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nuclear@2
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1 #include "game.h"
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nuclear@2
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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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nuclear@7
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7 static void game_render_eye(int eye);
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8 static void draw_scene();
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9 static bool setup_rtarg(int x, int y);
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10
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11 static Texture *rtarg;
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12 static unsigned int fbo, rtarg_depth;
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13 static int rtwidth, rtheight;
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14
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15 static const float move_speed = 10.0f;
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16
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17 static int fb_width, fb_height;
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18 static FlyCamera cam;
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19 static Texture floor_tex;
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20 static bool keystate[256];
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21
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22 bool game_init()
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23 {
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24 vr_init();
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25
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26 glEnable(GL_DEPTH_TEST);
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27 glEnable(GL_CULL_FACE);
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28 glEnable(GL_LIGHTING);
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29 glEnable(GL_LIGHT0);
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30
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31 glClearColor(0.1, 0.1, 0.1, 1);
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32
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33
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34 if(!floor_tex.load("data/tiles.png")) {
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35 return false;
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36 }
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37
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38 cam.input_move(0, 0, 5);
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39 return true;
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40 }
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41
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42 void game_cleanup()
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43 {
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44 floor_tex.destroy();
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45 vr_shutdown();
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46
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47 if(fbo) {
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48 glDeleteFramebuffers(1, &fbo);
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49 glDeleteRenderbuffers(1, &rtarg_depth);
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50 delete rtarg;
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51 }
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52 }
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53
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54 void game_update(unsigned int msec)
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55 {
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56 static unsigned int prev_msec;
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57 float dt = (msec - prev_msec) / 1000.0f;
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58 float offs = dt * move_speed;
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59 prev_msec = msec;
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60
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61 Vector3 move;
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62 float roll = 0.0f;
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63
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64 if(keystate['d'] || keystate['D']) {
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65 move.x += offs;
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66 }
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67 if(keystate['a'] || keystate['A']) {
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68 move.x -= offs;
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69 }
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70 if(keystate['s'] || keystate['S']) {
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71 move.z += offs;
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72 }
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73 if(keystate['w'] || keystate['W']) {
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74 move.z -= offs;
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75 }
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76 if(keystate['e'] || keystate['E']) {
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77 roll += dt;
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78 }
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79 if(keystate['q'] || keystate['Q']) {
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80 roll -= dt;
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81 }
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82
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83 cam.input_move(move.x, move.y, move.z);
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84 cam.input_rotate(0, 0, roll);
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85 }
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86
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87 void game_render()
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88 {
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89 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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90 glClearColor(1, 0, 0, 1);
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91 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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92
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93 glViewport(0, 0, rtwidth / 2.0, rtheight);
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94 vr_begin(VR_EYE_LEFT);
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95 game_render_eye(-1);
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96 vr_end();
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97
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98 glViewport(rtwidth / 2, 0, rtwidth / 2.0, rtheight);
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99 vr_begin(VR_EYE_RIGHT);
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100 game_render_eye(1);
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101 vr_end();
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102
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103 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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104 glViewport(0, 0, fb_width, fb_height);
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105
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106 vr_output_texture(rtarg->get_texture_id(), 0, 0, (float)rtwidth / (float)rtarg->get_width(),
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107 (float)rtheight / (float)rtarg->get_height());
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108
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109 vr_swap_buffers();
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110 }
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111
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112 static void game_render_eye(int eye)
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113 {
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114 float mat[16];
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115 Matrix4x4 view_matrix = cam.get_matrix().inverse();
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116
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117 glMatrixMode(GL_PROJECTION);
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118 glLoadIdentity();
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119 //if(eye == 0 || !vr_proj_matrix(eye < 0 ? 0 : 1, 0.5, 500.0, mat)) {
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120 gluPerspective(60.0, (float)fb_width / (float)fb_height, 0.5, 500.0);
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121 /*} else {
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122 glLoadMatrixf(mat);
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123 }*/
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124
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125 glMatrixMode(GL_MODELVIEW);
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126 //if(eye == 0 || !vr_view_matrix(eye < 0 ? 0 : 1, mat)) {
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127 glLoadIdentity();
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128 /*} else {
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129 glLoadTransposeMatrixf(mat);
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130 }*/
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131 glMultTransposeMatrixf(view_matrix[0]);
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132
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133 draw_scene();
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134 }
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135
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136 void game_reshape(int x, int y)
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137 {
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138 glViewport(0, 0, x, y);
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139 fb_width = x;
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140 fb_height = y;
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141
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142 int lxres = vr_get_opti(VR_OPT_LEYE_XRES);
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143 if(lxres) {
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144 int lyres = vr_get_opti(VR_OPT_LEYE_YRES);
