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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@2
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3 #include <algorithm>
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4 #include <vmath/vmath.h>
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5 #include "opengl.h"
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6 #include "game.h"
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7 #include "goatvr.h"
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8 #include "teapot.h"
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9
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10 static void draw_scene();
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11 static void material(float r, float g, float b, float roughness);
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12 static void toggle_hmd_fullscr();
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13 static void create_rtarg(int x, int y);
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14 static int next_pow2(int x);
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15
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16 static int win_width, win_height;
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17 static unsigned int fb_tex;
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18 static unsigned int fbo, fb_depth;
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19 static int fb_xsz, fb_ysz;
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20 static int fb_tex_xsz, fb_tex_ysz;
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21
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22 static float cam_theta, cam_phi;
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23 static Vector3 cam_pos;
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24 static bool keystate[256];
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25
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26 bool game_init()
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27 {
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28 init_opengl();
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29
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30 if(vr_init() == -1) {
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31 return false;
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32 }
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33
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34 glEnable(GL_DEPTH_TEST);
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35 glEnable(GL_CULL_FACE);
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36 glEnable(GL_LIGHTING);
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37
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38 return true;
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39 }
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40
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41 void game_cleanup()
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42 {
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43 vr_shutdown();
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44 }
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45
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46 void game_update(long tm)
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47 {
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48 static long prev_upd;
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49 float dt = (tm - prev_upd) / 1000.0;
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50 prev_upd = tm;
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51
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52 float offs = dt * 1.0;
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53 Vector3 dir;
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54
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55 if(keystate['d'] || keystate['D']) {
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56 dir += Vector3(offs, 0, 0);
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57 }
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58 if(keystate['a'] || keystate['A']) {
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59 dir += Vector3(-offs, 0, 0);
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60 }
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61 if(keystate['w'] || keystate['W']) {
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62 dir += Vector3(0, 0, -offs);
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63 }
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64 if(keystate['s'] || keystate['S']) {
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65 dir += Vector3(0, 0, offs);
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66 }
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67
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68 cam_pos.x += dir.x * cos(cam_theta) - dir.y * sin(cam_theta);
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69 cam_pos.z += dir.x * sin(cam_theta) + dir.y * cos(cam_theta);
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70 }
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71
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72 void game_display()
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73 {
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74 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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75 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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76
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77 for(int i=0; i<2; i++) {
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78 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
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79 vr_begin(i);
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80
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81 float proj[16];
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82 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
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83 glMatrixMode(GL_PROJECTION);
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84 glLoadMatrixf(proj);
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85 }
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86
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87 glMatrixMode(GL_MODELVIEW);
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88
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89 float view[16];
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90 vr_view_matrix(i, view);
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91 glLoadMatrixf(view);
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92 glRotatef(cam_phi, 1, 0, 0);
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93 glRotatef(cam_theta, 0, 1, 0);
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94 /* move the camera to the eye level of the user */
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95 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
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96 glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
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97
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98 draw_scene();
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99
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100 vr_end();
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101 }
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102
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103 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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104 glViewport(0, 0, win_width, win_height);
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105
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106 vr_swap_buffers();
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107 assert(glGetError() == GL_NO_ERROR);
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108 }
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109
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110 void game_reshape(int x, int y)
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111 {
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112 win_width = x;
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113 win_height = y;
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114
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115 create_rtarg(vr_geti_def(VR_RENDER_XRES, x), vr_geti_def(VR_RENDER_YRES, y));
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116 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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117
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118 /* these might be overriden in VR mode (see game_display) */
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119 glViewport(0, 0, x, y);
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120 glMatrixMode(GL_PROJECTION);
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121 glLoadIdentity();
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122 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
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123 }
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124
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125 void game_keyboard(int key, bool pressed)
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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_game();
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131 break;
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132
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133 case 'f':
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134 toggle_hmd_fullscr();
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135 break;
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136
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137 case 'r':
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138 vr_recenter();
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139 break;
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140
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141 default:
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142 break;
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143 }
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144 }
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145
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146 if(key < 256) {
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147 keystate[key] = pressed;
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148 }
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149 }
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150
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151
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152 static int prev_x, prev_y;
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153 static bool bnstate[32];
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154
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155 void game_mouse_button(int bn, bool state, int x, int y)
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156 {
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157 bnstate[bn] = state;
