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started work on shaders.cpp
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14
rug.cpp
14
rug.cpp
@@ -1147,6 +1147,7 @@ void drawRugScene() {
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glhr::be_textured();
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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@@ -1179,14 +1180,13 @@ void drawRugScene() {
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0, GLfloat(vnear / sca / vid.yres), 0, 0,
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0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
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0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 1};
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glMultMatrixf(frustum);
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glhr::projection_multiply(glhr::as_glmatrix(frustum));
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if(!rug_perspective) glTranslatef(0, 0, -model_distance);
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if(!rug_perspective)
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glhr::projection_multiply(glhr::translate(0, 0, -model_distance));
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if(ed) {
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if(gwhere == gEuclid)
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glTranslatef(stereo::ipd*ed/2, 0, 0);
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glhr::projection_multiply(glhr::translate(stereo::ipd*ed/2, 0, 0));
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else {
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use_precompute = true;
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for(auto p: points) {
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@@ -1206,7 +1206,7 @@ void drawRugScene() {
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0, GLfloat(1/yview), 0, 0,
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0, 0, GLfloat(.001), 0,
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0, 0, 0, 1};
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glMultMatrixf(ortho);
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glhr::projection_multiply(glhr::as_glmatrix(ortho));
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}
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glColor4f(1.f, 1.f, 1.f, 1.f);
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@@ -1221,6 +1221,8 @@ void drawRugScene() {
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glFogf(GL_FOG_END, gwhere == gSphere ? 10 : 4);
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}
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glhr::set_modelview(glhr::id());
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for(int t=0; t<size(triangles); t++)
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drawTriangle(triangles[t]);
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