mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-27 06:27:17 +00:00
more changes to make it work on iOS
This commit is contained in:
parent
90d477d3dc
commit
d01d772669
@ -255,20 +255,28 @@ void stereo::set_viewport(int ed) {
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void setGLProjection(int col) {
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DEBB(DF_GRAPH, (debugfile,"setGLProjection\n"));
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GLERR("pre_setGLProjection");
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unsigned char *c = (unsigned char*) (&col);
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glClearColor(c[2] / 255.0, c[1] / 255.0, c[0]/255.0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLERR("setGLProjection #1");
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#ifndef GLES_ONLY
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glEnable(GL_BLEND);
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if(vid.antialias & AA_LINES) {
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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}
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else glDisable(GL_LINE_SMOOTH);
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#endif
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glLineWidth(vid.linewidth);
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#if !ISMOBILE
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GLERR("setGLProjection #2");
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#ifndef GLES_ONLY
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if(vid.antialias & AA_POLY) {
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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@ -276,6 +284,8 @@ void setGLProjection(int col) {
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else glDisable(GL_POLYGON_SMOOTH);
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#endif
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GLERR("setGLProjection #3");
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//glLineWidth(1.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -291,7 +301,10 @@ void setGLProjection(int col) {
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else
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glDisable(GL_DEPTH_TEST);
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GLERR("setGLProjection");
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stereo::set_projection(0);
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GLERR("after set_projection");
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}
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inline int next_p2 (int a )
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@ -945,6 +958,8 @@ hookset<void(renderbuffer*)> *hooks_hqshot;
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#if CAP_SDL
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void saveHighQualityShot(const char *fname, const char *caption, int fade) {
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resetbuffer rb;
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int maxrange = getDistLimit() * 3/2;
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dynamicval<int> v3(sightrange, (cheater && sightrange < maxrange) ? maxrange : sightrange);
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@ -1014,7 +1029,7 @@ void saveHighQualityShot(const char *fname, const char *caption, int fade) {
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if(i == 0) addMessage(XLAT("Saved the high quality shot to %1", fname));
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}
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glbuf.disable();
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rb.reset();
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}
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#endif
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9
hyper.h
9
hyper.h
@ -2552,10 +2552,16 @@ struct renderbuffer {
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renderbuffer(int x, int y, bool gl);
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~renderbuffer();
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void enable();
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void disable();
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void clear(int col);
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};
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struct resetbuffer {
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GLint drawFboId, readFboId;
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SDL_Surface *sreset;
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resetbuffer();
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void reset();
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};
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namespace stereo {
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enum eStereo { sOFF, sAnaglyph, sLR, sODS };
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@ -2661,3 +2667,4 @@ extern void popGame();
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string helptitle(string s, int col);
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pair<int, int> cell_to_pair(cell *c);
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extern bool nohud, nofps;
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10
init.cpp
10
init.cpp
@ -645,6 +645,8 @@ int getticks();
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void shareScore(MOBPAR_FORMAL);
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#endif
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int mobile_xres, mobile_yres;
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void mobile_draw(MOBPAR_FORMAL) {
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optimizeview();
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@ -697,7 +699,13 @@ void mobile_draw(MOBPAR_FORMAL) {
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lmouseover = mousedest.d >= 0 ? cwt.c->mov[(cwt.spin + mousedest.d) % cwt.c->type] : cwt.c;
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}
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}
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mouseh = gethyper(mousex, mousey);
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#if CAP_RUG
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if(rug::rugged)
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mouseh = rug::gethyper(mousex, mousey);
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else
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#endif
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mouseh = gethyper(mousex, mousey);
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// if(debfile) fprintf(debfile, "d1\n"), fflush(debfile);
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frames++;
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@ -43,38 +43,52 @@ renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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# if CAP_GL
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if(gl) {
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resetbuffer rb;
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tx = next_p2(x);
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ty = next_p2(y);
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FramebufferName = renderedTexture = depth_stencil_rb = 0;
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GLERR("even before");
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glGenFramebuffers(1, &FramebufferName); //
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GLERR("GenFramebuffer");
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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GLERR("BindFramebuffer");
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glGenTextures(1, &renderedTexture);
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glBindTexture(GL_TEXTURE_2D, renderedTexture);
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glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, tx, ty, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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GLERR("GenTextures");
