rev |
line source |
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@8
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3 #include <string.h>
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nuclear@3
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4 #include <math.h>
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nuclear@0
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5 #include <assert.h>
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nuclear@0
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6 #include <GL/glew.h>
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nuclear@0
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7 #include <GL/glut.h>
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nuclear@0
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8 #include "sdr.h"
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nuclear@1
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9 #include "gui.h"
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nuclear@3
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10 #include "vmath.h"
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nuclear@0
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11
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nuclear@6
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12 #define DEG_TO_RAD(x) (M_PI * (x) / 180.0)
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nuclear@6
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13
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nuclear@0
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14 void disp();
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nuclear@8
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15 void render();
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nuclear@0
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16 void reshape(int x, int y);
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nuclear@0
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17 void keyb(unsigned char key, int x, int y);
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nuclear@1
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18 void keyb_up(unsigned char key, int x, int y);
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nuclear@0
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19 void mouse(int bn, int state, int x, int y);
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nuclear@0
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20 void motion(int x, int y);
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nuclear@1
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21 void passive_motion(int x, int y);
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nuclear@6
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22 void sball_motion(int x, int y, int z);
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nuclear@6
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23 void sball_rot(int x, int y, int z);
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nuclear@6
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24 void sball_button(int bn, int state);
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nuclear@6
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25
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nuclear@0
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26
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nuclear@0
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27 int load_shader();
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nuclear@0
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28 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
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nuclear@0
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29 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
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nuclear@0
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30 static int round_pow2(int x);
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nuclear@0
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31
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nuclear@8
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32 int parse_opt(int argc, char **argv);
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nuclear@8
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33
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nuclear@8
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34
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nuclear@0
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35 float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
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nuclear@6
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36 float cam_x, cam_y, cam_z;
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nuclear@0
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37
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nuclear@0
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38 unsigned int sdr;
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nuclear@0
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39 unsigned int ray_tex;
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nuclear@0
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40 Vector2 tex_scale;
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nuclear@0
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41 Vector4 seed;
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nuclear@0
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42 float err_thres = 0.0075;
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nuclear@0
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43 int iter = 10;
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nuclear@1
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44 float reflectivity = 0.2;
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nuclear@5
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45 Vector3 color(0.75, 0.75, 0.75);
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nuclear@0
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46
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nuclear@8
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47 int use_stereo;
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nuclear@8
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48 float eye_sep = 0.5;
