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#ifndef UTIL_H |
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#define UTIL_H |
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|
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#include <cmath> |
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#include <cfloat> |
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#include <cstdlib> |
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#include <vector> |
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#include <string> |
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#include "opengl.h" |
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#include <SDL/SDL_image.h> |
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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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|
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typedef long long soffs; // 32 bit |
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typedef unsigned long long uoffs; |
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#define OFFS_BITS 63 |
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#define SOFFS_MIN (soffs)-(1LL << (OFFS_BITS - 2)) |
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#define SOFFS_MAX (soffs)+(1LL << (OFFS_BITS - 2)) |
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#define MAXEXTENT (1ULL << (OFFS_BITS - 1)) |
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|
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#define ABS(n) ((n) < 0 ? -(n) : (n)) |
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|
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struct sector |
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{ |
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soffs x, y, z; |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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inline sector operator >>(const sector &a, unsigned int 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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|
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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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|
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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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|
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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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|
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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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|
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struct vec3 |
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{ |
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GLfloat x, y, z; |
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vec3 () { }; |
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vec3 (GLfloat s) : x(s), y(s), z(s) { }; |
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vec3 (GLfloat x, GLfloat y, GLfloat z) : x(x), y(y), z(z) { }; |
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vec3 (const sector &s) : x(s.x), y(s.y), z(s.z) { }; |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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// squared length |
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inline const GLfloat length2 (const vec3 &v) |
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{ |
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return dot (v, v); |
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} |
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|
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inline const GLfloat length (const vec3 &v) |
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{ |
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return sqrtf (length2 (v)); |
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} |
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|
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typedef vec3 point; |
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|
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// a generic plane |
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struct plane |
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{ |
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vec3 n; |
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GLfloat d; |
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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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inline GLfloat distance (const plane &a, const point &p) |
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{ |
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return dot (a.n, p) + a.d; |
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} |
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|
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struct sphere { |
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point p; |
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GLfloat r; |
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sphere () { }; |
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sphere (const point &p, GLfloat r) : p(p), r(r) { }; |
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}; |
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inline bool overlap (const sphere &a, const sphere &b) |
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{ |
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GLfloat d = a.r + b.r; |
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return length2 (a.p - b.p) <= d * d; |
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} |
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struct cone { |
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point p; |
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vec3 a; // axis |
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GLfloat f, fs1, fc2; // angle |
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cone () { }; |
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cone (const point &p, const vec3 &a, GLfloat f) |
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: p(p), a(a), f(f) |
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{ |
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fs1 = 1.F / sinf (f); |
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fc2 = cosf (f); fc2 *= fc2; |
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}; |
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}; |
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|
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inline bool overlap (const cone &c, const sphere &s) |
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{ |
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vec3 d = s.p - c.p + c.a * (s.r * c.fs1); |
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GLfloat dd = dot (c.a, d); |
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return dd > 0.F && dd * dd >= length2 (d) * c.fc2; |
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} |
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|
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void renormalize (sector &s, point &p); |
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|
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struct colour |
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{ |
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GLubyte r, g, b, a; |
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colour (GLfloat r = 1., GLfloat g = 1., GLfloat b = 1., GLfloat a = 1.) |
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: r(GLubyte (r * 255.F + .5F)) |
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, g(GLubyte (g * 255.F + .5F)) |
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, b(GLubyte (b * 255.F + .5F)) |
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, a(GLubyte (a * 255.F + .5F)) |
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{ |
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} |
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}; |
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|
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struct tex2 |
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{ |
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GLfloat s, t; |
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tex2 () { }; |
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tex2 (GLfloat s, GLfloat t) : s(s), t(t) { }; |
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}; |
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|
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struct box |
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{ |
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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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|
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struct entity; |
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struct geometry; |
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struct view; |
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struct octant; |
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|
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extern struct timer |
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{ |
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static double now; |
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static double diff; |
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static double fps; |
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|
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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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/* |
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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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{ |
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event_type type; |
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}; |
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|
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typedef callback1<void, event&> event_cb; |
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|
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class skedjuhlar |
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{ |
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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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|
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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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|
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extern skedjuhlar main_scheduler; |
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*/ |
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namespace gl |
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{ |
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#ifdef DEBUG |
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extern int nesting; |
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void errchk (const char *name, const char *args, const char *file, int line); |
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#endif |
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|
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struct vertex_v3f |
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{ |
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point p; // vertex |
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vertex_v3f () { }; |
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vertex_v3f (point p) : p(p) { }; |
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|
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GLenum gl_format () const { return GL_V3F; } |
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}; |
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struct vertex_t2f_n3f_v3f |
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{ |
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tex2 t; // texture |
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vec3 n; // normal |
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point p; // vertex |
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|
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vertex_t2f_n3f_v3f () { }; |
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vertex_t2f_n3f_v3f (point p, vec3 n, tex2 t = tex2()) : p(p), n(n), t(t) { }; |
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|
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GLenum gl_format () const { return GL_T2F_N3F_V3F; } |
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}; |
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|
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struct matrix |
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{ |
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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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operator GLfloat *() { return &data[0][0]; } |
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void diagonal (GLfloat v); |
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void clear () { diagonal (0.F); }; |
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void identity () { diagonal (1.F); }; |
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|
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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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|
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struct vertex_buffer_object { |
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GLuint buffer; |
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GLenum format; |
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|
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void alloc () |
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{ |
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if (!buffer) |
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glGenBuffersARB (1, &buffer); |
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} |
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|
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void bind (GLenum target = GL_ARRAY_BUFFER_ARB) |
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{ |
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glBindBufferARB (target, buffer); |
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glInterleavedArrays (format, 0, 0); |
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} |
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|
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void draw (GLenum mode, GLint first, GLsizei count) |
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{ |
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bind (); |
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glDrawArrays (mode, first, count); |
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} |
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|
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template<class vertex> |
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void set (const vertex *v, GLsizei count, GLenum usage = GL_STATIC_DRAW_ARB, GLenum target = GL_ARRAY_BUFFER_ARB) |
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{ |
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alloc (); |
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format = v->gl_format (); |
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glBindBufferARB (target, buffer); |
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glBufferDataARB (target, count * sizeof (vertex), v, usage); |
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} |
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|
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template<class vertex> |
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void set (const vector<vertex> &v, GLenum usage = GL_STATIC_DRAW_ARB, GLenum target = GL_ARRAY_BUFFER_ARB) |
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{ |
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set (&v[0], v.size (), usage, target); |
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} |
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|
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vertex_buffer_object () |
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: buffer(0) |
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{ |
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} |
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|
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~vertex_buffer_object () |
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{ |
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glDeleteBuffersARB (1, &buffer); |
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} |
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|
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operator GLint () |
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{ |
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return buffer; |
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} |
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}; |
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|
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void draw_bbox (vertex_buffer_object &vb, const sector &a, const sector &b); |
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} |
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|
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GLuint SDL_GL_LoadTexture (SDL_Surface *surface, GLfloat *texcoord); |
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|
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#endif |
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