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hyperrogue/shaders.cpp

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// Hyperbolic Rogue -- basic GL transformations
// If CAP_SHADER is 0, OpenGL 1.0 is used.
// If CAP_SHADER is 1, GLSL is used.
namespace hr {
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#ifndef DEBUG_GL
#define DEBUG_GL 0
#endif
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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void glError(const char* GLcall, const char* file, const int line) {
GLenum errCode = glGetError();
if(errCode!=GL_NO_ERROR) {
fprintf(stderr, "OPENGL ERROR #%i: in file %s on line %i :: %s\n",errCode,file, line, GLcall);
}
}
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#ifndef CAP_VERTEXBUFFER
#define CAP_VERTEXBUFFER (ISWEB)
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#endif
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#if CAP_SHADER && CAP_NOSHADER
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#define WITHSHADER(x, y) if(noshaders) y else x
#else
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#if CAP_NOSHADER
#define WITHSHADER(x, y) if(1) y
#else
#define WITHSHADER(x, y) if(1) x
#endif
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#endif
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namespace glhr {
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#if CAP_SHADER
bool noshaders = false;
#else
bool noshaders = true;
#endif
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bool glew = false;
bool current_depthtest, current_depthwrite;
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ld fogbase;
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typedef const void *constvoidptr;
constvoidptr current_vertices, buffered_vertices;
ld current_linewidth;
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GLuint buf_current, buf_buffered;
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enum eMode { gmColored, gmTextured, gmVarColored, gmLightFog, gmMAX};
static const flagtype GF_TEXTURE = 1;
static const flagtype GF_VARCOLOR = 2;
static const flagtype GF_LIGHTFOG = 4;
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flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG | GF_VARCOLOR
};
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eMode mode;
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shader_projection current_shader_projection, new_shader_projection;
void switch_mode(eMode m, shader_projection sp);
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void display(const glmatrix& m) {
for(int i=0; i<4; i++) {
for(int j=0; j<4; j++)
printf("%10.5f", m[i][j]);
printf("\n");
}
printf("\n");
}
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glmatrix operator * (glmatrix m1, glmatrix m2) {
glmatrix res;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++) {
res[i][j] = 0;
for(int k=0; k<4; k++)
res[i][j] += m1[i][k] * m2[k][j];
}
return res;
}
glmatrix id = {{{1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1}}};
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glmatrix scale(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[0][0] = x;
tmp[1][1] = y;
tmp[2][2] = z;
return tmp;
}
glmatrix tmtogl(const transmatrix& T) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = T[i][j];
return tmp;
}
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glmatrix tmtogl_transpose(const transmatrix& T) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = T[j][i];
return tmp;
}
glmatrix ortho(ld x, ld y, ld z) {
return scale(1/x, 1/y, 1/z);
}
glmatrix& as_glmatrix(GLfloat o[16]) {
glmatrix& tmp = (glmatrix&) (o[0]);
return tmp;
}
glmatrix frustum(ld x, ld y, ld vnear = 1e-3, ld vfar = 1e9) {
GLfloat frustum[16] = {
GLfloat(1 / x), 0, 0, 0,
0, GLfloat(1 / y), 0, 0,
0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 0};
return as_glmatrix(frustum);
}
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glmatrix translate(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[3][0] = x;
tmp[3][1] = y;
tmp[3][2] = z;
return tmp;
}
// ** legacy **
// /* shaders */
glmatrix projection;
void new_projection() {
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WITHSHADER({
projection = id;
}, {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
return;
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})
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}
void projection_multiply(const glmatrix& m) {
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WITHSHADER({
projection = m * projection;
}, {
glMatrixMode(GL_PROJECTION);
glMultMatrixf(m.as_array());
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})
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}
void init();
int compileShader(int type, const string& s) {
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GLint status;
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#if DEBUG_GL
printf("===\n%s\n===\n", s.c_str());
#endif
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GLint shader = glCreateShader(type);
const char *ss = s.c_str();
glShaderSource(shader, 1, &ss, NULL);
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glCompileShader(shader);
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetShaderInfoLog(shader, logLength, &logLength, log.data());
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if(logLength > 0)
printf("compiler log (%d): '%s'\n", logLength, log.data());
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}
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(shader);
printf("failed to compile shader\n");
shader = 0;
}
return shader;
}
// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
struct GLprogram *current = NULL;
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static const int aPosition = 0;