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145 int rxres = vr_get_opti(VR_OPT_REYE_XRES);
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146 int ryres = vr_get_opti(VR_OPT_REYE_YRES);
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147
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148 rtwidth = lxres + rxres;
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149 rtheight = lyres > ryres ? lyres : ryres;
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150 } else {
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151 rtwidth = x;
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152 rtheight = y;
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153 }
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154
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155 setup_rtarg(rtwidth, rtheight);
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156 }
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157
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158 void game_keyboard(int key, bool pressed, int x, int y)
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159 {
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160 if(pressed) {
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161 switch(key) {
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162 case 27:
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163 exit(0);
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nuclear@9
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164
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165 case ' ':
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166 vr_recenter();
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167 break;
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168 }
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169 }
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170
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171 if(key < 256) {
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172 keystate[key] = pressed;
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173 }
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174 }
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175
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176 static int prev_x, prev_y;
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177 static bool bnstate[32];
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178
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179 void game_mouse(int bn, bool pressed, int x, int y)
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180 {
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181 bnstate[bn] = pressed;
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182 prev_x = x;
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183 prev_y = y;
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184 }
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185
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186 void game_motion(int x, int y)
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187 {
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188 int dx = x - prev_x;
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189 int dy = y - prev_y;
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190 prev_x = x;
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191 prev_y = y;
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192
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193 if(!dx && !dy) return;
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194
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195 if(bnstate[0]) {
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196 float xrot = dy * 0.5;
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197 float yrot = dx * 0.5;
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198 cam.input_rotate(DEG_TO_RAD(xrot), 0, 0);
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199 cam.input_rotate(0, DEG_TO_RAD(yrot), 0);
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200 }
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201 }
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202
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203 void game_mwheel(int dir)
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204 {
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205 cam.input_move(0, dir * 0.1, 0);
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206 }
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207
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208 void game_6dof_move(float x, float y, float z)
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209 {
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210 cam.input_move(x, y, z);
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211 }
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212
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213 void game_6dof_rotate(float x, float y, float z)
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214 {
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215 cam.input_rotate(x, y, z);
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216 }
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217
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218 static void draw_scene()
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219 {
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220 glMatrixMode(GL_MODELVIEW);
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221 glTranslatef(0, -1.5, 0);
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222
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223 float lpos[] = {-20, 30, 10, 1};
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224 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
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225
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226 glEnable(GL_TEXTURE_2D);
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227 floor_tex.bind();
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228
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229 glMatrixMode(GL_TEXTURE);
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230 glScalef(8, 8, 8);
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231
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232 glBegin(GL_QUADS);
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233 glNormal3f(0, 1, 0);
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234 glTexCoord2f(0, 0); glVertex3f(-25, 0, 25);
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235 glTexCoord2f(1, 0); glVertex3f(25, 0, 25);
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236 glTexCoord2f(1, 1); glVertex3f(25, 0, -25);
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237 glTexCoord2f(0, 1); glVertex3f(-25, 0, -25);
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238 glEnd();
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239 glDisable(GL_TEXTURE_2D);
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240 glLoadIdentity();
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241
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242 glMatrixMode(GL_MODELVIEW);
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243 glPushMatrix();
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244 glTranslatef(0, 0.75, 0);
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245
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246 glFrontFace(GL_CW);
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247 glutSolidTeapot(1.0);
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248 glFrontFace(GL_CCW);
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249
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250 glPopMatrix();
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251 }
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nuclear@6
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252
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253 static bool setup_rtarg(int x, int y)
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254 {
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255 int tex_width = next_pow2(x);
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256 int tex_height = next_pow2(y);
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257
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258 /* create render targets for each eye */
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259 if(!fbo) {
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260 glGenFramebuffers(1, &fbo);
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261 glGenRenderbuffers(1, &rtarg_depth);
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262 rtarg = new Texture;
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263 }
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264
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265 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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266
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267 glBindRenderbuffer(GL_RENDERBUFFER, rtarg_depth);
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268 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_width, tex_height);
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269 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rtarg_depth);
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270
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271 rtarg->create2d(tex_width, tex_height);
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272 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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273 rtarg->get_texture_id(), 0);
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274
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275 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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276 fprintf(stderr, "incomplete framebuffer!\n");
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277 return false;
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278 }
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279 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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280
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281 printf("created render target %dx%d (texture: %dx%d)\n", x, y, tex_width, tex_height);
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282 return true;
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283 }
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