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nuclear@8
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49
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nuclear@0
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50 int main(int argc, char **argv)
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nuclear@0
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51 {
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nuclear@0
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52 int xsz, ysz;
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nuclear@0
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53
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nuclear@0
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54 seed = Vector4(0.4, 0.0, 0.0, -0.8);
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nuclear@0
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55
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nuclear@0
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56 glutInitWindowSize(640, 480);
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nuclear@0
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57 glutInit(&argc, argv);
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nuclear@8
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58
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nuclear@8
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59 if(parse_opt(argc, argv) == -1) {
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nuclear@8
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60 return 1;
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nuclear@8
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61 }
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nuclear@8
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62
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nuclear@8
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63 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | (use_stereo ? GLUT_STEREO : 0));
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nuclear@0
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64 glutCreateWindow("Raytraced Fractals");
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nuclear@0
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65 xsz = glutGet(GLUT_WINDOW_WIDTH);
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nuclear@0
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66 ysz = glutGet(GLUT_WINDOW_HEIGHT);
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nuclear@0
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67
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nuclear@0
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68 glutDisplayFunc(disp);
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nuclear@0
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69 glutReshapeFunc(reshape);
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nuclear@0
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70 glutKeyboardFunc(keyb);
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nuclear@1
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71 glutKeyboardUpFunc(keyb_up);
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nuclear@0
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72 glutMouseFunc(mouse);
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nuclear@0
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73 glutMotionFunc(motion);
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nuclear@1
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74 glutPassiveMotionFunc(passive_motion);
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nuclear@6
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75 glutSpaceballMotionFunc(sball_motion);
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nuclear@6
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76 glutSpaceballRotateFunc(sball_rot);
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nuclear@6
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77 glutSpaceballButtonFunc(sball_button);
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nuclear@0
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78
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nuclear@8
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79 if(getenv("STEREO_METHOD") && strcmp(getenv("STEREO_METHOD"), "sequential") == 0) {
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nuclear@8
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80 glutIdleFunc(glutPostRedisplay);
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nuclear@8
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81 }
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nuclear@0
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82
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nuclear@0
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83 glewInit();
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nuclear@0
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84
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nuclear@8
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85 glEnable(GL_CULL_FACE);
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nuclear@8
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86
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nuclear@0
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87 if(load_shader() == -1) {
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nuclear@0
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88 return 1;
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nuclear@0
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89 }
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nuclear@0
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90
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nuclear@1
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91 if(gui_init(xsz, ysz) == -1) {
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nuclear@1
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92 return 1;
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nuclear@1
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93 }
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nuclear@1
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94
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nuclear@0
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95 glutMainLoop();
