mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2025-01-23 07:27:07 +00:00
more shader cleanup
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e2531fb891
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@ -2207,6 +2207,8 @@ void sumaura(int v) {
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aurac[AURA][v] = aurac[0][v];
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}
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float coltab[4][4];
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void drawaura() {
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if(!haveaura()) return;
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if(stereo::mode) return;
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@ -2272,9 +2274,7 @@ void drawaura() {
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glhr::set_modelview(glhr::id());
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setcameraangle(true);
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glEnableClientState(GL_COLOR_ARRAY);
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float coltab[4][4];
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glColorPointer(4, GL_FLOAT, 0, coltab);
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glhr::color_vertices(coltab[0], 4);
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activateGlcoords();
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float cx[AURA+1][11][5];
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@ -2318,7 +2318,6 @@ void drawaura() {
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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glDisableClientState(GL_COLOR_ARRAY);
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setcameraangle(false);
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#endif
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}
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1
hyper.h
1
hyper.h
@ -2393,7 +2393,6 @@ extern purehookset hooks_fixticks;
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ld realradius();
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void sdltogl(SDL_Surface *txt, struct glfont_t& f, int ch);
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void glcolor2(int color);
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void showStartMenu();
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2
init.cpp
2
init.cpp
@ -319,7 +319,7 @@ inline Uint8 *SDL_GetKeyState(void *v) { static Uint8 tab[1024]; return tab; }
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} */
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#ifndef CAP_GLEW
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#define CAP_GLEW (CAP_GL && !ISMOBILE && !ISMAC && !ISLINUX)
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#define CAP_GLEW (CAP_GL && !ISMOBILE && !ISMAC && !ISLINUX && !ISWEB)
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#endif
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#if CAP_GL
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@ -336,7 +336,7 @@ void gldraw(int useV, const transmatrix& V, int ps, int pq, int col, int outline
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glColorMask( GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE );
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glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT);
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glStencilFunc( GL_ALWAYS, 0x1, 0x1 );
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glColor4f(1,1,1,1);
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glhr::color2(0xFFFFFFFF);
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glDrawArrays(tinf ? GL_TRIANGLES : GL_TRIANGLE_FAN, ps, pq);
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if(flags & POLY_INVERSE) {
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2
rug.cpp
2
rug.cpp
@ -1179,7 +1179,7 @@ void drawRugScene() {
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glhr::projection_multiply(glhr::ortho(xview, yview, -1000));
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}
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glhr::color2(0xFFFFFFFF);
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glhr::fog_max(
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gwhere == gSphere && rug_perspective ? 10 :
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135
shaders.cpp
135
shaders.cpp
@ -2,6 +2,8 @@
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// If CAP_SHADER is 0, OpenGL 1.0 is used.
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// If CAP_SHADER is 1, GLSL is used.
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#define DEBUG_GL 0
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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) {
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@ -155,8 +157,10 @@ void init();
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int compileShader(int type, const string& s) {
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GLint status;
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// printf("===\ns%s\n===\n", s.c_str());
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#if DEBUG_GL
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printf("===\n%s\n===\n", s.c_str());
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#endif
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GLint shader = glCreateShader(type);
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const char *ss = s.c_str();
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@ -186,17 +190,15 @@ int compileShader(int type, const string& s) {
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struct GLprogram *current = NULL;
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enum {
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UNIFORM_MODELVIEWPROJECTION_MATRIX,
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UNIFORM_FOGFACTOR,
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NUM_UNIFORMS
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};
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static const int aPosition = 0;
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static const int aColor = 3;
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static const int aTexture = 8;
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struct GLprogram {
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GLuint _program;
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GLuint vertShader, fragShader;
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GLint uniforms[NUM_UNIFORMS];
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GLint uMVP, uFog, uColor, tTexture;
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GLprogram(string vsh, string fsh) {
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_program = glCreateProgram();
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@ -210,6 +212,10 @@ struct GLprogram {
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// Attach fragment shader to program.
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glAttachShader(_program, fragShader);
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glBindAttribLocation(_program, aPosition, "aPosition");
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glBindAttribLocation(_program, aTexture, "aTexture");
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glBindAttribLocation(_program, aColor, "aColor");
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GLint status;
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glLinkProgram(_program);
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@ -231,9 +237,15 @@ struct GLprogram {
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// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
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// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
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uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
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uniforms[UNIFORM_FOGFACTOR] = glGetUniformLocation(_program, "fogfactor");
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// printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_FOGFACTOR]);
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uMVP = glGetUniformLocation(_program, "uMVP");
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uFog = glGetUniformLocation(_program, "uFog");
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uColor = glGetUniformLocation(_program, "uColor");
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tTexture = glGetUniformLocation(_program, "tTexture");
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#if DEBUG_GL
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printf("uniforms: %d %d %d %d\n", uMVP, uFog, uColor, tTexture);
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#endif
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// printf("attributes: %d\n", position_index);
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}
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~GLprogram() {
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@ -257,13 +269,17 @@ GLprogram *programs[gmMAX];
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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 + stringbuilder(t...);
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if(i) return s +
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#if DEBUG_GL
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"\n" +
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#endif
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stringbuilder(t...);
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else return stringbuilder(t...);
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}
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void set_modelview(const glmatrix& modelview) {
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glmatrix mvp = modelview * projection;
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glUniformMatrix4fv(current->uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, mvp.as_array());
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glUniformMatrix4fv(current->uMVP, 1, 0, mvp.as_array());
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// glmatrix nm = modelview;
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// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
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}
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@ -274,25 +290,40 @@ GLfloat *currentvertices;
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void vertices(GLfloat *f, int qty) {
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currentvertices = f;
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#if CAP_SHADER
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glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), f);
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#else
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glVertexPointer(3, GL_FLOAT, 0, f);
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#endif
