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#include "x11icon.h" |
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#ifndef RAYQLEN |
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#define RAYQLEN 50000 /* max. rays to queue before flush */ |
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#define RAYQLEN 0 /* max. rays to queue before flush */ |
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#endif |
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#ifndef FEQ |
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XMapWindow(ourdisplay, gwind); |
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dev_input(); /* sets size and view angles */ |
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if (!odInit(DisplayWidth(ourdisplay,ourscreen) * |
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DisplayHeight(ourdisplay,ourscreen) / 4)) |
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DisplayHeight(ourdisplay,ourscreen) / 3)) |
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error(SYSTEM, "insufficient memory for value storage"); |
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odev.name = id; |
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odev.firstuse = 1; /* can't recycle samples */ |
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XNoOp(ourdisplay); /* makes sure we're not idle */ |
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viewflags &= ~VWSTEADY; /* flag moving view */ |
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setglpersp(&odev.v); /* start us off in perspective */ |
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setglpersp(); /* start us off in perspective */ |
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while (!XCheckMaskEvent(ourdisplay, |
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ButtonReleaseMask, levptr(XEvent))) { |
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/* get cursor position */ |
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static |
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setglpersp(vp) /* set perspective view in GL */ |
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register VIEW *vp; |
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setglpersp() /* set perspective view in GL */ |
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{ |
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double d, xmin, xmax, ymin, ymax; |
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GLfloat vec[4]; |
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if (inpresflags & DFL(DC_REDRAW)) |
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return; |
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XRaiseWindow(ourdisplay, gwind); |
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XFlush(ourdisplay); |
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XFlush(ourdisplay); /* raise up window */ |
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sleep(1); /* wait for restacking */ |
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dev_clear(); /* clear display and samples */ |
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dev_flush(); /* draw octrees */ |
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dev_clear(); /* clear buffer and samples */ |
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odRemap(1); /* start fresh histogram */ |
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dev_flush(); /* redraw geometry */ |
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rayqleft = 0; /* hold off update */ |
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inpresflags |= DFL(DC_REDRAW); /* resend values from server */ |
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return; |
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case 'K': /* kill rtrace process(es) */ |
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if (xmin <= 0 && xmax >= odev.hres-1 && |
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ymin <= 0 && ymax >= odev.vres) { |
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DCHECK(eexp->count, WARNING, "multiple clear in fixwindow"); |
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if (viewflags & VWORTHO) /* workaround for... */ |
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glDrawBuffer(GL_FRONT); /* ...GLX window mapping bug */ |
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glClear(GL_DEPTH_BUFFER_BIT); /* clear the entire buffer */ |
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#ifdef STEREO |
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setstereobuf(STEREO_BUFFER_RIGHT); |
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glClear(GL_DEPTH_BUFFER_BIT); |
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setstereobuf(STEREO_BUFFER_LEFT); |
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#endif |
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odRedrawAll(); |
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wipeclean(); /* make sure we're go */ |
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return; |
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} |
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/* clear portion of depth */ |