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nuclear@2
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1 #include <stdio.h>
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nuclear@2
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2 #include <assert.h>
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nuclear@6
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3 #include <vector>
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nuclear@2
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4 #include <algorithm>
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nuclear@4
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5 #include <vmath/vmath.h>
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nuclear@2
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6 #include "opengl.h"
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nuclear@2
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7 #include "game.h"
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nuclear@2
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8 #include "goatvr.h"
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nuclear@3
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9 #include "teapot.h"
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nuclear@5
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10 #include "console.h"
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nuclear@5
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11 #include "drawtext.h"
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nuclear@7
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12 #include "game_var.h"
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nuclear@2
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13
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nuclear@2
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14 static void draw_scene();
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nuclear@4
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15 static void material(float r, float g, float b, float roughness);
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nuclear@2
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16 static void toggle_hmd_fullscr();
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nuclear@2
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17 static void create_rtarg(int x, int y);
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nuclear@2
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18 static int next_pow2(int x);
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nuclear@6
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19 static void con_handle(const char *cmd);
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nuclear@2
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20
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nuclear@2
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21 static int win_width, win_height;
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nuclear@2
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22 static unsigned int fb_tex;
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nuclear@2
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23 static unsigned int fbo, fb_depth;
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nuclear@2
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24 static int fb_xsz, fb_ysz;
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nuclear@2
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25 static int fb_tex_xsz, fb_tex_ysz;
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nuclear@2
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26
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nuclear@5
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27 static unsigned int chess_tex;
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nuclear@5
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28
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nuclear@4
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29 static float cam_theta, cam_phi;
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nuclear@4
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30 static Vector3 cam_pos;
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nuclear@4
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31 static bool keystate[256];
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nuclear@4
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32
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nuclear@5
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33 static Console con;
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nuclear@5
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34 static dtx_font *con_font;
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nuclear@5
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35
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nuclear@7
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36 #define OPT_LOOK_WALK "look-walk"
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nuclear@7
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37
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nuclear@2
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38 bool game_init()
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nuclear@2
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39 {
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nuclear@2
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40 init_opengl();
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nuclear@2
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41
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nuclear@2
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42 if(vr_init() == -1) {
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nuclear@2
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43 return false;
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nuclear@2
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44 }
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nuclear@2
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45
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nuclear@2
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46 glEnable(GL_DEPTH_TEST);
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nuclear@2
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47 glEnable(GL_CULL_FACE);
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nuclear@3
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48 glEnable(GL_LIGHTING);
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nuclear@2
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49
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nuclear@5
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50 unsigned char chess_pixels[] = {
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nuclear@5
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51 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff,
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nuclear@5
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52 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff
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nuclear@5
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53 };
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nuclear@5
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54 glGenTextures(1, &chess_tex);
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nuclear@5
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55 glBindTexture(GL_TEXTURE_2D, chess_tex);
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nuclear@5
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56 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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nuclear@5
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57 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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nuclear@5