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nuclear@0
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96 return 0;
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nuclear@0
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97 }
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nuclear@0
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98
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nuclear@0
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99 int load_shader()
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nuclear@0
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100 {
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nuclear@0
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101 if(sdr) {
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nuclear@0
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102 free_program(sdr);
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nuclear@0
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103 }
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nuclear@0
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104
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nuclear@0
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105 if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
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nuclear@0
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106 return -1;
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nuclear@0
|
107 }
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nuclear@0
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108 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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nuclear@0
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109 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@0
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110 set_uniform_int(sdr, "iter", iter);
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nuclear@1
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111 set_uniform_float(sdr, "reflectivity", reflectivity);
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nuclear@1
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112 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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nuclear@1
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113
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nuclear@0
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114 return 0;
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nuclear@0
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115 }
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nuclear@0
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116
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nuclear@0
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117 void disp()
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nuclear@0
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118 {
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nuclear@0
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119 glMatrixMode(GL_MODELVIEW);
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nuclear@0
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120 glLoadIdentity();
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nuclear@6
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121 glTranslatef(cam_x, cam_y, -cam_z);
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nuclear@0
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122 glRotatef(cam_theta, 0, 1, 0);
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nuclear@0
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123 glRotatef(cam_phi, 1, 0, 0);
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nuclear@0
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124 glTranslatef(0, 0, -cam_dist);
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nuclear@0
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125
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nuclear@0
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126 float lpos[] = {-1, 1, 3, 0};
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nuclear@0
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127 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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nuclear@0
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128
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nuclear@0
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129
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nuclear@4
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130 set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
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nuclear@4
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131 set_uniform_float(sdr, "reflectivity", reflectivity);
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nuclear@4
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132 set_uniform_int(sdr, "iter", iter);
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nuclear@4
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133 set_uniform_float(sdr, "err_thres", err_thres);
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nuclear@5
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134 set_uniform_float3(sdr, "diffuse_color", color.x, color.y, color.z);
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nuclear@4
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135
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nuclear@8
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136 glBindTexture(GL_TEXTURE_2D, ray_tex);
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nuclear@8
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137
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nuclear@8
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138
|
nuclear@8
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139 if(use_stereo) {
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nuclear@8
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140 glDrawBuffer(GL_BACK_LEFT);
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nuclear@8
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141 set_uniform_float(sdr, "eye_offs", -eye_sep / 2.0);
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nuclear@8
|
142 } else {
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nuclear@8
