270 lines
6.7 KiB
C++
270 lines
6.7 KiB
C++
#define __BSD_VISIBLE 1
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#include <azur/azur.h>
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#include <string.h>
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#include <math.h>
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#include "chaos-drop.h"
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#if defined(AZUR_TOOLKIT_SDL)
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#include <SDL2/SDL.h>
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#include <azur/gl/gl.h>
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#include <memory>
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#include "backend/linux/programs.h"
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static uint16_t vram[VWIDTH * VHEIGHT];
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std::unique_ptr<ProgramTexture> shader_texture = nullptr;
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static GLuint tex_vram;
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static void view_update(void)
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{
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SDL_Window *window = azur_sdl_window();
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int width, height;
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SDL_GetWindowSize(window, &width, &height);
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/* Transform from pixel coordinates within the winfow to GL coordinates */
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glm::mat3 tr_pixel2gl(
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2.0f / width, 0.0f, 0.0f,
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0.0f, -2.0f / height, 0.0f,
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-1.0f, 1.0f, 1.0f);
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glUseProgram(shader_texture->prog);
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shader_texture->set_uniform("u_transform", tr_pixel2gl);
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}
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static void init(void)
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{
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shader_texture = std::make_unique<ProgramTexture>();
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view_update();
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memset(vram, 0x55, sizeof vram);
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glGenTextures(1, &tex_vram);
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glBindTexture(GL_TEXTURE_2D, tex_vram);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VWIDTH, VHEIGHT, 0, GL_RGB,
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GL_UNSIGNED_SHORT_5_6_5, vram);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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static void quit(void)
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{
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}
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static int platform_update(struct input *input)
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{
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SDL_Event e;
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*input = (struct input){};
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while(SDL_PollEvent(&e)) {
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// ImGui_ImplSDL2_ProcessEvent(&e);
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// render_needed = std::max(render_needed, 1);
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if(e.type == SDL_QUIT)
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return 1;
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if(e.type == SDL_WINDOWEVENT &&
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e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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view_update();
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}
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}
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Uint8 const *state = SDL_GetKeyboardState(NULL);
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input->up = state[SDL_SCANCODE_UP];
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input->down = state[SDL_SCANCODE_DOWN];
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input->left = state[SDL_SCANCODE_LEFT];
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input->right = state[SDL_SCANCODE_RIGHT];
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return 0;
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}
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static void platform_render(void)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VWIDTH, VHEIGHT, 0, GL_RGB,
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GL_UNSIGNED_SHORT_5_6_5, vram);
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SDL_Window *window = azur_sdl_window();
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shader_texture->vertices.clear();
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shader_texture->add_texture(0, 0, 3*VWIDTH, 3*VHEIGHT);
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shader_texture->draw();
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SDL_GL_SwapWindow(window);
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}
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#elif defined(AZUR_TOOLKIT_GINT)
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#include <azur/gint/render.h>
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#include <gint/gint.h>
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#include <gint/keyboard.h>
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#include <gint/display.h>
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#include <gint/drivers/r61524.h>
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#include <libprof.h>
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#define vram gint_vram
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static int platform_update(struct input *input)
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{
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key_event_t e;
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while((e = pollevent()).type != KEYEV_NONE) {
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if(e.type == KEYEV_UP)
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continue;
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if(e.key == KEY_EXIT)
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return 1;
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if(e.key == KEY_MENU)
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gint_osmenu();
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if(e.key == KEY_OPTN)
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input->OPTN = true;
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}
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input->left = keydown(KEY_LEFT);
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input->right = keydown(KEY_RIGHT);
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input->up = keydown(KEY_UP);
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input->down = keydown(KEY_DOWN);
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return 0;
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}
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static void platform_render(void)
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{
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azrp_update();
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}
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static void init(void)
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{
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prof_init();
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azrp_config_scale(2);
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cd_raytrace_configure();
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}
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static void quit(void)
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{
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prof_quit();
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}