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58 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, chess_pixels);
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nuclear@5
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59
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nuclear@5
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60 if(!(con_font = dtx_open_font_glyphmap("data/mono14.glyphmap"))) {
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nuclear@5
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61 fprintf(stderr, "failed to open console font\n");
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nuclear@5
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62 return false;
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nuclear@5
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63 }
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nuclear@5
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64 con.set_font(con_font, 14);
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nuclear@7
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65 con.set_size(7, 52);
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nuclear@5
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66 con.set_position(0, 0, Console::CENTER);
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nuclear@6
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67 con.set_command_func(con_handle);
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nuclear@7
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68 con.set_echo(false);
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nuclear@7
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69
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nuclear@7
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70 /* initialize all option variables */
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nuclear@7
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71 set_gvar_bool(OPT_LOOK_WALK, true);
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nuclear@5
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72
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nuclear@2
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73 return true;
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nuclear@2
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74 }
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nuclear@2
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75
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nuclear@2
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76 void game_cleanup()
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nuclear@2
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77 {
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nuclear@2
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78 vr_shutdown();
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nuclear@2
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79 }
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nuclear@2
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80
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nuclear@2
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81 void game_update(long tm)
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nuclear@2
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82 {
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nuclear@4
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83 static long prev_upd;
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nuclear@4
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84 float dt = (tm - prev_upd) / 1000.0;
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nuclear@4
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85 prev_upd = tm;
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nuclear@4
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86
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nuclear@5
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87 if(con.is_visible()) {
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nuclear@5
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88 con.update();
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nuclear@5
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89 return;
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nuclear@5
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90 }
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nuclear@5
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91
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nuclear@5
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92 float offs = dt * 5.0;
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nuclear@4
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93 Vector3 dir;
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nuclear@4
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94
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nuclear@4
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95 if(keystate['d'] || keystate['D']) {
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nuclear@4
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96 dir += Vector3(offs, 0, 0);
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nuclear@4
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97 }
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nuclear@4
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98 if(keystate['a'] || keystate['A']) {
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nuclear@4
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99 dir += Vector3(-offs, 0, 0);
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nuclear@4
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100 }
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nuclear@4
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101 if(keystate['w'] || keystate['W']) {
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nuclear@4
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102 dir += Vector3(0, 0, -offs);
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nuclear@4
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103 }
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nuclear@4
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104 if(keystate['s'] || keystate['S']) {
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nuclear@4
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105 dir += Vector3(0, 0, offs);
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nuclear@4
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106 }
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nuclear@4
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107
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nuclear@7
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108 if(get_gvar_bool(OPT_LOOK_WALK)) {
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nuclear@7
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109 float rot[4];
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nuclear@7
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110 vr_view_rotation(0, rot);
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nuclear@7
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111 Quaternion q(rot[3], rot[0], rot[1], rot[2]);
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nuclear@7
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112
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nuclear@7
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113 dir.transform(q);
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nuclear@7
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114 }
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nuclear@7
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115
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nuclear@5
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116 float cos_theta = cos(DEG_TO_RAD(cam_theta));
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nuclear@5
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117 float sin_theta = sin(DEG_TO_RAD(cam_theta));