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143 set_uniform_float(sdr, "eye_offs", 0);
|
nuclear@8
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144 }
|
nuclear@8
|
145
|
nuclear@8
|
146 render();
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nuclear@8
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147
|
nuclear@8
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148 if(use_stereo) {
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nuclear@8
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149 glDrawBuffer(GL_BACK_RIGHT);
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nuclear@8
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150
|
nuclear@8
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151 set_uniform_float(sdr, "eye_offs", eye_sep / 2.0);
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nuclear@8
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152 render();
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nuclear@8
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153 }
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nuclear@8
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154
|
nuclear@8
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155 glutSwapBuffers();
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nuclear@8
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156 assert(glGetError() == GL_NO_ERROR);
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nuclear@8
|
157 }
|
nuclear@8
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158
|
nuclear@8
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159 void render()
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nuclear@8
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160 {
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nuclear@0
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161 glMatrixMode(GL_TEXTURE);
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nuclear@0
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162 glPushMatrix();
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nuclear@0
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163 glScalef(tex_scale.x, tex_scale.y, 1.0);
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nuclear@0
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164
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nuclear@0
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165 glEnable(GL_TEXTURE_2D);
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nuclear@0
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166 bind_program(sdr);
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nuclear@0
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167
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nuclear@0
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168 glBegin(GL_QUADS);
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nuclear@0
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169 glColor3f(1, 1, 1);
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nuclear@0
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170 glTexCoord2f(0, 1); glVertex2f(-1, -1);
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nuclear@0
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171 glTexCoord2f(1, 1); glVertex2f(1, -1);
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nuclear@0
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172 glTexCoord2f(1, 0); glVertex2f(1, 1);
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nuclear@0
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173 glTexCoord2f(0, 0); glVertex2f(-1, 1);
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nuclear@0
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174 glEnd();
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nuclear@0
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175
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nuclear@0
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176 bind_program(0);
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nuclear@0
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177 glDisable(GL_TEXTURE_2D);
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nuclear@0
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178
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nuclear@0
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179 glMatrixMode(GL_TEXTURE);
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nuclear@0
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180 glPopMatrix();
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nuclear@0
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181
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nuclear@1
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182 gui_draw();
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nuclear@0
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183 }
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nuclear@0
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184
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nuclear@0
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185 void reshape(int x, int y)
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nuclear@0
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186 {
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nuclear@0
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187 glViewport(0, 0, x, y);
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nuclear@0
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188 glMatrixMode(GL_PROJECTION);
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nuclear@0
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189 glLoadIdentity();
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nuclear@0
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190 gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
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nuclear@0
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191
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nuclear@5
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192 imtk_set_viewport(x, y);
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nuclear@5
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193
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nuclear@0
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194 if(ray_tex) {
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nuclear@0
