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#ifndef UTIL_H |
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#define UTIL_H |
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#include <GL/gl.h> |
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#include <vector> |
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using namespace std; |
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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 - 1)) |
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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 sector { |
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soffs x, y, z; |
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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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struct point { |
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GLfloat x, y, z; |
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point () { }; |
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point (GLfloat x, GLfloat y, GLfloat z) : x(x), y(y), z(z) { }; |
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}; |
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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 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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GLfloat dot (const vec3 &a, const vec3 &b); |
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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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void reset () |
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{ |
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a = point (GLFLOAT_MAX, GLFLOAT_MAX, GLFLOAT_MAX); |
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b = point (GLFLOAT_MIN, GLFLOAT_MIN, GLFLOAT_MIN); |
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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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}; |
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struct entity_base; |
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struct draw_context; |
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#endif |
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