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nuclear@5
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118 cam_pos.x += dir.x * cos_theta - dir.z * sin_theta;
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nuclear@5
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119 cam_pos.z += dir.x * sin_theta + dir.z * cos_theta;
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nuclear@5
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120
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nuclear@2
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121 }
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nuclear@2
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122
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nuclear@2
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123 void game_display()
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nuclear@2
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124 {
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nuclear@2
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125 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@2
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126 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@2
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127
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nuclear@2
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128 for(int i=0; i<2; i++) {
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nuclear@2
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129 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
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nuclear@2
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130 vr_begin(i);
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nuclear@2
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131
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nuclear@2
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132 float proj[16];
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nuclear@2
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133 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
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nuclear@2
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134 glMatrixMode(GL_PROJECTION);
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nuclear@2
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135 glLoadMatrixf(proj);
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nuclear@2
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136 }
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nuclear@2
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137
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nuclear@2
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138 glMatrixMode(GL_MODELVIEW);
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nuclear@2
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139
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nuclear@2
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140 float view[16];
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nuclear@2
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141 vr_view_matrix(i, view);
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nuclear@2
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142 glLoadMatrixf(view);
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nuclear@4
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143 glRotatef(cam_phi, 1, 0, 0);
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nuclear@4
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144 glRotatef(cam_theta, 0, 1, 0);
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nuclear@2
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145 /* move the camera to the eye level of the user */
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nuclear@2
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146 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
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nuclear@4
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147 glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
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nuclear@2
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148
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nuclear@2
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149 draw_scene();
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nuclear@5
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150 con.draw();
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nuclear@2
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151
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nuclear@2
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152 vr_end();
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nuclear@2
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153 }
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nuclear@2
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154
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nuclear@2
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155 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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nuclear@2
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156 glViewport(0, 0, win_width, win_height);
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nuclear@2
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157
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nuclear@2
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158 vr_swap_buffers();
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nuclear@2
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159 assert(glGetError() == GL_NO_ERROR);
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nuclear@2
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160 }
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nuclear@2
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161
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nuclear@2
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162 void game_reshape(int x, int y)
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nuclear@2
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163 {
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nuclear@2
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164 win_width = x;
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nuclear@2
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165 win_height = y;
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nuclear@2
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166
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nuclear@5
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167 create_rtarg(vr_geti_def(VR_RENDER_XRES, x * 2), vr_geti_def(VR_RENDER_YRES, y));
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nuclear@2
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168 vr_output_texture(fb_tex, 0, 0, (float)fb_xsz / (float)fb_tex_xsz, (float)fb_ysz / (float)fb_tex_ysz);
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nuclear@2
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169
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nuclear@2
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170 /* these might be overriden in VR mode (see game_display) */
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nuclear@2
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171 glViewport(0, 0, x, y);
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nuclear@2
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172 glMatrixMode(GL_PROJECTION);
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nuclear@2
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173 glLoadIdentity();
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nuclear@2
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174 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
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nuclear@2