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195 glDeleteTextures(1, &ray_tex);
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nuclear@0
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196 }
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nuclear@0
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197 ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
|
nuclear@0
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198 }
|
nuclear@0
|
199
|
nuclear@0
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200
|
nuclear@0
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201 void keyb(unsigned char key, int x, int y)
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nuclear@0
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202 {
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nuclear@0
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203 switch(key) {
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nuclear@0
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204 case 27:
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nuclear@0
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205 exit(0);
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nuclear@0
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206
|
nuclear@0
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207 case '-':
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nuclear@0
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208 if(iter > 1) {
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nuclear@0
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209 iter--;
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nuclear@0
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210 set_uniform_int(sdr, "iter", iter);
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nuclear@0
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211 printf("iter: %d\n", iter);
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nuclear@0
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212 glutPostRedisplay();
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nuclear@0
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213 }
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nuclear@0
|
214 break;
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nuclear@0
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215
|
nuclear@0
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216 case '=':
|
nuclear@0
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217 iter++;
|
nuclear@0
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218 set_uniform_int(sdr, "iter", iter);
|
nuclear@0
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219 printf("iter: %d\n", iter);
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nuclear@0
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220 glutPostRedisplay();
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nuclear@0
|
221 break;
|
nuclear@0
|
222
|
nuclear@0
|
223 case ',':
|
nuclear@0
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224 err_thres -= 0.001;
|
nuclear@0
|
225 set_uniform_float(sdr, "err_thres", err_thres);
|
nuclear@0
|
226 printf("maximum error: %f\n", err_thres);
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nuclear@0
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227 glutPostRedisplay();
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nuclear@0
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228 break;
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nuclear@0
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229
|
nuclear@0
|
230 case '.':
|
nuclear@0
|
231 err_thres += 0.001;
|
nuclear@0
|
232 set_uniform_float(sdr, "err_thres", err_thres);
|
nuclear@0
|
233 printf("maximum error: %f\n", err_thres);
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nuclear@0
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234 glutPostRedisplay();
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nuclear@0
|
235 break;
|
nuclear@0
|
236
|
nuclear@0
|
237 case 's':
|
nuclear@0
|
238 load_shader();
|
nuclear@0
|
239 glutPostRedisplay();
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nuclear@0
|
240 break;
|
nuclear@1
|
241
|
nuclear@8
|
242 case 'S':
|
nuclear@8
|
243 use_stereo = !use_stereo;
|
nuclear@8
|
244 glutPostRedisplay();
|
nuclear@8
|
245 break;
|
nuclear@8
|
246
|
nuclear@1
|
247 case 'r':
|
nuclear@1
|
248 reflectivity = reflectivity > 0.0 ? 0.0 : 0.6;
|
nuclear@1
|
249 set_uniform_float(sdr, "reflectivity", reflectivity);
|
nuclear@1
|
250 glutPostRedisplay();
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nuclear@1
|
251 break;
|
nuclear@1
|
252
|
nuclear@1
|
253 case '`':
|
nuclear@1
|
254 {
|
nuclear@1
|
255 static bool vis = true;
|
nuclear@1
|
256 vis = !vis;
|
nuclear@1
|
257 gui_set_visible(vis);
|
nuclear@1
|
258 glutPostRedisplay();
|
nuclear@1
|
259 }
|
nuclear@1
|
260 break;
|
nuclear@5
|
261
|
nuclear@8
|
262 case '[':
|
nuclear@8
|
263 eye_sep -= 0.1;
|
nuclear@8
|
264 printf("eye separation: %f\n", eye_sep);
|
nuclear@8
|
265 glutPostRedisplay();
|
nuclear@8
|
266 break;
|
nuclear@8
|
267
|
nuclear@8
|
268 case ']':
|
nuclear@8
|
269 eye_sep += 0.1;
|
nuclear@8
|
270 printf("eye separation: %f\n", eye_sep);
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nuclear@8
|
271 glutPostRedisplay();
|
nuclear@8
|
272 break;
|
nuclear@8
|
273
|
nuclear@8
|
274
|
nuclear@5
|
275 case '\n':
|
nuclear@5
|
276 case '\r':
|
nuclear@5
|
277 printf("(%.3f %+.3fi %+.3fj %+.3fk) i:%d err: %.4f cam(theta: %.2f phi: %.2f rad: %.2f)\n", seed.w,
|
nuclear@5
|
278 seed.x, seed.y, seed.z, iter, err_thres, cam_theta, cam_phi, cam_dist);
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nuclear@5
|
279 break;
|
nuclear@0
|
280 }
|
nuclear@1
|
281
|
nuclear@4
|
282 imtk_inp_key(key, 1);
|
nuclear@1
|
283 glutPostRedisplay();
|
nuclear@1
|
284 }
|
nuclear@1
|
285
|
nuclear@1
|
286 void keyb_up(unsigned char key, int x, int y)
|
nuclear@1
|
287 {
|
nuclear@4
|
288 imtk_inp_key(key, 0);
|
nuclear@1
|
289 glutPostRedisplay();
|
nuclear@0
|
290 }
|
nuclear@0
|
291
|
nuclear@0
|
292 int bnstate[16];
|
nuclear@0
|
293
|
nuclear@0
|
294 int prev_x = -1, prev_y;
|
nuclear@0
|
295 void mouse(int bn, int state, int x, int y)
|
nuclear@0
|
296 {
|
nuclear@4
|
297 int mod;
|
nuclear@1
|
298
|
nuclear@4
|
299 mod = glutGetModifiers();
|
nuclear@4
|
300
|
nuclear@4
|
301 if(mod) {
|
nuclear@1
|
302 bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
