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#ifndef UTIL_H |
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#define UTIL_H |
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#include <SDL/SDL.h> |
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#include <SDL/SDL_image.h> |
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#include <cmath> |
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#include <cfloat> |
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#include <vector> |
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#include <string> |
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#include <Cg/cg.h> |
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#include <Cg/cgGL.h> |
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#define GL_LG_DEBUG do { GLenum gl_derror = glGetError (); if (gl_derror != GL_NO_ERROR) fprintf (stderr, "%s:%d GLERROR: %d\n", __FILE__, __LINE__, gl_derror); } while (0) |
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using namespace std; |
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extern CGcontext cgc; |
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extern CGprogram vsh; |
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extern CGprogram fsh; |
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extern CGparameter mv, mvp, lightpos; |
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extern CGprofile vsh_profile, fsh_profile; |
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#include <GL/gl.h> |
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typedef int soffs; // 32 bit |
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typedef unsigned int uoffs; |
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#define OFFS_BITS 31 |
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#define SOFFS_MIN (soffs)-(1 << (OFFS_BITS - 2)) |
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#define SOFFS_MAX (soffs)+(1 << (OFFS_BITS - 2)) |
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#define MAXEXTENT (1UL << (OFFS_BITS - 1)) |
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#define GLFLOAT_MAX 1e30 |
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#define GLFLOAT_MIN -1e30 |
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struct vec3 { |
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GLfloat x, y, z; |
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vec3 () { }; |
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vec3 (GLfloat x, GLfloat y, GLfloat z) : x(x), y(y), z(z) { }; |
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const vec3 operator -() const |
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{ return vec3 (-x, -y, -z); } |
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}; |
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const vec3 normalize (const vec3 &v); |
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const vec3 cross (const vec3 &a, const vec3 &b); |
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inline const vec3 operator *(const vec3 &a, GLfloat s) |
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{ |
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return vec3 (a.x * s, a.y * s, a.z * s); |
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} |
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inline const vec3 operator +(const vec3 &a, const vec3 &b) |
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{ |
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return vec3 (a.x + b.x, a.y + b.y, a.z + b.z); |
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} |
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inline const vec3 operator -(const vec3 &a, const vec3 &b) |
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{ |
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return vec3 (a.x - b.x, a.y - b.y, a.z - b.z); |
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} |
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inline GLfloat dot (const vec3 &a, const vec3 &b) |
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{ |
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return a.x * b.x + a.y * b.y + a.z * b.z; |
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} |
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inline const GLfloat abs (const vec3 &v) |
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{ |
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return sqrtf (dot (v, v)); |
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} |
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struct matrix { |
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GLfloat data[4][4]; |
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const GLfloat operator ()(int i, int j) const { return data[j][i]; }; |
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GLfloat &operator ()(int i, int j) { return data[j][i]; }; |
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void diagonal (GLfloat v); |
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void clear () { diagonal (0.); }; |
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void identity () { diagonal (1.); }; |
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void print (); // ugly |
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static const matrix translation (const vec3 &v); |
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static const matrix rotation (GLfloat degrees, const vec3 &axis); |
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matrix () { }; |
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matrix (GLfloat diag) { diagonal (diag); }; |
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}; |
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const matrix operator *(const matrix &a, const matrix &b); |
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const vec3 operator *(const matrix &a, const vec3 &v); |
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typedef vec3 point; |
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// a generic plane |
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struct plane { |
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vec3 n; |
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GLfloat d; |
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GLfloat distance (const point &p) const |
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{ |
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return dot (n, p) + d; |
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} |
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plane () { }; |
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plane (GLfloat a, GLfloat b, GLfloat c, GLfloat d); |
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}; |
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struct sector { |
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soffs x, y, z; |
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sector (soffs x, soffs y, soffs z) : x(x), y(y), z(z) { }; |
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sector (soffs xyz = 0) : x(xyz), y(xyz), z(xyz) { }; |
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void offset (int subindex, uoffs extent) |
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{ |
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if (subindex & 1) x += extent; |
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if (subindex & 2) y += extent; |
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if (subindex & 4) z += extent; |
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} |
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}; |
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inline sector operator +(const sector &a, const sector &b) |
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{ |
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return sector (a.x + b.x, a.y + b.y, a.z + b.z); |
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} |
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inline sector operator -(const sector &a, const sector &b) |
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{ |
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return sector (a.x - b.x, a.y - b.y, a.z - b.z); |
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} |
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inline sector operator /(const sector &a, soffs b) |
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{ |
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return sector (a.x / b, a.y / b, a.z / b); |
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} |
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inline bool operator <=(const sector &a, const sector &b) |
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{ |
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return a.x <= b.x && a.y <= b.y && a.z <= b.z; |
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} |
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inline soffs max (const sector &a) |
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{ |
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return max (a.x, max (a.y, a.z)); |
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} |
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inline sector translate (const sector &p, const sector &src, const sector &dst) |
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{ |