static const int aColor = 3;
static const int aTexture = 8;
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const int INVERSE_EXP_BINDING = 2;
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struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
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GLint uMVP, uFog, uFogColor, uColor, tTexture, tInvExpTable, uMV, uProjection, uAlpha, uFogBase, uPRECX, uPRECY, uPRECZ;
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GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
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#ifndef GLES_ONLY
while(vsh.find("mediump ") != string::npos)
vsh.replace(vsh.find("mediump "), 7, "");
while(fsh.find("mediump ") != string::npos)
fsh.replace(fsh.find("mediump "), 7, "");
#endif
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// printf("creating program %d\n", _program);
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vertShader = compileShader(GL_VERTEX_SHADER, vsh.c_str());
fragShader = compileShader(GL_FRAGMENT_SHADER, fsh.c_str());
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
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glBindAttribLocation(_program, aPosition, "aPosition");
glBindAttribLocation(_program, aTexture, "aTexture");
glBindAttribLocation(_program, aColor, "aColor");
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GLint status;
glLinkProgram(_program);
GLint logLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetProgramInfoLog(_program, logLength, &logLength, log.data());
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if(logLength > 0)
printf("linking log (%d): %s\n", logLength, log.data());
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}
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == 0) {
printf("failed to link shader\n");
exit(1);
}
// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
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uMV = glGetUniformLocation(_program, "uMV");
uProjection = glGetUniformLocation(_program, "uP");
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uMVP = glGetUniformLocation(_program, "uMVP");
uFog = glGetUniformLocation(_program, "uFog");
uFogColor = glGetUniformLocation(_program, "uFogColor");
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uFogBase = glGetUniformLocation(_program, "uFogBase");
uAlpha = glGetUniformLocation(_program, "uAlpha");
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uColor = glGetUniformLocation(_program, "uColor");
tTexture = glGetUniformLocation(_program, "tTexture");
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tInvExpTable = glGetUniformLocation(_program, "tInvExpTable");
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uPRECX = glGetUniformLocation(_program, "PRECX");
uPRECY = glGetUniformLocation(_program, "PRECY");
uPRECZ = glGetUniformLocation(_program, "PRECZ");
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#if DEBUG_GL
printf("uniforms: %d %d %d %d\n", uMVP, uFog, uColor, tTexture);
#endif
// printf("attributes: %d\n", position_index);
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}
~GLprogram() {
glDeleteProgram(_program);
if(vertShader) glDeleteShader(vertShader), vertShader = 0;
if(fragShader) glDeleteShader(fragShader), fragShader = 0;
current = NULL;
}
void enable() {
if(this != current) {
glUseProgram(_program);
current = this;
}
}
};
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GLprogram *programs[gmMAX][int(shader_projection::MAX)];
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string stringbuilder() { return ""; }
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template<class... T> string stringbuilder(bool i, const string& s, T... t) {
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if(i) return s +
#if DEBUG_GL
"\n" +
#endif
stringbuilder(t...);
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else return stringbuilder(t...);
}
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glmatrix current_matrix, current_modelview, current_projection;
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bool operator == (const glmatrix& m1, const glmatrix& m2) {
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
if(m1[i][j] != m2[i][j]) return false;
return true;
}
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bool operator != (const glmatrix& m1, const glmatrix& m2) {
return !(m1 == m2);
}
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bool uses_mvp(shader_projection sp) { return among(sp, shader_projection::standard, shader_projection::flatten); }
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void set_modelview(const glmatrix& modelview) {
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#if CAP_NOSHADER
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if(noshaders) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelview.as_array());
return;
}
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#endif
if(!current) return;
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if(!uses_mvp(current_shader_projection)) {
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if(modelview != current_modelview) {
current_modelview = modelview;
glUniformMatrix4fv(current->uMV, 1, 0, modelview.as_array());
}
if(projection != current_projection) {
current_projection = projection;
glUniformMatrix4fv(current->uProjection, 1, 0, projection.as_array());
}
}
else {
glmatrix mvp = modelview * projection;
#if MINIMIZE_GL_CALLS
if(mvp == current_matrix) return;
current_matrix = mvp;
#endif
glUniformMatrix4fv(current->uMVP, 1, 0, mvp.as_array());
}
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// glmatrix nm = modelview;
// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
