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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
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5 #include <GL/glew.h>
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6 #ifndef __APPLE__
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7 #include <GL/glut.h>
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8 #else
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9 #include <GLUT/glut.h>
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10 #endif
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11
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12 #include "scene.h"
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13
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14 void disp(void);
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15 void render(unsigned int msec);
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16 void proj_matrix(float eye);
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17 void view_matrix(float eye);
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18
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19 void reshape(int x, int y);
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20 void keyb(unsigned char key, int x, int y);
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21 void keyb_up(unsigned char key, int x, int y);
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22 void mouse(int bn, int state, int x, int y);
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23 void motion(int x, int y);
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24 void sball_motion(int x, int y, int z);
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25 void sball_rotate(int x, int y, int z);
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26 void sball_button(int bn, int state);
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27 int parse_args(int argc, char **argv);
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28
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29 char *scene_fname;
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30 int win_width, win_height;
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31 int stereo;
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32 int flip_winding;
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33 int auto_rot = 1;
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34 float cam_theta, cam_phi, cam_dist = 10;
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35 float near_clip = 0.5;
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36 float far_clip = 1000.0;
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37 float fov = M_PI / 4.0;
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38 float stereo_focus_dist = 1.0;
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39 float stereo_eye_sep = 1.0 / 30.0;
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40
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41 struct scene scn;
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42
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43 int main(int argc, char **argv)
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44 {
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45 float ldir[] = {1, -1, -1, 0};
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46 float dx, dy, dz, diag;
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47
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48 glutInitWindowSize(800, 600);
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49 glutInit(&argc, argv);
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50
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51 if(parse_args(argc, argv) == -1) {
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52 return 1;
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53 }
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54
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55 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (stereo ? GLUT_STEREO : 0));
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56 glutCreateWindow("OpenGL Logo");
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57
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58 glutDisplayFunc(disp);
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59 glutReshapeFunc(reshape);
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60 glutKeyboardFunc(keyb);
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61 glutKeyboardUpFunc(keyb_up);
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62 glutMouseFunc(mouse);
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63 glutMotionFunc(motion);
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64 glutSpaceballMotionFunc(sball_motion);
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65 glutSpaceballRotateFunc(sball_rotate);
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66 glutSpaceballButtonFunc(sball_button);
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67 glutIdleFunc(glutPostRedisplay);
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68
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69 glewInit();
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70
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71 glEnable(GL_DEPTH_TEST);
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72 glEnable(GL_CULL_FACE);
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73 glEnable(GL_LIGHTING);
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74 glEnable(GL_LIGHT0);
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75 glLightfv(GL_LIGHT0, GL_POSITION, ldir);
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76
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77 if((load_scene(&scn, scene_fname)) == -1) {
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78 fprintf(stderr, "failed to load: %s\n", scene_fname);
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79 return 1;
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80 }
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81 dx = scn.bbox.max[0] - scn.bbox.min[0];
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82 dy = scn.bbox.max[1] - scn.bbox.min[1];
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83 dz = scn.bbox.max[2] - scn.bbox.min[2];
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84 diag = sqrt(dx * dx + dy * dy + dz * dz);
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85 cam_dist = diag / fov;
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86 printf("camera distance: %f\n", cam_dist);
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87
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88 glutMainLoop();
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89 return 0;
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90 }
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91
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92
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93 void disp(void)
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94 {
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95 unsigned int tm = glutGet(GLUT_ELAPSED_TIME);
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96
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97 if(stereo) {
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98 glDrawBuffer(GL_BACK_LEFT);
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99 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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100
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101 glMatrixMode(GL_PROJECTION);
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102 glLoadIdentity();
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103 proj_matrix(-1);
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104 glMatrixMode(GL_MODELVIEW);
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105 glLoadIdentity();
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106 view_matrix(-1);
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107
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108 render(tm);
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109
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110 glDrawBuffer(GL_BACK_RIGHT);
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111 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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112
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113 glMatrixMode(GL_PROJECTION);
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114 glLoadIdentity();
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115 proj_matrix(1);
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116 glMatrixMode(GL_MODELVIEW);
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117 glLoadIdentity();
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118 view_matrix(1);
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119
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120 render(tm);
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121 } else {
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122 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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123
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124 glMatrixMode(GL_PROJECTION);
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125 glLoadIdentity();
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126 proj_matrix(0);
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127 glMatrixMode(GL_MODELVIEW);
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128 glLoadIdentity();
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129 view_matrix(0);
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130
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131 render(tm);
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132 }
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133
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134 glutSwapBuffers();
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135 }
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136
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137 void render(unsigned int msec)
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138 {
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139 if(auto_rot) {
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140 glRotatef(msec / 10, 0, 1, 0);
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141 }
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142 render_scene(&scn);
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143 }
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144
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145 void proj_matrix(float eye)
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146 {
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147 float vfov_rad = fov;
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148 float top = near_clip * tan(vfov_rad * 0.5);
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149 float right = top * (float)win_width / (float)win_height;
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150
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151 float frust_shift = eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
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152
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153 glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
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154 }
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155
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156 void view_matrix(float eye)
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157 {
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158 float offs = stereo_eye_sep * eye * 0.5;
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159 glTranslatef(offs, 0, 0);
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160
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161 glTranslatef(0, 0, -cam_dist);
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162 glRotatef(cam_phi, 1, 0, 0);
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163 glRotatef(cam_theta, 0, 1, 0);
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164 }
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165
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166 void reshape(int x, int y)
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167 {
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168 glViewport(0, 0, x, y);