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#endif
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mat3 operator *(mat3 const &A, mat3 const &B)
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{
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mat3 C;
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C.x11 = A.x11 * B.x11 + A.x12 * B.x21 + A.x13 * B.x31;
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C.x12 = A.x11 * B.x12 + A.x12 * B.x22 + A.x13 * B.x32;
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C.x13 = A.x11 * B.x13 + A.x12 * B.x23 + A.x13 * B.x33;
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C.x21 = A.x21 * B.x11 + A.x22 * B.x21 + A.x23 * B.x31;
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C.x22 = A.x21 * B.x12 + A.x22 * B.x22 + A.x23 * B.x32;
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C.x23 = A.x21 * B.x13 + A.x22 * B.x23 + A.x23 * B.x33;
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C.x31 = A.x31 * B.x11 + A.x32 * B.x21 + A.x33 * B.x31;
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C.x32 = A.x31 * B.x12 + A.x32 * B.x22 + A.x33 * B.x32;
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C.x33 = A.x31 * B.x13 + A.x32 * B.x23 + A.x33 * B.x33;
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return C;
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}
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vec3 operator * (mat3 const &M, vec3 const &u)
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{
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vec3 v;
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v.x = M.x11 * u.x + M.x12 * u.y + M.x13 * u.z;
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v.y = M.x21 * u.x + M.x22 * u.y + M.x23 * u.z;
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v.z = M.x31 * u.x + M.x32 * u.y + M.x33 * u.z;
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return v;
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}
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static struct camera *camera = NULL;
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static bool debug = false;
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void render(void)
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{
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#ifdef AZUR_TOOLKIT_GINT
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azrp_perf_clear();
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cd_raytrace(camera);
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platform_render();
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if(debug) {
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drect(0, DHEIGHT-20, DWIDTH-1, DHEIGHT-1, C_WHITE);
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dprint(4, 209, C_BLACK, "render:%4d+%4dus",
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prof_time(azrp_perf_render) - prof_time(azrp_perf_r61524),
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prof_time(azrp_perf_r61524));
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r61524_display(gint_vram, DHEIGHT-20, 20, R61524_DMA_WAIT);
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}
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#else
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render_fragment(camera, vram, 0, VHEIGHT);
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platform_render();
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#endif
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}
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int update(void)
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{
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struct input input = {};
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if(platform_update(&input))
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return 1;
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/* Yes I'm aware I'm always changing the angles */
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bool changed = false;
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static num const mv_speed = 0.35;
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static num const wall = WORLD_SIZE * 0.45; /* margin */
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static float const rot_speed = 0.01;
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static float const rot_snap = 0.6;
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static float const rot_max = 0.2;
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static num const neon_speed = 2;
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if(input.left) {
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camera->pos.x = max(camera->pos.x - mv_speed, -wall);
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camera->yaw = fmaxf(camera->yaw - rot_speed, -rot_max);
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changed = true;
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}
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else if(input.right) {
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camera->pos.x = min(camera->pos.x + mv_speed, wall);
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camera->yaw = fminf(camera->yaw + rot_speed, rot_max);
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changed = true;
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}
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else {
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camera->yaw *= rot_snap;
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changed = true;
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}
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if(input.up) {
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camera->pos.z = min(camera->pos.z + mv_speed, wall);
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camera->pitch = fmaxf(camera->pitch - rot_speed, -rot_max);
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changed = true;
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}
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else if(input.down) {
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camera->pos.z = max(camera->pos.z - mv_speed, -wall);
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camera->pitch = fminf(camera->pitch + rot_speed, rot_max);
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changed = true;
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}
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else {
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camera->pitch *= rot_snap;
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changed = true;
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}
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if(changed)
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camera_update_angles(camera);
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camera->neon_position =
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(camera->neon_position + num(32) - neon_speed) % num(32);
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if(input.OPTN)
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debug = !debug;
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return 0;
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}
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int main(void)
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{
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if(azur_init("Chaos Drop!", 3*VWIDTH, 3*VHEIGHT))
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return 1;
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struct camera c = {};
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camera = &c;
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/* TODO: Why do I need such a low FOV?! */
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camera_set_fov(camera, 80.0);
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camera_update_angles(camera);
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init();
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int rc = azur_main_loop(render, 30, update, -1, AZUR_MAIN_LOOP_TIED);
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quit();
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return rc;
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}
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