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158 prev_x = x;
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159 prev_y = y;
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160 }
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161
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162 void game_mouse_motion(int x, int y)
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163 {
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164 int dx = x - prev_x;
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165 int dy = y - prev_y;
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166 prev_x = x;
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167 prev_y = y;
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168
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169 if(!dx && !dy) {
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170 return;
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171 }
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172 if(bnstate[0]) {
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173 cam_theta += dx * 0.5;
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174 cam_phi += dy * 0.5;
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175
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176 if(cam_phi < -90) cam_phi = -90;
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177 if(cam_phi > 90) cam_phi = 90;
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178 }
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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 float lpos[][4] = {
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184 {-0.7, 0.7, 1, 0},
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185 {1, 0, 1, 0}
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186 };
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187 float lcol[][4] = {
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188 {0.9, 0.7, 0.6, 1},
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189 {0.3, 0.4, 0.75, 1}
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190 };
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191 for(int i=0; i<2; i++) {
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192 glEnable(GL_LIGHT0 + i);
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193 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
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194 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
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195 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lcol[i]);
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196 }
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197
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198 glMatrixMode(GL_MODELVIEW);
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199
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200 material(1, 1, 1, 1);
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201 glBegin(GL_QUADS);
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202 glNormal3f(0, 1, 0);
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203 glVertex3f(-10, 0, 10);
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204 glVertex3f(10, 0, 10);
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205 glVertex3f(10, 0, -10);
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206 glVertex3f(-10, 0, -10);
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207 glEnd();
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208
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209 material(1, 1, 1, 0.4);
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210 glPushMatrix();
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211 glTranslatef(0, 1.3, -10);
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212 glFrontFace(GL_CW);
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213 bezier_teapot(2.0);
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214 glFrontFace(GL_CCW);
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215 glPopMatrix();
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216 }
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217
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218 static void material(float r, float g, float b, float roughness)
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219 {
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220 float gloss = 1.0 - roughness;
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221 float diffuse[] = {r * roughness, g * roughness, b * roughness, 1.0};
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222 float specular[] = {gloss, gloss, gloss, 1.0};
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223 float shin = gloss * 128.0;
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224
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225 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
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226 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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227 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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228 }
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229
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230
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231 static void toggle_hmd_fullscr()
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232 {
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233 static bool fullscr;
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234 static int prev_x, prev_y;
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235 //static int prev_xsz, prev_ysz;
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236
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237 fullscr = !fullscr;
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238 if(fullscr) {
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239 /* entering fullscreen on the HMD */
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240 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
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241 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
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242 if(xoffs != -1) {
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243 get_window_pos(&prev_x, &prev_y);
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244 move_window(xoffs, yoffs);
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245 }
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246
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247 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
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248 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
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249 if(xsz != -1) {
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250 //prev_xsz = win_width;
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251 //prev_ysz = win_height;
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252 resize_window(xsz, ysz);
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253 }
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254 enter_fullscreen();
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255
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256 } else {
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257 /* leaving fullscreen */
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258 leave_fullscreen();
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259 /*move_window(prev_x, prev_y);
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260 resize_window(prev_xsz, prev_ysz);*/
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261 }
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262 }
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263
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264 static void create_rtarg(int x, int y)
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265 {
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266 if(x == fb_xsz && y == fb_ysz) {
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267 return; // nothing changed
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268 }
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269
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270 fb_xsz = x;
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271 fb_ysz = y;
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272 fb_tex_xsz = next_pow2(fb_xsz);
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273 fb_tex_ysz = next_pow2(fb_ysz);
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274
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275 if(!fbo) {
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276 glGenFramebuffers(1, &fbo);
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277
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278 glGenTextures(1, &fb_tex);
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279 glBindTexture(GL_TEXTURE_2D, fb_tex);
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280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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282
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283 glGenRenderbuffers(1, &fb_depth);
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284 }
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285
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286 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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287
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288 glBindTexture(GL_TEXTURE_2D, fb_tex);
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289 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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290 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
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291
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292 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
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293 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
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294 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
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295
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296 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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297 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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298 }
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299
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300 static int next_pow2(int x)
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301 {
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302 x -= 1;
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303 x |= x >> 1;
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304 x |= x >> 2;
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305 x |= x >> 4;
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306 x |= x >> 8;
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307 x |= x >> 16;
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308 return x + 1;
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309 }
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