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nuclear@1
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1 #include <stdlib.h>
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nuclear@5
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2 #include <string.h>
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nuclear@5
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3 #include <math.h>
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nuclear@1
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4 #include "min3d.h"
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nuclear@1
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5 #include "m3dimpl.h"
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6
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nuclear@1
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7 #ifndef M_PI
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nuclear@1
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8 #define M_PI 3.141592653
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9 #endif
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10
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nuclear@3
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11 struct min3d_context *m3dctx;
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12
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13 int m3d_init(void)
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nuclear@1
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14 {
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nuclear@1
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15 if(!(m3dctx = malloc(sizeof *m3dctx))) {
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nuclear@1
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16 return -1;
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nuclear@1
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17 }
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nuclear@1
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18 memset(m3dctx, 0, sizeof *m3dctx);
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nuclear@1
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19
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20 m3d_matrix_mode(M3D_PROJECTION);
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21 m3d_load_identity();
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22 m3d_matrix_mode(M3D_MODELVIEW);
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23 m3d_load_identity();
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24 return 0;
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nuclear@1
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25 }
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26
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27 void m3d_shutdown(void)
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28 {
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29 free(m3dctx);
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nuclear@1
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30 }
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nuclear@1
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31
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nuclear@1
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32 void m3d_set_buffers(struct m3d_image *cbuf, uint16_t *zbuf)
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nuclear@1
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33 {
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34 m3dctx->cbuf = cbuf;
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35 m3dctx->zbuf = zbuf;
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nuclear@1
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36 }
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nuclear@1
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37
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nuclear@1
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38 void m3d_clear(unsigned int bmask)
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nuclear@1
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39 {
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nuclear@1
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40 int num_pixels = m3dctx->cbuf->xsz * m3dctx->cbuf->ysz;
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nuclear@1
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41 if(bmask & M3D_COLOR_BUFFER_BIT) {
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nuclear@1
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42 memset(m3dctx->cbuf->pixels, 0, num_pixels * 3);
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nuclear@1
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43 }
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nuclear@1
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44 if(bmask & M3D_DEPTH_BUFFER_BIT) {
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nuclear@1
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45 memset(m3dctx->zbuf, 0xff, num_pixels * sizeof *m3dctx->zbuf);
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nuclear@1
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46 }
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nuclear@1
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47 }
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nuclear@1
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48
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49
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50 void m3d_enable(int bit)
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nuclear@1
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51 {
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52 m3dctx->state |= (1 << bit);
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nuclear@1
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53 }
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54
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55 void m3d_disable(int bit)
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nuclear@1
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56 {
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57 m3dctx->state &= ~(1 << bit);
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nuclear@1
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58 }
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59
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60
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nuclear@1
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61 /* matrix stack */
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62 void m3d_matrix_mode(int mode)
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63 {
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64 m3dctx->mmode = mode;
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65 }
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66
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67 void m3d_load_identity(void)
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68 {
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69 static const float mid[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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70 m3d_load_matrix(mid);
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nuclear@1
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71 }
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72
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73 void m3d_load_matrix(const float *m)
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nuclear@1
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74 {
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75 int top = m3dctx->mstack[m3dctx->mmode].top;
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76 memcpy(m3dctx->mstack[m3dctx->mmode].m[top], m, 16 * sizeof *m);
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77 }
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78
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79 #define M(i,j) (((i) << 2) + (j))
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80 void m3d_mult_matrix(const float *m2)
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81 {
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82 int i, j, top = m3dctx->mstack[m3dctx->mmode].top;
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83 float m1[16];
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84 float *dest = m3dctx->mstack[m3dctx->mmode].m[top];
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85
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nuclear@1
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86 memcpy(m1, dest, sizeof m1);
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nuclear@1
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87
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nuclear@1
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88 for(i=0; i<4; i++) {
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nuclear@1
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89 for(j=0; j<4; j++) {
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90 dest[M(i,j)] = m1[M(0,j)] * m2[M(i,0)] +
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91 m1[M(1,j)] * m2[M(i,1)] +
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92 m1[M(2,j)] * m2[M(i,2)] +
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93 m1[M(3,j)] * m2[M(i,3)];
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nuclear@1
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94 }
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nuclear@1
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95 }
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nuclear@1
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96 }
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97
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98 void m3d_translate(float x, float y, float z)
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99 {
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100 float m[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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101 m[12] = x;
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102 m[13] = y;
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103 m[14] = z;
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104 m3d_mult_matrix(m);
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105 }
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106
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107 void m3d_rotate(float deg, float x, float y, float z)
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108 {
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109 float xform[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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110
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111 float angle = M_PI * deg / 180.0f;
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112 float sina = sin(angle);
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113 float cosa = cos(angle);
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114 float one_minus_cosa = 1.0f - cosa;
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115 float nxsq = x * x;
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116 float nysq = y * y;
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117 float nzsq = z * z;