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return p + (dst - src); |
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} |
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inline sector abs (const sector &s) |
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{ |
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return sector (abs (s.x), abs (s.y), abs (s.z)); |
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} |
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void renormalize (sector &s, point &p); |
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struct colour { |
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GLfloat r, g, b, a; |
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colour (GLfloat r = 1., GLfloat g = 1., GLfloat b = 1., GLfloat a = 1.) : r(r), g(g), b(b), a(a) { }; |
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}; |
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struct texc { |
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GLfloat s, t; |
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texc () { }; |
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texc (GLfloat s, GLfloat t) : s(s), t(t) { }; |
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}; |
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struct box { |
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point a, b; |
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box() { }; |
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void reset () |
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{ |
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a = point ( FLT_MAX, FLT_MAX, FLT_MAX); |
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b = point (-FLT_MAX, -FLT_MAX, -FLT_MAX); |
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} |
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void add (const box &o); |
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void add (const point &p); |
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}; |
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struct light { |
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point p; |
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colour c; |
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GLfloat intensity; |
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GLfloat radius; |
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}; |
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struct material { |
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colour diffuse, specular, emission; |
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GLfloat shininess; |
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material () |
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{ |
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diffuse = colour (1, 0, 1, 1); |
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specular = colour (1, 0, 1, 1); |
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emission = colour (1, 0, 1, 1); |
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shininess = 1; |
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} |
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}; |
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struct entity; |
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struct geometry; |
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struct view; |
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extern struct timer { |
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static double now; |
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static double diff; |
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static void frame (); |
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timer (); |
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} timer; |
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/* |
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#define MAX_EVENT_TYPES 10 |
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enum event_type { TIMER_EV }; |
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struct event { |
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event_type type; |
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}; |
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typedef callback1<void, event&> event_cb; |
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class skedjuhlar { |
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public: |
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// only 10 types for now |
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private: |
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vector <list<event_cb> > event_lists; |
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public: |
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skedjuhlar () { |
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event_lists.resize (MAX_EVENT_TYPES, list<event_cb>()); |
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} |
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void register_event_cb (const event_type &t, const event_cb &e) { |
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event_lists[t].push_back (e); |
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}; |
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void send_event (event &e) { |
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list<event_cb> &l = event_lists[e.type]; |
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for (list<event_cb>::iterator it = l.begin (); it != l.end (); it++) { |
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(*it)(e); |
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} |
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}; |
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void check_events () { |
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while (!events.empty ()) { |
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event &e = events.pop_front (); |
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list<event_cb> &l = event_lists[e->name]; |
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for (list<event_cb>::iterator it = l.begin (); it !+ l.end (); it++) { |
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(*it)(e); |
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} |
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delete e; // ugly slow? hai hai..... 183G |
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} |
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} |
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}; |
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extern skedjuhlar main_scheduler; |
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*/ |
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namespace gl { |
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void draw_box (const view &ctx, const sector &a, const sector &b); |
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} |
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GLuint SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord); |
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inline int power_of_two (int input) |
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{ |
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int value = 1; |
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while (value < input) |
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{ |
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value <<= 1; |
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} |
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return value; |
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} |
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struct TextureExecption { |
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TextureExecption (string s) : msg(s) { } |
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string msg; |
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}; |
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struct Texture { |
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SDL_Surface *image; |
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GLuint texture; |
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GLfloat texcoord[4]; |
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public: |
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Texture(const char *f) |
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{ |
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image = IMG_Load (f); |
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if (!image) |
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throw (TextureExecption ("Couldn't load " + (string) f + ": " + (string) IMG_GetError ())); |
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texture = SDL_GL_LoadTexture (image, (GLfloat*)&texcoord); |
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if (texture == 0) |
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throw (TextureExecption ("Couldn't make GL Texture, failed to create new RGB SWSurface")); |
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} |
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}; |
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#endif |
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