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175 }
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nuclear@2
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176
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nuclear@2
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177 void game_keyboard(int key, bool pressed)
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nuclear@2
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178 {
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nuclear@2
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179 if(pressed) {
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nuclear@5
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180 if(con.is_visible()) {
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nuclear@5
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181 if(key == 27 || key == '`') {
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nuclear@5
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182 con.hide();
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nuclear@5
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183 } else {
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nuclear@5
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184 con.input_key(key);
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nuclear@5
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185 }
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nuclear@5
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186 } else {
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nuclear@5
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187 switch(key) {
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nuclear@5
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188 case 27:
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nuclear@5
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189 exit_game();
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nuclear@5
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190 break;
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nuclear@2
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191
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nuclear@5
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192 case 'f':
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nuclear@5
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193 toggle_hmd_fullscr();
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nuclear@5
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194 break;
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nuclear@2
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195
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nuclear@5
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196 case 'r':
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nuclear@5
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197 vr_recenter();
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nuclear@5
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198 break;
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nuclear@2
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199
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nuclear@5
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200 case '`':
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nuclear@5
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201 con.show();
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nuclear@5
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202 break;
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nuclear@5
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203
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nuclear@5
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204 default:
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nuclear@5
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205 break;
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nuclear@5
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206 }
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nuclear@2
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207 }
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nuclear@2
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208 }
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nuclear@4
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209
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nuclear@4
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210 if(key < 256) {
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nuclear@4
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211 keystate[key] = pressed;
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nuclear@4
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212 }
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nuclear@2
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213 }
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nuclear@2
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214
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nuclear@4
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215
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nuclear@4
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216 static int prev_x, prev_y;
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nuclear@4
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217 static bool bnstate[32];
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nuclear@4
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218
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nuclear@2
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219 void game_mouse_button(int bn, bool state, int x, int y)
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nuclear@2
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220 {
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nuclear@4
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221 bnstate[bn] = state;
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nuclear@4
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222 prev_x = x;
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nuclear@4
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223 prev_y = y;
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nuclear@2
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224 }
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nuclear@2
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225
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nuclear@2
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226 void game_mouse_motion(int x, int y)
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nuclear@2
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227 {
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nuclear@4
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228 int dx = x - prev_x;
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nuclear@4
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229 int dy = y - prev_y;
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nuclear@4
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230 prev_x = x;
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nuclear@4
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231 prev_y = y;
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nuclear@2
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232
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nuclear@4
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233 if(!dx && !dy) {
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nuclear@4
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234 return;
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nuclear@4
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235 }
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nuclear@4
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236 if(bnstate[0]) {
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nuclear@4
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237 cam_theta += dx * 0.5;