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118
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119 xform[0] = nxsq + (1.0f - nxsq) * cosa;
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120 xform[4] = x * y * one_minus_cosa - z * sina;
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121 xform[8] = x * z * one_minus_cosa + y * sina;
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122 xform[1] = x * y * one_minus_cosa + z * sina;
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123 xform[5] = nysq + (1.0 - nysq) * cosa;
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124 xform[9] = y * z * one_minus_cosa - x * sina;
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125 xform[2] = x * z * one_minus_cosa - y * sina;
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126 xform[6] = y * z * one_minus_cosa + x * sina;
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127 xform[10] = nzsq + (1.0 - nzsq) * cosa;
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128
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129 m3d_mult_matrix(xform);
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130 }
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131
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132 void m3d_scale(float x, float y, float z)
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133 {
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134 static float m[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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135 m[0] = x;
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136 m[5] = y;
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137 m[10] = z;
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138 m3d_mult_matrix(m);
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nuclear@1
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139 }
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nuclear@1
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140
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nuclear@1
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141 void m3d_frustum(float left, float right, float bottom, float top, float nr, float fr)
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nuclear@1
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142 {
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nuclear@1
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143 float xform[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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nuclear@1
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144
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145 float dx = right - left;
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146 float dy = top - bottom;
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147 float dz = fr - nr;
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148
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149 float a = (right + left) / dx;
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150 float b = (top + bottom) / dy;
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151 float c = -(fr + nr) / dz;
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152 float d = -2.0 * fr * nr / dz;
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153
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154 xform[0] = 2.0 * nr / dx;
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nuclear@1
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155 xform[5] = 2.0 * nr / dy;
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nuclear@1
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156 xform[8] = a;
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nuclear@1
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157 xform[9] = b;
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158 xform[10] = c;
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nuclear@1
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159 xform[11] = -1.0f;
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nuclear@1
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160 xform[14] = d;
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161
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162 m3d_mult_matrix(xform);
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163 }
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164
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nuclear@1
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165 void m3d_perspective(float vfov, float aspect, float nr, float fr)
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nuclear@1
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166 {
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nuclear@1
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167 float vfov_rad = M_PI * vfov / 180.0;
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nuclear@1
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168 float x = nr * tan(vfov_rad / 2.0);
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169 m3d_frustum(-aspect * x, aspect * x, -x, x, nr, fr);
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170 }
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nuclear@1
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171
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nuclear@2
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172 static void xform4(float *mat, float *vec)
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nuclear@2
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173 {
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nuclear@2
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174 float x = mat[0] * vec[0] + mat[1] * vec[1] + mat[2] * vec[2] + mat[3];
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nuclear@2
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175 float y = mat[4] * vec[0] + mat[5] * vec[1] + mat[6] * vec[2] + mat[7];
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nuclear@2
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176 float z = mat[8] * vec[0] + mat[9] * vec[1] + mat[10] * vec[2] + mat[11];
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nuclear@2
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177 float w = mat[12] * vec[0] + mat[13] * vec[1] + mat[14] * vec[2] + mat[15];
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nuclear@2
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178
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nuclear@2
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179 vec[0] = x;
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nuclear@2
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180 vec[1] = y;
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nuclear@2
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181 vec[2] = z;
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nuclear@2
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182 vec[3] = w;
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nuclear@2
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183 }
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nuclear@2
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184
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nuclear@3
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185 static int proc_prim(int prim, struct min3d_vertex *res, struct min3d_vertex *v)
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nuclear@2
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186 {
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nuclear@3
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187 int i;
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nuclear@3
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188 int vcount = prim;
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nuclear@3
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189 int mvtop, ptop;
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nuclear@3
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190 float *mvmat, *pmat;
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nuclear@3
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191
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nuclear@3
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192 mvtop = m3dctx->mstack[M3D_MODELVIEW].top;
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nuclear@3
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193 mvmat = m3dctx->mstack[M3D_MODELVIEW].m[mvtop];
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nuclear@3
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194 ptop = m3dctx->mstack[M3D_PROJECTION].top;
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nuclear@3
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195 pmat = m3dctx->mstack[M3D_PROJECTION].m[ptop];
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nuclear@3
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196
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nuclear@3
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197 /* transform to view space */
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nuclear@3
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198 for(i=0; i<vcount; i++) {
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nuclear@3
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199 res[i] = v[i];
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nuclear@3
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200 xform4(mvmat, res[i].pos);
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nuclear@3
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201 /* TODO: normal */
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nuclear@3
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202 }
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203
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nuclear@3
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204 /* TODO: lighting */
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205
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nuclear@3
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206 /* project */
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nuclear@3
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207 for(i=0; i<vcount; i++) {
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nuclear@3
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208 xform4(pmat, res[i].pos);
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nuclear@3
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209 }
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nuclear@3
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210
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nuclear@3
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211 /* clip */
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nuclear@3
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212 switch(prim) {
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nuclear@3
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213 case M3D_POINTS:
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nuclear@3
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214 {
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nuclear@3
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215 float w = res[0].pos[3];
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nuclear@3
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216 if(res[0].pos[2] < -w || res[0].pos[2] >= w ||