}
void id_modelview() {
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#if CAP_NOSHADER
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if(noshaders) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
return;
}
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#endif
if(!current) return;
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if(!uses_mvp(current_shader_projection)) { set_modelview(id); return; }
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#if MINIMIZE_GL_CALLS
if(projection == current_matrix) return;
current_matrix = projection;
#endif
glUniformMatrix4fv(current->uMVP, 1, 0, projection.as_array());
}
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void color2(color_t color, ld scale) {
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GLfloat cols[4];
for(int i=0; i<4; i++)
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cols[i] = part(color, 3-i) / 255.0 * scale;
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WITHSHADER({
if(!current) return;
glUniform4f(current->uColor, cols[0], cols[1], cols[2], cols[3]);
}, {
glColor4f(cols[0], cols[1], cols[2], cols[3]);
}
)
}
void colorClear(color_t color) {
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glClearColor(part(color, 3) / 255.0, part(color, 2) / 255.0, part(color, 1) / 255.0, part(color, 0) / 255.0);
}
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void be_nontextured(shader_projection sp) { switch_mode(gmColored, sp); }
void be_textured(shader_projection sp) { switch_mode(gmTextured, sp); }
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void use_projection(shader_projection sp) { switch_mode(mode, sp); }
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void switch_mode(eMode m, shader_projection sp) {
if(m == mode && current_shader_projection == sp) return;
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reset_projection();
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GLERR("pre_switch_mode");
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WITHSHADER({
programs[m][int(sp)]->enable();
GLERR("after_enable");
}, {})
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flagtype newflags = flags[m] &~ flags[mode];
flagtype oldflags = flags[mode] &~ flags[m];
if(newflags & GF_TEXTURE) {
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GLERR("xsm");
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WITHSHADER({
glEnableVertexAttribArray(aTexture);
GLERR("xsm");
}, {
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GLERR("xsm");
})
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}
if(oldflags & GF_TEXTURE) {
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GLERR("xsm");
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WITHSHADER({
glDisableVertexAttribArray(aTexture);
GLERR("xsm");
}, {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
GLERR("xsm");
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})
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}
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if(newflags & GF_VARCOLOR) {
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WITHSHADER({
GLERR("xsm");
glEnableVertexAttribArray(aColor);
}, {
GLERR("xsm");
glEnableClientState(GL_COLOR_ARRAY);
GLERR("xsm");
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})
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}
if(oldflags & GF_VARCOLOR) {
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WITHSHADER({
glDisableVertexAttribArray(aColor);
GLERR("xsm");
}, {
glDisableClientState(GL_COLOR_ARRAY);
GLERR("xsm");
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})
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}
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if(newflags & GF_LIGHTFOG) {
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WITHSHADER({}, {
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/*GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
GLERR("lighting");
glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0); */
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glEnable(GL_FOG);
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#ifdef GLES_ONLY
glFogx(GL_FOG_MODE, GL_LINEAR);
#else
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glFogi(GL_FOG_MODE, GL_LINEAR);
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#endif
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glFogf(GL_FOG_START, 0);
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})
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}
if(oldflags & GF_LIGHTFOG) {
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WITHSHADER({}, {glDisable(GL_FOG);})
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}
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WITHSHADER({
glUniform1f(current->uFogBase, 1); fogbase = 1;
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}, {})
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mode = m;
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current_shader_projection = sp;
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GLERR("after_switch_mode");
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current_vertices = NULL;
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WITHSHADER({
current_matrix[0][0] = -1e8; // invalid
current_modelview[0][0] = -1e8;
current_projection[0][0] = -1e8;
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}, {})
id_modelview();
current_linewidth = -1;
/* if(current_depthwrite) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
if(current_depthtest) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST); */
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}
void fog_max(ld fogmax, color_t fogcolor) {
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WITHSHADER({
