2022-06-10 19:26:51 +00:00
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/*
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KallistiOS 2.0.0
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nehe08.c
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(c)2021 Luke Benstead
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(c)2014 Josh Pearson
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(c)2001 Benoit Miller
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(c)2000 Jeff Molofee
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*/
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#ifdef __DREAMCAST__
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#include <kos.h>
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#endif
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2022-06-13 19:05:39 +00:00
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#include <stdio.h>
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2022-06-10 19:26:51 +00:00
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glkos.h>
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#include <stdbool.h>
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#include "../loadbmp.h"
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#ifdef __DREAMCAST__
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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#define IMG_PATH "/rd/brick.bmp"
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#else
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#define IMG_PATH "../samples/nehe10/romdisk/brick.bmp"
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#endif
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bool keys[256]; // Array Used For The Keyboard Routine
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bool active = GL_TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen = GL_TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend; // Blending ON/OFF
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bool bp; // B Pressed?
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bool fp; // F Pressed?
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const float piover180 = 0.0174532925f;
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float heading;
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float xpos;
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float zpos;
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GLfloat yrot; // Y Rotation
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GLfloat walkbias = 0;
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GLfloat walkbiasangle = 0;
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GLfloat lookupdown = 0.0f;
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GLfloat z=0.0f; // Depth Into The Screen
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GLuint filter; // Which Filter To Use
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GLuint texture[3]; // Storage For 3 Textures
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typedef struct tagVERTEX
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{
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float x, y, z;
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float u, v;
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} VERTEX;
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typedef struct tagTRIANGLE
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{
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VERTEX vertex[3];
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} TRIANGLE;
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typedef struct tagSECTOR
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{
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int numtriangles;
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TRIANGLE* triangle;
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} SECTOR;
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SECTOR sector1;
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void readstr(FILE *f,char *string)
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{
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do
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{
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fgets(string, 255, f);
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} while ((string[0] == '/') || (string[0] == '\n'));
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return;
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}
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void SetupWorld()
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{
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float x, y, z, u, v;
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int numtriangles;
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FILE *filein;
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char oneline[255];
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filein = fopen("/rd/world.txt", "rt"); // File To Load World Data From
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readstr(filein,oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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sector1.triangle = (TRIANGLE*) malloc(sizeof(TRIANGLE) * numtriangles);
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sector1.numtriangles = numtriangles;
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for (int loop = 0; loop < numtriangles; loop++)
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{
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for (int vert = 0; vert < 3; vert++)
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{
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readstr(filein,oneline);
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sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
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sector1.triangle[loop].vertex[vert].x = x;
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sector1.triangle[loop].vertex[vert].y = y;
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sector1.triangle[loop].vertex[vert].z = z;
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sector1.triangle[loop].vertex[vert].u = u;
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sector1.triangle[loop].vertex[vert].v = v;
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}
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}
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fclose(filein);
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return;
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}
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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int Status = GL_FALSE; // Status Indicator
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Image image1;
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// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
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if (ImageLoad(IMG_PATH, &image1))
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{
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Status = GL_TRUE; // Set The Status To TRUE
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glGenTextures(3, &texture[0]); // Create Three Textures
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// Create Nearest Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1.sizeX, image1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
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// Create Linear Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, image1.sizeX, image1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
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// Create MipMapped Texture
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glBindTexture(GL_TEXTURE_2D, texture[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image1.sizeX, image1.sizeY, GL_RGB, GL_UNSIGNED_BYTE, image1.data);
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}
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return Status; // Return The Status
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}
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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GLboolean InitGL(int width, int height) // We call this right after our OpenGL window is created.
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{
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glViewport(0, 0, width, height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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return GL_FALSE; // If Texture Didn't Load Return false
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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SetupWorld();
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return GL_TRUE;
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}
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void DrawGLScene(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -xpos;
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GLfloat ztrans = -zpos;
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GLfloat ytrans = -walkbias-0.25f;
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GLfloat sceneroty = 360.0f - yrot;
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int numtriangles;
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glRotatef(lookupdown,1.0f,0,0);
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glRotatef(sceneroty,0,1.0f,0);
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glTranslatef(xtrans, ytrans, ztrans);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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numtriangles = sector1.numtriangles;
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// Process Each Triangle
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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{
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glBegin(GL_TRIANGLES);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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x_m = sector1.triangle[loop_m].vertex[0].x;
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y_m = sector1.triangle[loop_m].vertex[0].y;
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z_m = sector1.triangle[loop_m].vertex[0].z;
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u_m = sector1.triangle[loop_m].vertex[0].u;
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v_m = sector1.triangle[loop_m].vertex[0].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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x_m = sector1.triangle[loop_m].vertex[1].x;
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y_m = sector1.triangle[loop_m].vertex[1].y;
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z_m = sector1.triangle[loop_m].vertex[1].z;
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u_m = sector1.triangle[loop_m].vertex[1].u;
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v_m = sector1.triangle[loop_m].vertex[1].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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x_m = sector1.triangle[loop_m].vertex[2].x;
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y_m = sector1.triangle[loop_m].vertex[2].y;
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z_m = sector1.triangle[loop_m].vertex[2].z;
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u_m = sector1.triangle[loop_m].vertex[2].u;
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v_m = sector1.triangle[loop_m].vertex[2].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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glEnd();
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}
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/* Finish the frame */
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glKosSwapBuffers();
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}
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int ReadController(void) {
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#ifdef __DREAMCAST__
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maple_device_t *cont;
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cont_state_t *state;
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cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
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/* Check key status */
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state = (cont_state_t *)maple_dev_status(cont);
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if(!state) {
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printf("Error reading controller\n");
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return 0;
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}
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if(state->buttons & CONT_START)
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return 0;
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if(state->buttons & CONT_DPAD_UP) {
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xpos -= (float)sin(heading*piover180) * 0.05f;
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zpos -= (float)cos(heading*piover180) * 0.05f;
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if (walkbiasangle >= 359.0f)
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{
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walkbiasangle = 0.0f;
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}
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else
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{
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walkbiasangle+= 10;
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}
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walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
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}
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if(state->buttons & CONT_DPAD_DOWN) {
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xpos += (float)sin(heading*piover180) * 0.05f;
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zpos += (float)cos(heading*piover180) * 0.05f;
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if (walkbiasangle <= 1.0f)
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{
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walkbiasangle = 359.0f;
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}
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else
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{
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walkbiasangle-= 10;
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}
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walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
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}
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if(state->buttons & CONT_DPAD_LEFT) {
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heading += 1.0f;
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yrot = heading;
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}
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if(state->buttons & CONT_DPAD_RIGHT) {
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heading -= 1.0f;
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yrot = heading;
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}
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#endif
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/* Switch to the blended polygon list if needed */
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if(blend) {
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glEnable(GL_BLEND);
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glDepthMask(0);
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}
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else {
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glDisable(GL_BLEND);
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glDepthMask(1);
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}
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return 1;
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}
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int main(int argc, char **argv) {
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printf("nehe10 beginning\n");
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/* Get basic stuff initialized */
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glKosInit();
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InitGL(640, 480);
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while(1) {
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if (!ReadController())
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break;
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DrawGLScene();
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}
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return 0;
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}
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