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nuclear@3
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217 res[0].pos[0] / w < -1 || res[0].pos[0] / w >= 1 ||
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nuclear@3
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218 res[0].pos[1] / w < -1 || res[0].pos[1] / w >= 1) {
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nuclear@3
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219 vcount = 0;
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nuclear@3
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220 }
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nuclear@3
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221 }
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nuclear@3
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222 break;
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nuclear@3
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223
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nuclear@3
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224 default:
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nuclear@3
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225 break; /* TODO */
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nuclear@3
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226 }
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nuclear@3
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227
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nuclear@3
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228 /* perspective division */
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nuclear@3
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229 for(i=0; i<vcount; i++) {
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nuclear@3
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230 res[i].pos[0] = res[i].pos[3];
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nuclear@3
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231 res[i].pos[1] = res[i].pos[3];
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nuclear@3
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232 res[i].pos[2] = res[i].pos[3];
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nuclear@3
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233 }
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nuclear@3
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234 return vcount;
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nuclear@2
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235 }
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nuclear@2
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236
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nuclear@1
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237 /* drawing */
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nuclear@5
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238 void m3d_vertex_array(const float *varr)
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nuclear@5
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239 {
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nuclear@5
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240 m3dctx->vert_array = varr;
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nuclear@5
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241 }
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nuclear@5
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242
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nuclear@5
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243 void m3d_normal_array(const float *narr)
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nuclear@5
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244 {
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nuclear@5
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245 m3dctx->norm_array = narr;
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nuclear@5
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246 }
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nuclear@5
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247
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nuclear@5
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248 void m3d_color_array(const float *carr)
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nuclear@5
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249 {
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nuclear@5
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250 m3dctx->col_array = carr;
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nuclear@5
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251 }
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nuclear@5
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252
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nuclear@5
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253 void m3d_texcoord_array(const float *tcarr)
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nuclear@5
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254 {
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nuclear@5
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255 m3dctx->tc_array = tcarr;
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nuclear@5
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256 }
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nuclear@5
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257
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nuclear@5
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258
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nuclear@5
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259 void m3d_draw(int prim, int vcount)
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nuclear@1
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260 {
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nuclear@3
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261 int i;
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nuclear@3
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262 struct min3d_vertex v[4];
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nuclear@3
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263 struct min3d_vertex resv[16];
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nuclear@5
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264 const float *varr = m3dctx->vert_array;
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nuclear@5
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265 const float *carr = m3dctx->col_array;
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nuclear@5
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266
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nuclear@5
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267 if(!varr) return;
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nuclear@3
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268
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nuclear@3
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269 for(i=0; i<vcount; i++) {
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nuclear@3
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270 int idx = i % prim;
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nuclear@3
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271
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nuclear@3
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272 v[idx].pos[0] = *varr++;
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nuclear@3
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273 v[idx].pos[1] = *varr++;
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nuclear@3
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274 v[idx].pos[2] = *varr++;
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nuclear@5
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275 v[idx].color[0] = carr ? *carr++ : m3dctx->cur_color[0];
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nuclear@5
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276 v[idx].color[1] = carr ? *carr++ : m3dctx->cur_color[1];
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nuclear@5
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277 v[idx].color[2] = carr ? *carr++ : m3dctx->cur_color[2];
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nuclear@3
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278
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nuclear@3
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279 if(idx == prim - 1) {
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nuclear@3
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280 int resnum = proc_prim(prim, resv, v);
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nuclear@3
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281 switch(resnum) {
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nuclear@3
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282 case 1:
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nuclear@3
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283 draw_point(resv);
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nuclear@3
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284 break;
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nuclear@3
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285
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nuclear@3
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286 case '2':
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nuclear@3
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287 draw_line(resv);
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nuclear@3
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288 break;
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nuclear@3
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289
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nuclear@3
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290 default:
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nuclear@3
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291 draw_poly(resv, resnum);
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nuclear@3
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292 }
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nuclear@3
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293 }
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nuclear@3
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294 }
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nuclear@1
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295 }
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nuclear@1
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296
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nuclear@5
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297 void m3d_draw_indexed(int prim, const int *idxarr, int icount)
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nuclear@1
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298 {
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nuclear@1
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299 /* TODO */
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nuclear@1
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300 }
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nuclear@1
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301
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