glUniform1f(current->uFog, 1 / fogmax);
GLfloat cols[4];
for(int i=0; i<4; i++) cols[i] = part(fogcolor, 3-i) / 255.0;
glUniform4f(current->uFogColor, cols[0], cols[1], cols[2], cols[3]);
}, {
glFogf(GL_FOG_END, fogmax);
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})
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}
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void set_fogbase(ld _fogbase) {
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WITHSHADER({
if(fogbase != _fogbase) {
fogbase = _fogbase;
glUniform1f(current->uFogBase, fogbase);
}
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}, {})
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}
void set_ualpha(ld alpha) {
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WITHSHADER({
glUniform1f(current->uAlpha, alpha);
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}, {})
}
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void init() {
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#if CAP_GLEW
if(!glew) {
glew = true;
printf("Initializing GLEW\n");
GLenum err = glewInit();
if (GLEW_OK != err) {
addMessage("Failed to initialize GLEW");
printf("Failed to initialize GLEW\n");
return;
}
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printf("CreateProgram = %p\n", __glewCreateProgram);
if(!__glewCreateProgram) noshaders = true;
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}
#endif
#if CAP_SHADER
projection = id;
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if(!noshaders)
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for(int i=0; i<gmMAX; i++)
for(int j=0; j<int(shader_projection::MAX); j++) {
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flagtype f = flags[i];
bool texture = f & GF_TEXTURE;
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bool lfog = f & GF_LIGHTFOG;
bool varcol = f & GF_VARCOLOR;
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shader_projection sp = shader_projection(j);
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bool mps = !uses_mvp(sp);
bool band = among(sp, shader_projection::band, shader_projection::band3);
bool hp = among(sp, shader_projection::halfplane, shader_projection::halfplane3);
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bool sh3 = (sp == shader_projection::standardH3);
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bool ssol = (sp == shader_projection::standardSolv);
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bool sr3 = (sp == shader_projection::standardR3);
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bool ss30 = (sp == shader_projection::standardS30);
bool ss31 = (sp == shader_projection::standardS31);
bool ss32 = (sp == shader_projection::standardS32);
bool ss33 = (sp == shader_projection::standardS33);
bool ss3 = ss30 || ss31 || ss32 || ss33;
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bool s3 = (sh3 || sr3 || ss3 || ssol);
bool dim3 = s3 || among(sp, shader_projection::ball, shader_projection::halfplane3, shader_projection::band3);
bool dim2 = !dim3;
bool ball = (sp == shader_projection::ball);
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bool flatten = (sp == shader_projection::flatten);
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programs[i][j] = new GLprogram(stringbuilder(
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1, "attribute mediump vec4 aPosition;",
texture, "attribute mediump vec2 aTexture;",
varcol, "attribute mediump vec4 aColor;",
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// "attribute vec3 normal;"
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1, "varying mediump vec4 vColor;",
texture, "varying mediump vec2 vTexCoord;",
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!mps, "uniform mediump mat4 uMVP;",
mps, "uniform mediump mat4 uMV;",
mps, "uniform mediump mat4 uP;",
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1, "uniform mediump float uFog;",
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1, "uniform mediump float uFogBase;",
1, "uniform mediump vec4 uFogColor;",
ball, "uniform mediump float uAlpha;",
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!varcol, "uniform mediump vec4 uColor;",
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1, "float sinh(float x) {",
1, " return (exp(x) - exp(-x)) / 2.0;",
1, " }",
1, "float cosh(float x) {",
1, " return (exp(x) + exp(-x)) / 2.0;",
1, " }",
1, "float tanh(float x) {",
1, " return sinh(x) / cosh(x);",
1, " }",
1, "float asinh(float x) {",
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1, " return log(sqrt(x*x + 1.0) + x);",
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1, " }",
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1, "float acosh(float x) {",
1, " return log(sqrt(x*x - 1.0) + x);",
1, " }",
1, "float atanh(float x) { return (log(1.+x)-log(1.-x))/2.; }",
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1, "float zlevel(vec4 h) {",
1, " return (h[2] < 0.0 ? -1.0 : 1.0) * sqrt(h[2]*h[2] - h[0]*h[0] - h[1]*h[1]);",
1, " }",
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ssol, solv::solshader,
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1, "void main() {",
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texture, "vTexCoord = aTexture;",
varcol, "vColor = aColor;",
!varcol, "vColor = uColor;",
lfog, "float fogx = clamp(1.0 + aPosition.z * uFog, 0.0, 1.0);",
lfog, "vColor = vColor * fogx + uFogColor * (1.0-fogx);",
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!mps && !flatten, "gl_Position = uMVP * aPosition;",
!mps && flatten, "vec4 pos = aPosition; pos[3] = 1.0; gl_Position = uMVP * pos;",
ball, "vec4 t = uMV * aPosition; t /= (t[3] + uAlpha); ",