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// #endif
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}
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void texture_vertices(GLfloat *f, int qty, int stride = 2) {
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#if CAP_SHADER
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glVertexAttribPointer(aTexture, stride, GL_FLOAT, GL_FALSE, stride * sizeof(GLfloat), f);
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#else
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glTexCoordPointer(stride, GL_FLOAT, 0, f);
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#endif
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}
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void color_vertices(GLfloat *f, int qty) {
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#if CAP_SHADER
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glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), f);
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#else
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glColorPointer(4, GL_FLOAT, 0, f);
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#endif
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}
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void color2(int color) {
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void color2(int color, ld part = 1) {
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unsigned char *c = (unsigned char*) (&color);
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glColor4f(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
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}
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void color2(int color, ld part) {
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unsigned char *c = (unsigned char*) (&color);
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glColor4f(c[3] / 255.0 * part, c[2] / 255.0 * part, c[1]/255.0 * part, c[0] / 255.0);
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GLfloat cols[4];
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for(int i=0; i<4; i++) cols[i] = c[3-i] / 255.0 * part;
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#if CAP_SHADER
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// glUniform4fv(current->uFog, 4, cols);
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glUniform4f(current->uColor, cols[0], cols[1], cols[2], cols[3]);
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#else
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glColor4f(cols[0], cols[1], cols[2], cols[3]);
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#endif
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}
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void colorClear(int color) {
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@ -312,16 +343,34 @@ void switch_mode(eMode m) {
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flagtype oldflags = flags[mode] &~ flags[m];
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if(newflags & GF_TEXTURE) {
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glEnable(GL_TEXTURE_2D);
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#if CAP_SHADER
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glEnableVertexAttribArray(aTexture);
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#else
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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}
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if(oldflags & GF_TEXTURE) {
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glDisable(GL_TEXTURE_2D);
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#if CAP_SHADER
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glDisableVertexAttribArray(aTexture);
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#else
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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}
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if(newflags & GF_VARCOLOR)
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if(newflags & GF_VARCOLOR) {
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#if CAP_SHADER
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glEnableVertexAttribArray(aColor);
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#else
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glEnableClientState(GL_COLOR_ARRAY);
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if(oldflags & GF_VARCOLOR)
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#endif
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}
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if(oldflags & GF_VARCOLOR) {
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#if CAP_SHADER
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glDisableVertexAttribArray(aColor);
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#else
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glDisableClientState(GL_COLOR_ARRAY);
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#endif
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}
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if(newflags & GF_LIGHTFOG) {
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#if !CAP_SHADER
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GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
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@ -354,15 +403,13 @@ void switch_mode(eMode m) {
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void fog_max(ld fogmax) {
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#if CAP_SHADER
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glUniform1f(current->uniforms[UNIFORM_FOGFACTOR], 1 / fogmax);
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glUniform1f(current->uFog, 1 / fogmax);
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#else
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glFogf(GL_FOG_END, fogmax);
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#endif
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}
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void init() {
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glEnableClientState(GL_VERTEX_ARRAY);
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#if CAP_GLEW
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if(!glew) {
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glew = true;
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@ -383,38 +430,42 @@ void init() {
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flagtype f = flags[i];
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bool texture = f & GF_TEXTURE;
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bool lightfog = f & GF_LIGHTFOG;
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bool lfog = f & GF_LIGHTFOG;
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bool varcol = f & GF_VARCOLOR;
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programs[i] = new GLprogram(stringbuilder(
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// "attribute vec4 position;"
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1, "attribute vec4 aPosition;",
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texture, "attribute vec2 aTexture;",
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varcol, "attribute vec4 aColor;",
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// "attribute vec3 normal;"
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1, "varying vec4 vColor;",
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texture, "varying vec2 vTexCoord;",
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1, "uniform mat4 modelViewProjectionMatrix;",
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1, "uniform float fogfactor;",
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1, "uniform mat4 uMVP;",
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1, "uniform float uFog;",
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!varcol, "uniform vec4 uColor;",
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1, "void main() {",
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texture, "vTexCoord = gl_MultiTexCoord0.xy;",
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lightfog, "vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);",
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!lightfog, "vColor = gl_Color;",
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1, "gl_Position = modelViewProjectionMatrix * gl_Vertex;",
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texture, "vTexCoord = aTexture;",
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varcol, "vColor = aColor;",
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!varcol, "vColor = uColor;",
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lfog, "vColor = vColor * clamp(1.0 + aPosition.z * uFog, 0.0, 1.0);",
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1, "gl_Position = uMVP * aPosition;",
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1, "}"),
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stringbuilder(
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1, "uniform sampler2D myTexture;",
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1, "uniform sampler2D tTexture;",
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1, "varying vec4 vColor;",
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texture, "varying vec2 vTexCoord;",
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1, "void main() {",
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texture, "gl_FragColor = vColor * texture2D(myTexture, vTexCoord);",
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texture, "gl_FragColor = vColor * texture2D(tTexture, vTexCoord);",
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!texture, "gl_FragColor = vColor;",
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1, "}"
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));
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));
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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switch_mode(gmColored);
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programs[gmColored]->enable();
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#endif
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@ -422,7 +473,13 @@ void init() {
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#if !CAP_SHADER
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switch_mode(gmColored);
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#endif
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#if CAP_SHADER
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glEnableVertexAttribArray(aPosition);
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#else
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glEnableClientState(GL_VERTEX_ARRAY);
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#endif
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// #endif
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}
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}
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