uniform_float(sdr, "err_thres", err_thres);
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190 printf("maximum error: %f\n", err_thres);
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191 glutPostRedisplay();
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192 break;
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193
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194 case 's':
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195 load_shader();
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196 glutPostRedisplay();
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197 break;
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198
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199 case 'r':
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200 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
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201 set_uniform_float(sdr, "reflectivity", reflectivity);
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202 glutPostRedisplay();
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203 break;
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204
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205 case '`':
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206 {
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207 static bool vis = true;
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208 vis = !vis;
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209 gui_set_visible(vis);
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210 glutPostRedisplay();
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211 }
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212 break;
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213
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214 case '\n':
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215 case '\r':
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216 printf("(%.3f %+.3fi %+.3fj %+.3fk) i:%d err: %.4f cam(theta: %.2f phi: %.2f rad: %.2f)\n", seed.w,
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217 seed.x, seed.y, seed.z, iter, err_thres, cam_theta, cam_phi, cam_dist);
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218 break;
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219 }
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220
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221 imtk_inp_key(key, 1);
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222 glutPostRedisplay();
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223 }
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224
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225 void keyb_up(unsigned char key, int x, int y)
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226 {
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227 imtk_inp_key(key, 0);
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228 glutPostRedisplay();
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229 }
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230
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231 int bnstate[16];
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232
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233 int prev_x = -1, prev_y;
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234 void mouse(int bn, int state, int x, int y)
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235 {
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236 int mod;
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237
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238 mod = glutGetModifiers();
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239
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240 if(mod) {
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241 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
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242 if(state == GLUT_DOWN) {
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243 if(bn == 3) {
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244 cam_dist -= 0.1;
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245 glutPostRedisplay();
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246 if(cam_dist < 0) cam_dist = 0;
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247 } else if(bn == 4) {
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248 cam_dist += 0.1;
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249 glutPostRedisplay();
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250 } else {
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251 prev_x = x;
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252 prev_y = y;
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253 }
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254 } else {
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255 prev_x = -1;
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256 }
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257 } else {
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258 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
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259 }
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260 glutPostRedisplay();
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261 }
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262
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263 void motion(int x, int y)
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264 {
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265 if(bnstate[0]) {
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266 cam_theta += (x - prev_x) * 0.5;
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267 cam_phi += (y - prev_y) * 0.5;
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268
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269 if(cam_phi < -90) cam_phi = -90;
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270 if(cam_phi > 90) cam_phi = 90;
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271
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272 glutPostRedisplay();
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273 }
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274
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275 if(bnstate[1]) {
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276 cam_y += (y - prev_y) * 0.1;
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277 glutPostRedisplay();
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278 }
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279
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280 if(bnstate[2]) {
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281 cam_dist += (y - prev_y) * 0.1;
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282 glutPostRedisplay();
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283 }
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284
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285 prev_x = x;
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286 prev_y = y;
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287
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288 imtk_inp_motion(x, y);
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289 glutPostRedisplay();
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290 }
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291
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292 void passive_motion(int x, int y)
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293 {
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294 imtk_inp_motion(x, y);
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295 glutPostRedisplay();
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296 }
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297
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298 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
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299 {
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300 unsigned int tex;
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301 int tex_xsz = round_pow2(xsz);
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302 int tex_ysz = round_pow2(ysz);
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303 float *teximg, *dir;
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304
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305 teximg = new float[3 * tex_xsz * tex_ysz];
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306 dir = teximg;
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307
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308 for(int i=0; i<tex_ysz; i++) {
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309 for(int j=0; j<tex_xsz; j++) {
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310 if(j < xsz && i < ysz) {
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311 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
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312 dir[0] = rdir.x;
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313 dir[1] = rdir.y;
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314 dir[2] = rdir.z;
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315 } else {
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316 dir[0] = dir[1] = 0.0f;
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317 dir[2] = 1.0f;
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318 }
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319
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320 dir += 3;
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321 }
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322 }
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323
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324 glGenTextures(1, &tex);
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325 glBindTexture(GL_TEXTURE_2D, tex);
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326 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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327 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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328 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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329 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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330 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
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331 delete [] teximg;
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332
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333 if(tex_scale) {
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334 tex_scale->x = (float)xsz / (float)tex_xsz;
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335 tex_scale->y = (float)ysz / (float)tex_ysz;
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336 }
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337 return tex;
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338 }
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339
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340 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
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341 {
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342 float vfov = M_PI * vfov_deg / 180.0;
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343 float aspect = (float)w / (float)h;
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344
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345 float ysz = 2.0;
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346 float xsz = aspect * ysz;
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347
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348 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
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349 float py = 1.0 - ((float)y / (float)h) * ysz;
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350 float pz = 1.0 / tan(0.5 * vfov);
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351
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352 float mag = sqrt(px * px + py * py + pz * pz);
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353
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354 return Vector3(px / mag, py / mag, pz / mag);
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355 }
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356
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357 static int round_pow2(int x)
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358 {
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359 x--;
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360 x = (x >> 1) | x;
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361 x = (x >> 2) | x;
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362 x = (x >> 4) | x;
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363 x = (x >> 8) | x;
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364 x = (x >> 16) | x;
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365 return x + 1;
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366 }
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