|
nuclear@1
|
303 if(state == GLUT_DOWN) {
|
nuclear@1
|
304 if(bn == 3) {
|
nuclear@1
|
305 cam_dist -= 0.1;
|
nuclear@1
|
306 glutPostRedisplay();
|
nuclear@1
|
307 if(cam_dist < 0) cam_dist = 0;
|
nuclear@1
|
308 } else if(bn == 4) {
|
nuclear@1
|
309 cam_dist += 0.1;
|
nuclear@1
|
310 glutPostRedisplay();
|
nuclear@1
|
311 } else {
|
nuclear@1
|
312 prev_x = x;
|
nuclear@1
|
313 prev_y = y;
|
nuclear@1
|
314 }
|
nuclear@0
|
315 } else {
|
nuclear@1
|
316 prev_x = -1;
|
nuclear@0
|
317 }
|
nuclear@4
|
318 } else {
|
nuclear@4
|
319 imtk_inp_mouse(bn, state == GLUT_DOWN ? 1 : 0);
|
nuclear@0
|
320 }
|
nuclear@1
|
321 glutPostRedisplay();
|
nuclear@0
|
322 }
|
nuclear@0
|
323
|
nuclear@0
|
324 void motion(int x, int y)
|
nuclear@0
|
325 {
|
nuclear@0
|
326 if(bnstate[0]) {
|
nuclear@0
|
327 cam_theta += (x - prev_x) * 0.5;
|
nuclear@0
|
328 cam_phi += (y - prev_y) * 0.5;
|
nuclear@0
|
329
|
nuclear@0
|
330 if(cam_phi < -90) cam_phi = -90;
|
nuclear@0
|
331 if(cam_phi > 90) cam_phi = 90;
|
nuclear@0
|
332
|
nuclear@0
|
333 glutPostRedisplay();
|
nuclear@0
|
334 }
|
nuclear@0
|
335
|
nuclear@0
|
336 if(bnstate[1]) {
|
nuclear@0
|
337 cam_y += (y - prev_y) * 0.1;
|
nuclear@0
|
338 glutPostRedisplay();
|
nuclear@0
|
339 }
|
nuclear@0
|
340
|
nuclear@0
|
341 if(bnstate[2]) {
|
nuclear@0
|
342 cam_dist += (y - prev_y) * 0.1;
|
nuclear@6
|
343 if(cam_dist < 0.0) cam_dist = 0.0;
|
nuclear@0
|
344 glutPostRedisplay();
|
nuclear@0
|
345 }
|
nuclear@0
|
346
|
nuclear@0
|
347 prev_x = x;
|
nuclear@0
|
348 prev_y = y;
|
nuclear@1
|
349
|
nuclear@4
|
350 imtk_inp_motion(x, y);
|
nuclear@1
|
351 glutPostRedisplay();
|
nuclear@1
|
352 }
|
nuclear@1
|
353
|
nuclear@1
|
354 void passive_motion(int x, int y)
|
nuclear@1
|
355 {
|
nuclear@4
|
356 imtk_inp_motion(x, y);
|
nuclear@4
|
357 glutPostRedisplay();
|
nuclear@0
|
358 }
|
nuclear@0
|
359
|
nuclear@6
|
360 void sball_motion(int x, int y, int z)
|
nuclear@6
|
361 {
|
nuclear@6
|
362 float dx = (float)x * 0.0015f;
|
nuclear@6
|
363 float dy = (float)y * 0.0015f;
|
nuclear@6
|
364 float dz = -(float)z * 0.001f;
|
nuclear@6
|
365 float angle = -DEG_TO_RAD(cam_theta);
|
nuclear@6
|
366
|
nuclear@6
|
367 cam_x += cos(angle) * dx + sin(angle) * dz;
|
nuclear@6
|
368 cam_z += -sin(angle) * dx + cos(angle) * dz;
|
nuclear@6
|
369 cam_y += dy;
|
nuclear@6
|
370
|
nuclear@6
|
371 glutPostRedisplay();
|
nuclear@6
|
372 }
|
nuclear@6
|
373
|
nuclear@6
|
374 void sball_rot(int x, int y, int z)
|
nuclear@6
|
375 {
|
nuclear@6
|
376 cam_theta += -y / 15.0;
|
nuclear@6
|
377 cam_phi += -x / 15.0;
|
nuclear@6
|
378 glutPostRedisplay();
|
nuclear@6
|
379 }
|
nuclear@6
|
380
|
nuclear@6
|
381 void sball_button(int bn, int state)
|
nuclear@6
|
382 {
|
nuclear@6
|
383 if(state == GLUT_DOWN) {
|
nuclear@6
|
384 switch(bn) {
|
nuclear@6
|
385 case 0:
|
nuclear@6
|
386 /* TODO reset */
|
nuclear@6
|
387 break;
|
nuclear@6
|
388
|
nuclear@6
|
389 default:
|
nuclear@6
|
390 break;
|
nuclear@6
|
391 }
|
nuclear@6
|
392 }
|
nuclear@6
|
393 }
|
nuclear@6
|
394
|
nuclear@6
|
395
|
nuclear@0
|
396 unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
|
nuclear@0
|
397 {
|
nuclear@0
|
398 unsigned int tex;
|
nuclear@0
|
399 int tex_xsz = round_pow2(xsz);
|
nuclear@0
|
400 int tex_ysz = round_pow2(ysz);
|
nuclear@0
|
401 float *teximg, *dir;
|
nuclear@0
|
402
|
nuclear@0
|
403 teximg = new float[3 * tex_xsz * tex_ysz];
|
nuclear@0
|
404 dir = teximg;
|
nuclear@0
|
405
|
nuclear@0
|
406 for(int i=0; i<tex_ysz; i++) {
|
nuclear@0
|
407 for(int j=0; j<tex_xsz; j++) {
|
nuclear@0
|
408 if(j < xsz && i < ysz) {
|
nuclear@0
|
409 Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
|
nuclear@0
|
410 dir[0] = rdir.x;
|
nuclear@0
|
411 dir[1] = rdir.y;
|
nuclear@0
|
412 dir[2] = rdir.z;
|
nuclear@0
|
413 } else {
|
nuclear@0
|
414 dir[0] = dir[1] = 0.0f;
|
nuclear@0
|
415 dir[2] = 1.0f;
|
nuclear@0
|
416 }
|
nuclear@0
|
417
|
nuclear@0
|
418 dir += 3;
|
nuclear@0
|
419 }
|
nuclear@0
|
420 }
|
nuclear@0
|
421
|
nuclear@0
|
422 glGenTextures(1, &tex);
|
nuclear@0
|
423 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@0
|
424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@0
|
425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@0
|
426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
nuclear@0
|
427 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
nuclear@0
|
428 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
|
nuclear@0
|
429 delete [] teximg;
|
nuclear@0
|
430
|
nuclear@0
|
431 if(tex_scale) {
|
nuclear@0
|
432 tex_scale->x = (float)xsz / (float)tex_xsz;
|
nuclear@0
|
433 tex_scale->y = (float)ysz / (float)tex_ysz;
|
nuclear@0
|
434 }
|
nuclear@0
|
435 return tex;
|
nuclear@0
|
436 }
|
nuclear@0
|
437
|
nuclear@0
|
438 static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
|
nuclear@0
|
439 {
|
nuclear@0
|
440 float vfov = M_PI * vfov_deg / 180.0;
|
nuclear@0
|
441 float aspect = (float)w / (float)h;
|
nuclear@0
|
442
|
nuclear@0
|
443 float ysz = 2.0;
|
nuclear@0
|
444 float xsz = aspect * ysz;
|
nuclear@0
|
445
|
nuclear@0
|
446 float px = ((float)x / (float)w) * xsz - xsz / 2.0;
|
nuclear@0
|
447 float py = 1.0 - ((float)y / (float)h) * ysz;
|
nuclear@0
|
448 float pz = 1.0 / tan(0.5 * vfov);
|
nuclear@0
|
449
|
nuclear@0
|
450 float mag = sqrt(px * px + py * py + pz * pz);
|
nuclear@0
|
451
|
nuclear@0
|
452 return Vector3(px / mag, py / mag, pz / mag);
|
nuclear@0
|
453 }
|
nuclear@0
|
454
|
nuclear@0
|
455 static int round_pow2(int x)
|
nuclear@0
|
456 {
|
nuclear@0
|
457 x--;
|
nuclear@0
|
458 x = (x >> 1) | x;
|
nuclear@0
|
459 x = (x >> 2) | x;
|
nuclear@0
|
460 x = (x >> 4) | x;
|
nuclear@0
|
461 x = (x >> 8) | x;
|
nuclear@0
|
462 x = (x >> 16) | x;
|
nuclear@0
|
463 return x + 1;
|
nuclear@0
|
464 }
|
nuclear@8
|
465
|
nuclear@8
|
466 int parse_opt(int argc, char **argv)
|
nuclear@8
|
467 {
|
nuclear@8
|
468 int i;
|
nuclear@8
|
469
|
nuclear@8
|
470 for(i=1; i<argc; i++) {
|
nuclear@8
|
471 if(argv[i][0] == '-' && argv[i][2] == 0) {
|
nuclear@8
|
472 switch(argv[i][1]) {
|
nuclear@8
|
473 case 's':
|
nuclear@8
|
474 use_stereo = !use_stereo;
|
nuclear@8
|
475 break;
|
nuclear@8
|
476
|
nuclear@8
|
477 default:
|
nuclear@8
|
478 goto invalid;
|
nuclear@8
|
479 }
|
nuclear@8
|
480 } else {
|
nuclear@8
|
481 goto invalid;
|
nuclear@8
|
482 }
|
nuclear@8
|
483 }
|
nuclear@8
|
484
|
nuclear@8
|
485 return 0;
|
nuclear@8
|
486
|
nuclear@8
|
487 invalid:
|
nuclear@8
|
488 fprintf(stderr, "invalid option: %s\n", argv[i]);
|
nuclear@8
|
489 return -1;
|
nuclear@8
|
490 }
|