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169 win_width = x;
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170 win_height = y;
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171 }
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172
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173 static int stereo_shift_key;
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174
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175 void keyb(unsigned char key, int x, int y)
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176 {
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177 switch(key) {
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178 case 'q':
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179 case 27:
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180 exit(0);
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181
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182 case 's':
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183 stereo_shift_key = 1;
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184 break;
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185
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186 case 'c':
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187 {
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188 static int flip;
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189 glFrontFace((++flip & 1) ? GL_CW : GL_CCW);
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190 glutPostRedisplay();
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191 }
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192 break;
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193
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194 case 'C':
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195 {
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196 static int cull = 1;
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197 if(++cull & 1) {
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198 glEnable(GL_CULL_FACE);
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199 } else {
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200 glDisable(GL_CULL_FACE);
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201 }
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202 glutPostRedisplay();
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203 }
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204 break;
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205
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206 case 'w':
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207 {
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208 static int wire;
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209 glPolygonMode(GL_FRONT_AND_BACK, (++wire & 1) ? GL_LINE : GL_FILL);
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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 'l':
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215 {
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216 static int lit = 1;
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217 if(++lit & 1) {
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218 glEnable(GL_LIGHTING);
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219 } else {
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220 glDisable(GL_LIGHTING);
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221 }
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222 glutPostRedisplay();
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223 }
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224 break;
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225
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226 case ' ':
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227 auto_rot = !auto_rot;
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228 if(auto_rot) {
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229 glutIdleFunc(glutPostRedisplay);
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230 } else {
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231 glutIdleFunc(0);
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232 }
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233 glutPostRedisplay();
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234 break;
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235
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236 default:
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237 break;
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238 }
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239 }
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240
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241 void keyb_up(unsigned char key, int x, int y)
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242 {
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243 switch(key) {
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244 case 's':
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245 stereo_shift_key = 0;
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246 break;
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247
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248 default:
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249 break;
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250 }
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251 }
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252
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253
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254 static int bnstate[32];
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255 static int prev_x, prev_y;
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256 void mouse(int bn, int state, int x, int y)
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257 {
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258 prev_x = x;
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259 prev_y = y;
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260 bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN ? 1 : 0;
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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 int dx = x - prev_x;
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266 int dy = y - prev_y;
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267 prev_x = x;
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268 prev_y = y;
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269
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270 if(stereo_shift_key && dy != 0) {
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271 stereo_focus_dist += dy * 0.1;
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272 stereo_eye_sep = stereo_focus_dist / 30.0;
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273 glutPostRedisplay();
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274 return;
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275 }
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276
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277 if(bnstate[0]) {
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278 cam_theta += dx * 0.5;
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279 cam_phi += dy * 0.5;
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280
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281 if(cam_phi < -90)
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282 cam_phi = -90;
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283 if(cam_phi > 90)
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284 cam_phi = 90;
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285
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286 glutPostRedisplay();
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287 }
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288 if(bnstate[2]) {
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289 cam_dist += dy * 0.1;
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290 glutPostRedisplay();
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291 }
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292 }
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293
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294 void sball_motion(int x, int y, int z)
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295 {
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296 }
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297
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298 void sball_rotate(int x, int y, int z)
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299 {
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300 cam_theta += y * 0.05;
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301 cam_phi += x * 0.05;
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302
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303 if(cam_phi < -90)
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304 cam_phi = -90;
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305 if(cam_phi > 90)
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306 cam_phi = 90;
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307
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308 glutPostRedisplay();
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309 }
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310
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311 void sball_button(int bn, int state)
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312 {
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313 }
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314
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315 int parse_args(int argc, char **argv)
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316 {
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317 int i;
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318
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319 for(i=1; i<argc; i++) {
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320 if(argv[i][0] == '-') {
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321 if(argv[i][2] != 0)
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322 goto inval;
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323 switch(argv[i][1]) {
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324 case 's':
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325 stereo = 1;
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326 break;
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327
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328 case 'c':
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329 flip_winding = 1;
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330 break;
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331
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332 default:
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333 goto inval;
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334 }
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335 } else {
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336 if(scene_fname) {
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337 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
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338 return -1;
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339 }
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340 scene_fname = argv[i];
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341 }
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342 }
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343
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344 if(!scene_fname) {
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345 fprintf(stderr, "you must pass the filename of a scene to open\n");
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346 return -1;
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347 }
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348
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349 return 0;
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350
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351 inval:
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352 fprintf(stderr, "invalid argument: %s\n", argv[i]);
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353 return -1;
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354 }
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