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mps&&!(band||hp||s3||ball||flatten),"gl_Position = uP * (uMV * aPosition);",
mps&&flatten, "vec4 pos = aPosition; pos[3] = 1.0; gl_Position = uP * (uMV * pos);",
band||hp, "vec4 t = uMV * aPosition;",
(band||hp) && dim2, "float zlev = zlevel(t);",
(band||hp) && dim2, "t /= zlev;",
band&&dim3,"float r = sqrt(t.y*t.y+t.z*t.z); float ty = asinh(r);",
band&&dim2,"float ty = asinh(t.y);",
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band, "float tx = asinh(t.x / cosh(ty));",
band, "ty = 2.0 * atan(tanh(ty/2.0));",
band&&dim2,"t[0] = tx; t[1] = ty; t[2] = 1.0; t[3] = 1.0;",
band&&dim3,"t[0] = tx; t[1] = ty*t.y/r; t[2] = ty*t.z/r; t[3] = 1.0;",
hp && dim2, "t.x /= t.z; t.y /= t.z; t.y = t.y + 1.0; ",
hp && dim2, "float rads = t.x * t.x + t.y * t.y; ",
hp && dim2, "t.x /= -rads; t.y /= -rads; t.z = 1.0; t[3] = 1.0;",
hp && dim3, "t.x /= (1.0+t.w); t.y /= (1.0+t.w); t.z /= (1.0+t.w); t.y = t.y + 1.0; ",
hp && dim3, "float rads = t.x * t.x + t.y * t.y + t.z * t.z; ",
hp && dim3, "t.x /= -rads; t.y /= -rads; t.z /= -rads; t[3] = 1.0;",
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s3, "vec4 t = uMV * aPosition;",
ssol, "t = inverse_exp(t);",
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ssol, "float d = sqrt(t[0] * t[0] + t[1] * t[1] + t[2] * t[2]);",
ssol, "float ad = (d == 0.) ? 0. : (d < 1.) ? min(atanh(d), 10.) : 10.; ",
ssol, "float m = ad / d / 11.; t[0] *= m; t[1] *= m; t[2] *= m; ",
sh3, "float fogs = (uFogBase - acosh(t[3]) / uFog);",
sr3, "float fogs = (uFogBase - sqrt(t[0]*t[0] + t[1]*t[1] + t[2]*t[2]) / uFog);",
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ssol, "float fogs = (uFogBase - ad / uFog);",
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ss30, "float fogs = (uFogBase - (6.284 - acos(t[3])) / uFog); t = -t; ",
ss31, "float fogs = (uFogBase - (6.284 - acos(t[3])) / uFog); t.xyz = -t.xyz; ",
ss32, "float fogs = (uFogBase - acos(t[3]) / uFog); t.w = -t.w; ", // 2pi
ss33, "float fogs = (uFogBase - acos(t[3]) / uFog); ",
s3, "vColor.xyz = vColor.xyz * fogs + uFogColor.xyz * (1.0-fogs);",
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sh3 || sr3 || ssol || ball,"t[3] = 1.0;",
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band || hp || s3 || ball,"gl_Position = uP * t;",
dim3 && !s3, "vColor.xyz = vColor.xyz * (0.5 - gl_Position.z / 2.0) + uFogColor.xyz * (0.5 + gl_Position.z / 2.0);",
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1, "}"),
stringbuilder(
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1, "uniform mediump sampler2D tTexture;",
1, "varying mediump vec4 vColor;",
texture, "varying mediump vec2 vTexCoord;",
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1, "void main() {",
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texture, "gl_FragColor = vColor * texture2D(tTexture, vTexCoord);",
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!texture, "gl_FragColor = vColor;",
1, "}"
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));
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}
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switch_mode(gmColored, shader_projection::standard);
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if(!noshaders) programs[gmColored][0]->enable();
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#endif
#if !CAP_SHADER
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switch_mode(gmColored, shader_projection::standard);
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#endif
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WITHSHADER(glEnableVertexAttribArray(aPosition);, glEnableClientState(GL_VERTEX_ARRAY);)
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// #endif
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#if CAP_VERTEXBUFFER
glGenBuffers(1, &buf_current);
glGenBuffers(1, &buf_buffered);
current_vertices = NULL;
buffered_vertices = (void*) &buffered_vertices; // point to nothing
glBindBuffer(GL_ARRAY_BUFFER, buf_current);
#endif
}
hyperpoint gltopoint(const glvertex& t) {
hyperpoint h;
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
if(SHDIM == 4 && MAXMDIM == 4) h[3] = t[3];
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return h;
}
glvertex pointtogl(const hyperpoint& t) {
glvertex h;
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
if(SHDIM == 4) h[3] = (DIM == 3) ? t[3] : 1;
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return h;
}
#if CAP_VERTEXBUFFER
template<class T> void bindbuffer(T& v) {
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if(current_vertices == buffered_vertices || current_vertices == nullptr) {
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glBindBuffer(GL_ARRAY_BUFFER, buf_current);
}
current_vertices = &v[0];
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glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(v[0]), &v[0], GL_DYNAMIC_DRAW);
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}
#define PTR(attrib, q, field) \
glVertexAttribPointer(attrib, q, GL_FLOAT, GL_FALSE, sizeof(v[0]), (void*) ((char*) &v[0].field - (char*) &v[0]));
#endif
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void vertices(const vector<glvertex>& v, int vshift = 0) {
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#if CAP_VERTEXBUFFER
if(&v[0] == buffered_vertices) {
if(&v[0] == current_vertices) return;
current_vertices = buffered_vertices;
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
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glVertexAttribPointer(glhr::aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
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return;
}
bindbuffer(v);
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glVertexAttribPointer(glhr::aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
