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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <assert.h>
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4 #include <vector>
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5 #include <goat3dgfx/goat3dgfx.h>
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6
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7 using namespace goatgfx;
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8
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9 static bool init();
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10 static void cleanup();
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11 static void disp();
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12 static void draw_scene(int which);
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13 static void handle_input(float dt);
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14 static void idle();
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15 static void reshape(int x, int y);
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16 static void keypress(unsigned char key, int x, int y);
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17 static void keyrelease(unsigned char key, int x, int y);
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18 static void mouse(int bn, int st, int x, int y);
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19 static void motion(int x, int y);
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20
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21 static int win_width, win_height;
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22 static float split_pos = 0.5;
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23 static VRFpsCamera cam;
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24 static std::vector<bool> keystate(256);
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25
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26 int main(int argc, char **argv)
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27 {
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28 glutInitWindowSize(1024, 768);
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29 glutInit(&argc, argv);
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30 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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31 glutCreateWindow("symmetry");
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32
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33 glutDisplayFunc(disp);
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34 glutIdleFunc(idle);
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35 glutReshapeFunc(reshape);
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36 glutKeyboardFunc(keypress);
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37 glutKeyboardUpFunc(keyrelease);
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38 glutMouseFunc(mouse);
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39 glutMotionFunc(motion);
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40
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41 if(!init()) {
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42 return 1;
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43 }
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44 atexit(cleanup);
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45
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46 glutMainLoop();
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47 return 0;
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48 }
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49
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50
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51 static bool init()
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52 {
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53 glewInit();
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54
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55 glEnable(GL_DEPTH_TEST);
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56 glEnable(GL_CULL_FACE);
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57
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58 glEnable(GL_LIGHTING);
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59 glEnable(GL_LIGHT0);
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60
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61 cam.input_move(0, 1.65, 0);
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62
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63 return true;
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64 }
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65
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66 static void cleanup()
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67 {
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68 }
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69
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70 static void disp()
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71 {
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72 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
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73 static unsigned int prev_msec;
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74 float dt = (float)(msec - prev_msec) / 1000.0f;
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75 prev_msec = msec;
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76
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77 handle_input(dt);
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78
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79 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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80
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81 cam.use_inverse();
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82 setup_gl_matrices();
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83
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84 float left_pixels = split_pos * win_width;
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85
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86 glEnable(GL_SCISSOR_TEST);
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87
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88 // draw left viewport
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89 if(left_pixels > 0) {
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90 glScissor(0, 0, left_pixels, win_height);
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91 draw_scene(0);
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92 }
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93
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94 // draw right viewport
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95 if(left_pixels < win_width) {
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96 glScissor(left_pixels, 0, win_width - left_pixels, win_height);
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97 draw_scene(1);
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98 }
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99
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100 glDisable(GL_SCISSOR_TEST);
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101
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102 glutSwapBuffers();
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103 assert(glGetError() == GL_NO_ERROR);
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104 }
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105
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106 static void draw_scene(int which)
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107 {
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108 glMatrixMode(GL_MODELVIEW);
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109
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110 float lpos[] = {-5, 20, 5, 1};
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111 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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112
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113 float color[][4] = {
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114 {1.0, 0.3, 0.2, 1.0},
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115 {0.2, 0.3, 1.0, 1.0}
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116 };
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117
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118 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color[which]);
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119
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120 glBegin(GL_QUADS);
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121 glNormal3f(0, 1, 0);
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122 glVertex3f(-20, 0, 20);
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123 glVertex3f(20, 0, 20);
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124 glVertex3f(20, 0, -20);
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125 glVertex3f(-20, 0, -20);
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126 glEnd();
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127
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128 for(int i=0; i<8; i++) {
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129 float theta = 360.0 * (float)i / 8.0;
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130 glPushMatrix();
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131 glRotatef(theta, 0, 1, 0);
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132 glTranslatef(0, 0, 10);
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133
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134 glTranslatef(0, 1, 0);
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135
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136 glFrontFace(GL_CW);
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137 glutSolidTeapot(1.0);
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138 glFrontFace(GL_CCW);
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139 glPopMatrix();
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140 }
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141 }
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142
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143 static void handle_input(float dt)
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144 {
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145 Vector3 inpv;
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146 float offs = dt * 2.0;
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147
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148 if(keystate['w'] || keystate['W']) {
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149 inpv.z -= offs;
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150 }
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151 if(keystate['s'] || keystate['S']) {
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152 inpv.z += offs;
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153 }
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154 if(keystate['d'] || keystate['D']) {
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155 inpv.x += offs;
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156 }
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157 if(keystate['a'] || keystate['A']) {
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158 inpv.x -= offs;
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159 }
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160
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161 cam.input_move(inpv.x, inpv.y, inpv.z);
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162 }
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163
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164 static void idle()
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165 {
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166 glutPostRedisplay();
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167 }
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168
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169 static void reshape(int x, int y)
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170 {
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171 glViewport(0, 0, x, y);
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172
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173 Matrix4x4 proj;
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174 proj.set_perspective(DEG_TO_RAD(50), (float)x / (float)y, 0.5, 500.0);
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175 set_projection_matrix(proj);
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176
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177 win_width = x;
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178 win_height = y;
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179 }
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180
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181 static void keypress(unsigned char key, int x, int y)
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182 {
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183 keystate[key] = true;
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184
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185 switch(key) {
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186 case 27:
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187 exit(0);
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188
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189 case ' ':
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190 split_pos = 0.5;
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191 break;
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192 }
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193 }
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194
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195 static void keyrelease(unsigned char key, int x, int y)
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196 {
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197 keystate[key] = false;
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198 }
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199
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200 static int prev_x, prev_y;
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201 static bool bnstate[32];
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202
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203 static void mouse(int bn, int st, int x, int y)
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204 {
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205 prev_x = x;
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206 prev_y = y;
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207 bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
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208 }
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209
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210 static void motion(int x, int y)
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211 {
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212 int dx = x - prev_x;
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213 int dy = y - prev_y;
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214 prev_x = x;
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215 prev_y = y;
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216
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217 if(!dx && !dy) {
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218 return;
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219 }
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220
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221 if(keystate[(int)'\b']) {
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222 split_pos = (float)x / win_width;
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223 return;
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224 }
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225
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226 if(bnstate[0]) {
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227 float dtheta_deg = dy * 0.5;
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228 float dphi_deg = dx * 0.5;
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229
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230 cam.input_rotate(DEG_TO_RAD(dtheta_deg), DEG_TO_RAD(dphi_deg), 0);
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231 }
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232 }
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