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nuclear@4
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238 cam_phi += dy * 0.5;
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nuclear@3
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239
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nuclear@4
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240 if(cam_phi < -90) cam_phi = -90;
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nuclear@4
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241 if(cam_phi > 90) cam_phi = 90;
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nuclear@4
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242 }
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nuclear@3
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243 }
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nuclear@3
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244
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nuclear@2
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245 static void draw_scene()
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nuclear@2
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246 {
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nuclear@3
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247 float lpos[][4] = {
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nuclear@3
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248 {-0.7, 0.7, 1, 0},
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nuclear@3
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249 {1, 0, 1, 0}
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nuclear@3
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250 };
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nuclear@3
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251 float lcol[][4] = {
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nuclear@3
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252 {0.9, 0.7, 0.6, 1},
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nuclear@3
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253 {0.3, 0.4, 0.75, 1}
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nuclear@3
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254 };
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nuclear@3
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255 for(int i=0; i<2; i++) {
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nuclear@3
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256 glEnable(GL_LIGHT0 + i);
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nuclear@3
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257 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
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nuclear@3
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258 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
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nuclear@3
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259 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lcol[i]);
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nuclear@3
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260 }
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nuclear@3
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261
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nuclear@3
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262 glMatrixMode(GL_MODELVIEW);
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nuclear@3
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263
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nuclear@5
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264 glBindTexture(GL_TEXTURE_2D, chess_tex);
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nuclear@5
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265 glEnable(GL_TEXTURE_2D);
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nuclear@3
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266 material(1, 1, 1, 1);
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nuclear@3
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267 glBegin(GL_QUADS);
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nuclear@3
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268 glNormal3f(0, 1, 0);
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nuclear@5
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269 glTexCoord2f(0, 0); glVertex3f(-10, 0, 10);
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nuclear@5
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270 glTexCoord2f(1, 0); glVertex3f(10, 0, 10);
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nuclear@5
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271 glTexCoord2f(1, 1); glVertex3f(10, 0, -10);
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nuclear@5
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272 glTexCoord2f(0, 1); glVertex3f(-10, 0, -10);
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nuclear@3
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273 glEnd();
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nuclear@5
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274 glDisable(GL_TEXTURE_2D);
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nuclear@3
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275
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nuclear@3
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276 material(1, 1, 1, 0.4);
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nuclear@3
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277 glPushMatrix();
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nuclear@3
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278 glTranslatef(0, 1.3, -10);
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nuclear@3
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279 glFrontFace(GL_CW);
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nuclear@3
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280 bezier_teapot(2.0);
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nuclear@3
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281 glFrontFace(GL_CCW);
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nuclear@3
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282 glPopMatrix();
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nuclear@2
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283 }
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nuclear@2
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284
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nuclear@4
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285 static void material(float r, float g, float b, float roughness)
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nuclear@4
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286 {
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nuclear@4
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287 float gloss = 1.0 - roughness;
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nuclear@4
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288 float diffuse[] = {r * roughness, g * roughness, b * roughness, 1.0};
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nuclear@4
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289 float specular[] = {gloss, gloss, gloss, 1.0};
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nuclear@4
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290 float shin = gloss * 128.0;
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nuclear@4
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291
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nuclear@4
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292 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
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nuclear@4
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293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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nuclear@4
