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support to draw colored textures
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8dc7a6cd92
commit
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@ -598,9 +598,16 @@ void dqi_poly::gldraw() {
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#endif
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#endif
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if(tinf) {
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if(tinf) {
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bool col = isize(tinf->colors);
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if(col)
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glhr::be_color_textured();
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else
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glhr::be_textured();
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glhr::be_textured();
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if(flags & POLY_SHADE_TEXTURE) current_display->next_shader_flags |= GF_TEXTURE_SHADED;
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if(flags & POLY_SHADE_TEXTURE) current_display->next_shader_flags |= GF_TEXTURE_SHADED;
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glBindTexture(GL_TEXTURE_2D, tinf->texture_id);
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glBindTexture(GL_TEXTURE_2D, tinf->texture_id);
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if(isize(tinf->colors))
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glhr::vertices_texture_color(v, tinf->tvertices, tinf->colors, offset, offset_texture);
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else
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glhr::vertices_texture(v, tinf->tvertices, offset, offset_texture);
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glhr::vertices_texture(v, tinf->tvertices, offset, offset_texture);
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ioffset = 0;
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ioffset = 0;
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}
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}
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@ -90,6 +90,7 @@ struct escher_floorshape : floorshape {
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struct basic_textureinfo {
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struct basic_textureinfo {
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int texture_id;
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int texture_id;
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vector<glvertex> tvertices;
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vector<glvertex> tvertices;
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vector<glvertex> colors;
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};
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};
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/** basic geometry parameters */
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/** basic geometry parameters */
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24
glhr.cpp
24
glhr.cpp
@ -729,6 +729,29 @@ EX void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t, i
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#endif
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#endif
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}
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}
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EX void vertices_texture_color(const vector<glvertex>& v, const vector<glvertex>& t, const vector<glvertex>& c, int vshift IS(0), int tshift IS(0)) {
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#if CAP_VERTEXBUFFER
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int q = min(isize(v)-vshift, isize(t)-tshift);
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vector<ct_vertex> tv(q);
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for(int i=0; i<q; i++)
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tv[i].coords = v[vshift+i],
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tv[i].texture[0] = t[tshift+i][0],
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tv[i].texture[1] = t[tshift+i][1],
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tv[i].color = c[tshift+i];
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prepare(tv);
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#else
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vertices(v, vshift);
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WITHSHADER({
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glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[tshift]);
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glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(glvertex), &c[tshift]);
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}, {
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glTexCoordPointer(SHDIM, GL_FLOAT, 0, &t[tshift]);
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glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &c[0]);
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}
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)
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#endif
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}
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EX void prepare(vector<colored_vertex>& v) {
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EX void prepare(vector<colored_vertex>& v) {
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#if CAP_VERTEXBUFFER
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#if CAP_VERTEXBUFFER
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bindbuffer(v);
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bindbuffer(v);
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@ -835,6 +858,7 @@ EX void switch_to_text(const vector<glvertex>& v, const vector<glvertex>& t) {
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EX void be_nontextured() { current_display->next_shader_flags = 0; }
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EX void be_nontextured() { current_display->next_shader_flags = 0; }
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EX void be_textured() { current_display->next_shader_flags = GF_TEXTURE; }
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EX void be_textured() { current_display->next_shader_flags = GF_TEXTURE; }
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EX void be_color_textured() { current_display->next_shader_flags = GF_TEXTURE | GF_VARCOLOR; }
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EX }
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EX }
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