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#else
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if(current_vertices == &v[vshift]) return;
current_vertices = &v[vshift];
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WITHSHADER(
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &v[vshift]);,
glVertexPointer(SHDIM, GL_FLOAT, sizeof(glvertex), &v[0]);
)
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#endif
}
void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t, int vshift = 0, int tshift = 0) {
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#if CAP_VERTEXBUFFER
int q = min(isize(v)-vshift, isize(t)-tshift);
vector<textured_vertex> tv(q);
for(int i=0; i<q; i++)
tv[i].coords = v[vshift+i],
tv[i].texture[0] = t[tshift+i][0],
tv[i].texture[1] = t[tshift+i][1];
prepare(tv);
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#else
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vertices(v, vshift);
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WITHSHADER(
glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[tshift]);,
glTexCoordPointer(SHDIM, GL_FLOAT, 0, &t[tshift]);
)
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#endif
}
void prepare(vector<colored_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
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PTR(glhr::aPosition, SHDIM, coords);
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PTR(glhr::aColor, 4, color);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
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WITHSHADER({
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].coords);
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
}, {
glVertexPointer(SHDIM, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
})
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#endif
}
void prepare(vector<textured_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
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PTR(glhr::aPosition, SHDIM, coords);
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PTR(glhr::aTexture, 2, texture);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
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WITHSHADER({
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].coords);
glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
}, {
glVertexPointer(SHDIM, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
glTexCoordPointer(2, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
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})
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#endif
// color2(col);
}
void prepare(vector<ct_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
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PTR(glhr::aPosition, SHDIM, coords);
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PTR(glhr::aColor, 4, color);
PTR(glhr::aTexture, 2, texture);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
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WITHSHADER({
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].coords);
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].color);
glVertexAttribPointer(aTexture, 2, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
}, {
glVertexPointer(SHDIM, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
glTexCoordPointer(2, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
glColorPointer(4, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
})
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#endif
}
void store_in_buffer(vector<glvertex>& v) {
#if CAP_VERTEXBUFFER
if(!buf_buffered) {
printf("no buffer yet\n");
return;
}
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printf("storing %d in buffer: %p\n", isize(v), &v[0]);
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current_vertices = buffered_vertices = &v[0];
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
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glVertexAttribPointer(glhr::aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
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glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(glvertex), &v[0], GL_STATIC_DRAW);
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printf("Stored.\n");
#endif
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}
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void set_depthtest(bool b) {
if(b != current_depthtest) {
current_depthtest = b;
if(b) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
}
}
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void set_depthwrite(bool b) {
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if(b != current_depthwrite) { // <- this does not work ask intended for some reason...
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current_depthwrite = b;
if(b) glDepthMask(GL_TRUE);
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else glDepthMask(GL_FALSE);
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}
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}
void set_linewidth(ld lw) {
if(lw != current_linewidth) {
current_linewidth = lw;
glLineWidth(lw);
}
}
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void switch_to_text(const vector<glvertex>& v, const vector<glvertex>& t) {
glhr::be_textured();
dynamicval<eModel> pm(pmodel, mdUnchanged);
if(!svg::in) current_display->set_all(0);
vertices_texture(v, t, 0, 0);
}
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}
}
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#define glMatrixMode DISABLED
#define glLoadIdentity DISABLED
#define glMultMatrixf DISABLED
#define glScalef DISABLED
#define glTranslatef DISABLED
#define glPushMatrix DISABLED
#define glPopMatrix DISABLED