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294 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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nuclear@4
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295 }
|
nuclear@4
|
296
|
nuclear@4
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297
|
nuclear@2
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298 static void toggle_hmd_fullscr()
|
nuclear@2
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299 {
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nuclear@2
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300 static bool fullscr;
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nuclear@2
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301 static int prev_x, prev_y;
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nuclear@2
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302 //static int prev_xsz, prev_ysz;
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nuclear@2
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303
|
nuclear@2
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304 fullscr = !fullscr;
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nuclear@2
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305 if(fullscr) {
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nuclear@2
|
306 /* entering fullscreen on the HMD */
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nuclear@2
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307 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
|
nuclear@2
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308 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
|
nuclear@2
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309 if(xoffs != -1) {
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nuclear@2
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310 get_window_pos(&prev_x, &prev_y);
|
nuclear@2
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311 move_window(xoffs, yoffs);
|
nuclear@2
|
312 }
|
nuclear@2
|
313
|
nuclear@2
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314 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
|
nuclear@2
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315 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
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nuclear@2
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316 if(xsz != -1) {
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nuclear@2
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317 //prev_xsz = win_width;
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nuclear@2
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318 //prev_ysz = win_height;
|
nuclear@2
|
319 resize_window(xsz, ysz);
|
nuclear@2
|
320 }
|
nuclear@2
|
321 enter_fullscreen();
|
nuclear@2
|
322
|
nuclear@2
|
323 } else {
|
nuclear@2
|
324 /* leaving fullscreen */
|
nuclear@2
|
325 leave_fullscreen();
|
nuclear@2
|
326 /*move_window(prev_x, prev_y);
|
nuclear@2
|
327 resize_window(prev_xsz, prev_ysz);*/
|
nuclear@2
|
328 }
|
nuclear@2
|
329 }
|
nuclear@2
|
330
|
nuclear@2
|
331 static void create_rtarg(int x, int y)
|
nuclear@2
|
332 {
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nuclear@2
|
333 if(x == fb_xsz && y == fb_ysz) {
|
nuclear@2
|
334 return; // nothing changed
|
nuclear@2
|
335 }
|
nuclear@2
|
336
|
nuclear@2
|
337 fb_xsz = x;
|
nuclear@2
|
338 fb_ysz = y;
|
nuclear@2
|
339 fb_tex_xsz = next_pow2(fb_xsz);
|
nuclear@2
|
340 fb_tex_ysz = next_pow2(fb_ysz);
|
nuclear@2
|
341
|
nuclear@5
|
342 printf("creating %dx%d render target (tex size: %dx%d)\n", fb_xsz, fb_ysz, fb_tex_xsz, fb_tex_ysz);
|
nuclear@5
|
343
|
nuclear@2
|
344 if(!fbo) {
|
nuclear@2
|
345 glGenFramebuffers(1, &fbo);
|
nuclear@2
|
346
|
nuclear@2
|
347 glGenTextures(1, &fb_tex);
|
nuclear@2
|
348 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@2
|
349 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@2
|
350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@2
|
351
|
nuclear@2
|
352 glGenRenderbuffers(1, &fb_depth);
|
nuclear@2
|
353 }
|
nuclear@2
|
354
|
nuclear@2
|
355 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@2
|
356
|
nuclear@2
|
357 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@2
|
358 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
|
nuclear@2
|
359 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@2
|
360
|
nuclear@2
|
361 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@2
|
362 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
|
nuclear@2
|
363 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@2
|
364
|
nuclear@2
|
365 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
|
nuclear@2
|
366 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@2
|
367 }
|
nuclear@2
|
368
|
nuclear@2
|
369 static int next_pow2(int x)
|
nuclear@2
|
370 {
|
nuclear@2
|
371 x -= 1;
|
nuclear@2
|
372 x |= x >> 1;
|
nuclear@2
|
373 x |= x >> 2;
|
nuclear@2
|
374 x |= x >> 4;
|
nuclear@2
|
375 x |= x >> 8;
|
nuclear@2
|
376 x |= x >> 16;
|
nuclear@2
|
377 return x + 1;
|
nuclear@2
|
378 }
|
nuclear@6
|
379
|
nuclear@6
|
380 static const char *strip_spaces(const char *str)
|
nuclear@6
|
381 {
|
nuclear@6
|
382 while(*str && isspace(*str)) str++;
|
nuclear@6
|
383 return str;
|
nuclear@6
|
384 }
|
nuclear@6
|
385
|
nuclear@7
|
386 struct Variable {
|
nuclear@7
|
387 const char *var;
|
nuclear@7
|
388 enum { BOOL, NUM } type;
|
nuclear@7
|
389 bool bool_val;
|
nuclear@7
|
390 float num_val;
|
nuclear@7
|
391 };
|
nuclear@7
|
392
|
nuclear@6
|
393 static void con_handle(const char *cmd)
|
nuclear@6
|
394 {
|
nuclear@6
|
395 std::vector<char*> argv;
|
nuclear@6
|
396 cmd = strip_spaces(cmd);
|
nuclear@6
|
397
|
nuclear@6
|
398 if(!*cmd || *cmd == '#') {
|
nuclear@6
|
399 return;
|
nuclear@6
|
400 }
|
nuclear@6
|
401
|
nuclear@6
|
402 char *line = (char*)alloca(strlen(cmd) + 1);
|
nuclear@6
|
403 strcpy(line, cmd);
|
nuclear@6
|
404
|
nuclear@6
|
405 char *tok = 0;
|
nuclear@6
|
406 while((tok = strtok(tok ? 0 : line, " \t\v\n\r"))) {
|
nuclear@6
|
407 argv.push_back(tok);
|
nuclear@6
|
408 }
|
nuclear@6
|
409
|
nuclear@6
|
410 if(strcmp(argv[0], "set") == 0) {
|
nuclear@6
|
411 if(argv.size() < 3) {
|
nuclear@7
|
412 con.printf("set must be followed by 2 arguments\n");
|
nuclear@6
|
413 return;
|
nuclear@6
|
414 }
|
nuclear@7
|
415 if(have_gvar(argv[1])) {
|
nuclear@7
|
416 GameVariable &gv = get_gvar(argv[1]);
|
nuclear@7
|
417 con.printf("%s->%s (prev: %s)\n", argv[1], argv[2], gv.to_str().c_str());
|
nuclear@6
|
418 } else {
|
nuclear@7
|
419 con.printf("%s->%s\n", argv[1], argv[2]);
|
nuclear@6
|
420 }
|
nuclear@7
|
421 set_gvar_parse(argv[1], argv[2]);
|
nuclear@7
|
422
|
nuclear@7
|
423 } else if(strcmp(argv[0], "get") == 0) {
|
nuclear@7
|
424 if(argv.size() < 2) {
|
nuclear@7
|
425 con.printf("get must be followed by the variable name\n");
|
nuclear@7
|
426 return;
|
nuclear@7
|
427 }
|
nuclear@7
|
428 if(have_gvar(argv[1])) {
|
nuclear@7
|
429 GameVariable &gv = get_gvar(argv[1]);
|
nuclear@7
|
430 con.printf("%s: %s\n", argv[1], gv.to_str().c_str());
|
nuclear@7
|
431 }
|
nuclear@7
|
432
|
nuclear@7
|
433 } else if(strcmp(argv[0], "vars") == 0) {
|
nuclear@7
|
434 std::list<std::string> vars = get_gvar_list();
|
nuclear@7
|
435 std::list<std::string>::const_iterator it = vars.begin();
|
nuclear@7
|
436 while(it != vars.end()) {
|
nuclear@7
|
437 con.printf(" %s\n", it++->c_str());
|
nuclear@7
|
438 }
|
nuclear@7
|
439
|
nuclear@6
|
440 } else if(strcmp(argv[0], "exit") == 0 || strcmp(argv[0], "quit") == 0) {
|
nuclear@6
|
441 exit_game();
|
nuclear@7
|
442
|
nuclear@7
|
443 } else if(strcmp(argv[0], "help") == 0) {
|
nuclear@7
|
444 con.printf("available commands:\n");
|
nuclear@7
|
445 con.printf(" set <var> <val> set value to a variable\n");
|
nuclear@7
|
446 con.printf(" get <var> print the value of a variable\n");
|
nuclear@7
|
447 con.printf(" vars print a list of all variables\n");
|
nuclear@7
|
448 con.printf(" help print this help screen\n");
|
nuclear@7
|
449 con.printf(" exit or quit quit the program\n");
|
nuclear@7
|
450
|
nuclear@6
|
451 } else {
|
nuclear@6
|
452 con.printf("invalid command: %s\n", argv[0]);
|
nuclear@6
|
453 }
|
nuclear@6
|
454 }
|