Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
106 lines
2.4 KiB
C++
106 lines
2.4 KiB
C++
#include <stdio.h>
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#include "pazlib.h"
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#include "magic.h"
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#include "scrdefs.h"
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/*{{{ void initialize_paz ( int link_A, int link_B )*/
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void initialize_paz ( int link_A, int link_B )
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{
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SCENE *s;
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int i;
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int lmagic=magic, rmagic=magic2;
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printf ("initialize paz\n" );
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if (link_B == (-1)) {
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lmagic&=~(leftStereoBits);
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}
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else {
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lmagic|=syncLink;
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rmagic|=syncLink;
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}
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if (link_A == link_B) {
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printf ( "PAZinit on left eye\n" );
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PAZinit ( output_device,
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x_size, y_size,
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link_A, -1, -1,
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lmagic, -1, -1, 0 );
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printf ( "PAZinit on right eye\n" );
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PAZinit ( output_device,
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x_size, y_size,
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link_B, -1, -1,
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rmagic, -1, -1, 1 );
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}
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else {
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for (i=0; i<4; i++ ) {
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printf ( "PAZinit on processor %d\n", i );
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PAZinit ( output_device,
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x_size, y_size,
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link_A, link_B, -1,
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lmagic, rmagic, -1, i );
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}
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}
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}
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/*}}} */
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/*{{{ SCENE *initialize_eyes ( int link_A, int link_B, VIEW **eye, VIEW **rye )*/
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SCENE *initialize_eyes ( int link_A, int link_B, VIEW **eye, VIEW **rye )
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{
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SCENE *s;
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printf ("initialize eyes\n" );
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printf ( "PAZcreatescene, setscene\n " );
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PAZsetScene(s=PAZcreateScene());
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printf ( "PAZcreateView\n " );
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*eye = PAZcreateView ();
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if ((*eye) == NULL) {
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printf ("NULL eye\n" );
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return NULL;
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}
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printf ( "PAZinitView\n " );
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PAZinitView ( *eye, 1.0, 8.0, 10000, x_size, y_size, 4.0 / 3.0, link_A );
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printf ( "PAZwriteView\n " );
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PAZwriteView ( *eye );
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if (link_B == (-1)) {
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printf ( "no right eye\n " );
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*rye=NULL;
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}
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else {
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printf ( "PAZcreateView\n " );
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*rye = PAZcreateView ();
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if ((*rye) == NULL) {
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printf ("NULL rye\n" );
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return NULL;
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}
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printf ( "PAZinitView\n " );
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PAZinitView ( *rye, 1.0, 8.0, 10000, x_size, y_size, 4.0 / 3.0, link_B );
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printf ( "PAZwriteView\n " );
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PAZwriteView ( *rye );
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}
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return s;
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}
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/*}}} */
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/*{{{ SCENE *initialize_all ( int link_A, int link_B, VIEW **eye, VIEW **rye )*/
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SCENE *initialize_all ( int link_A, int link_B, VIEW **eye, VIEW **rye )
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{
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SCENE *s;
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printf ("initialize all\n" );
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initialize_paz ( link_A, link_B );
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s = initialize_eyes ( link_A, link_B, eye, rye );
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printf ("initialize all returning\n" );
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return s;
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}
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/*}}} */
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