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nuclear@2
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1 #include "game.h"
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2 #include "opengl.h"
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3 #include "camera.h"
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4 #include "texture.h"
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5 #include "vr/vr.h"
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6
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7 static void draw_scene();
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8 static bool setup_rtarg(int x, int y);
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9
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10 static Texture *rtarg[2];
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11 static unsigned int fbo, rtarg_depth;
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12
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13 static const float move_speed = 10.0f;
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14
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15 static int fb_width, fb_height;
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16 static FlyCamera cam;
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17 static Texture floor_tex;
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18 static bool keystate[256];
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19
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20 bool game_init()
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21 {
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22 vr_init();
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23
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24 glEnable(GL_DEPTH_TEST);
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25 glEnable(GL_CULL_FACE);
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26 glEnable(GL_LIGHTING);
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27 glEnable(GL_LIGHT0);
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28
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29 glClearColor(0.1, 0.1, 0.1, 1);
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30
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31
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32 if(!floor_tex.load("data/tiles.png")) {
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33 return false;
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34 }
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35
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36 cam.input_move(0, 0, 5);
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37 return true;
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38 }
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39
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40 void game_cleanup()
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41 {
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42 floor_tex.destroy();
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43 vr_shutdown();
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44
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45 if(fbo) {
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46 glDeleteFramebuffers(1, &fbo);
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47 glDeleteRenderbuffers(1, &rtarg_depth);
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48 delete rtarg[0];
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49 delete rtarg[1];
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50 }
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51 }
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52
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53 void game_update(unsigned int msec)
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54 {
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55 static unsigned int prev_msec;
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56 float dt = (msec - prev_msec) / 1000.0f;
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57 float offs = dt * move_speed;
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58 prev_msec = msec;
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59
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60 Vector3 move;
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61 float roll = 0.0f;
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62
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63 if(keystate['d'] || keystate['D']) {
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64 move.x += offs;
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65 }
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66 if(keystate['a'] || keystate['A']) {
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67 move.x -= offs;
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68 }
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69 if(keystate['s'] || keystate['S']) {
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70 move.z += offs;
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71 }
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72 if(keystate['w'] || keystate['W']) {
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73 move.z -= offs;
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74 }
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75 if(keystate['e'] || keystate['E']) {
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76 roll += dt;
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77 }
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78 if(keystate['q'] || keystate['Q']) {
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79 roll -= dt;
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80 }
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81
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82 cam.input_move(move.x, move.y, move.z);
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83 cam.input_rotate(0, 0, roll);
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84 }
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85
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86 void game_render(int eye)
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87 {
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88 vr_begin(eye <= 0 ? VR_EYE_LEFT : VR_EYE_RIGHT);
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89
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90 float mat[16];
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91 Matrix4x4 view_matrix = cam.get_matrix().inverse();
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92
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93 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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94
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95 glMatrixMode(GL_PROJECTION);
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96 glLoadIdentity();
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97 if(eye == 0 || !vr_proj_matrix(eye < 0 ? 0 : 1, mat)) {
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98 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
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99 } else {
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100 glLoadTransposeMatrixf(mat);
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101 }
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102
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103 glMatrixMode(GL_MODELVIEW);
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104 if(eye == 0 || !vr_view_matrix(eye < 0 ? 0 : 1, mat)) {
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105 glLoadIdentity();
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106 } else {
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107 glLoadTransposeMatrixf(mat);
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108 }
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109 glMultTransposeMatrixf(view_matrix[0]);
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110
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111 draw_scene();
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112
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113 vr_end();
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114 }
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115
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116 void game_reshape(int x, int y)
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117 {
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118 glViewport(0, 0, x, y);
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119 fb_width = x;
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120 fb_height = y;
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121
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122 setup_rtarg(x, y);
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123 }
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124
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125 void game_keyboard(int key, bool pressed, int x, int y)
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126 {
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127 if(pressed) {
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128 switch(key) {
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129 case 27:
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130 exit(0);
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131 }
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132 }
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133
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134 if(key < 256) {
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135 keystate[key] = pressed;
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136 }
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137 }
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138
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139 static int prev_x, prev_y;
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140 static bool bnstate[32];
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141
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142 void game_mouse(int bn, bool pressed, int x, int y)
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143 {
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144 bnstate[bn] = pressed;
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145 prev_x = x;
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146 prev_y = y;
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147 }
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148
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149 void game_motion(int x, int y)
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150 {
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151 int dx = x - prev_x;
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152 int dy = y - prev_y;
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153 prev_x = x;
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154 prev_y = y;
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155
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156 if(!dx && !dy) return;
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157
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158 if(bnstate[0]) {
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159 float xrot = dy * 0.5;
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160 float yrot = dx * 0.5;
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161 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
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162 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
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163 }
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164 }
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165
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166 void game_mwheel(int dir)
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167 {
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168 cam.input_move(0, dir * 0.1, 0);
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169 }
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170
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171 void game_6dof_move(float x, float y, float z)
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172 {
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173 cam.input_move(x, y, z);
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174 }
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175
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176 void game_6dof_rotate(float x, float y, float z)
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177 {
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178 cam.input_rotate(x, y, z);
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179 }
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180
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181 static void draw_scene()
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182 {
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183 glMatrixMode(GL_MODELVIEW);
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184 glTranslatef(0, -1.5, 0);
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185
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186 float lpos[] = {-20, 30, 10, 1};
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187 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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188
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189 glEnable(GL_TEXTURE_2D);
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190 floor_tex.bind();
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191
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192 glMatrixMode(GL_TEXTURE);
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193 glScalef(8, 8, 8);
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194
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195 glBegin(GL_QUADS);
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196 glNormal3f(0, 1, 0);
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197 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
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198 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
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199 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
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200 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
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201 glEnd();
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202 glDisable(GL_TEXTURE_2D);
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203 glLoadIdentity();
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204
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205 glMatrixMode(GL_MODELVIEW);
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206 glPushMatrix();
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207 glTranslatef(0, 0.75, 0);
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208
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209 glFrontFace(GL_CW);
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210 glutSolidTeapot(1.0);
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211 glFrontFace(GL_CCW);
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212
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213 glPopMatrix();
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214 }
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215
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216 static bool setup_rtarg(int x, int y)
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217 {
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218 int tex_width = next_pow2(x);
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219 int tex_height = next_pow2(y);
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220
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221 /* create render targets for each eye */
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222 if(!fbo) {
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223 glGenFramebuffers(1, &fbo);
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224 glGenRenderbuffers(1, &rtarg_depth);
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225
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226 for(int i=0; i<2; i++) {
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227 rtarg[i] = new Texture;
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228 }
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229 }
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230
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231 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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232
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233 glBindRenderbuffer(GL_RENDERBUFFER, rtarg_depth);
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234 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_width, tex_height);
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235 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rtarg_depth);
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236
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237 for(int i=0; i<2; i++) {
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238 rtarg[i] = new Texture;
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239 rtarg[i]->create2d(tex_width, tex_height);
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240 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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241 GL_TEXTURE_2D, rtarg[i]->get_texture_id(), 0);
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242 }
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243
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244 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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245 fprintf(stderr, "incomplete framebuffer!\n");
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246 return false;
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247 }
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248 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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249 return true;
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250 }
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