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#ifdef TEX
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
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#else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
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#endif
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GLERR("FramebufferTexture");
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// GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
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// glDrawBuffers(1, DrawBuffers);
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glGenRenderbuffers(1, &depth_stencil_rb);
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GLERR("GenRenderbuffer");
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glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
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GLERR("BindRenderbuffer");
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, tx, ty);
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GLERR("RbS");
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
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GLERR("FrRb");
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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FramebufferName = renderedTexture = 0;
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else
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valid = true;
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printf("Framebuffer remains = %d (%d)\n", FramebufferName, valid);
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GLERR("initialization");
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rb.reset();
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}
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#endif
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@ -94,6 +108,7 @@ SDL_Surface *renderbuffer::render() {
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make_surface() ;
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if(FramebufferName) {
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glReadPixels(0, 0, vid.xres, vid.yres, GL_BGRA, GL_UNSIGNED_BYTE, srf->pixels);
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GLERR("readPixels");
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for(int y=0; y<vid.yres/2; y++)
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for(int x=0; x<vid.xres; x++)
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swap(qpixel(srf,x,y), qpixel(srf,x,vid.yres-1-y));
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@ -105,8 +120,9 @@ SDL_Surface *renderbuffer::render() {
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void renderbuffer::enable() {
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#if CAP_GL
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if(FramebufferName) {
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GLERR("prebind");
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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glViewport(0,0,x,y);
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GLERR("bind");
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vid.usingGL = true;
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return;
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}
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@ -118,21 +134,6 @@ void renderbuffer::enable() {
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#endif
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}
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void renderbuffer::disable() {
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#if CAP_GL
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if(FramebufferName) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#if CAP_SDL
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glViewport(0,0,s_screen->w,s_screen->h);
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#endif
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return;
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}
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#endif
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#if CAP_SDL
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s = s_screen;
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#endif
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}
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#if CAP_GL
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void renderbuffer::use_as_texture() {
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if(!renderedTexture) {
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@ -185,3 +186,24 @@ void renderbuffer::clear(int col) {
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SDL_FillRect(srf, NULL, col);
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#endif
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}
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resetbuffer::resetbuffer() {
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#if CAP_GL
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drawFboId = 0, readFboId = 0;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &drawFboId);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &readFboId);
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#endif
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#if CAP_SDL
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sreset = s;
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#endif
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}
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void resetbuffer::reset() {
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#if CAP_GL
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glBindFramebuffer(GL_FRAMEBUFFER, drawFboId);
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#endif
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#if CAP_SDL
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s = sreset;
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#endif
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}
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13
rug.cpp
13
rug.cpp
@ -1090,13 +1090,17 @@ void drawTriangle(triangle& t) {
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renderbuffer *glbuf;
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void prepareTexture() {
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resetbuffer rb;
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videopar svid = vid;
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setVidParam();
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dynamicval<stereo::eStereo> d(stereo::mode, stereo::sOFF);
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glbuf->enable();
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stereo::set_viewport(0);
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stereo::set_projection(0);
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stereo::set_mask(0);
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glbuf->clear(0);
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ptds.clear();
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@ -1113,7 +1117,7 @@ void prepareTexture() {
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}
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drawqueue();
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vid = svid;
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glbuf->disable();
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rb.reset();
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}
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double xview, yview;
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@ -1219,6 +1223,7 @@ transmatrix currentrot;
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void init() {
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if(rugged) return;
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when_enabled = ticks;
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GLERR("before init");
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glbuf = new renderbuffer(TEXTURESIZE, TEXTURESIZE, vid.usingGL && !rendernogl);
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if(!glbuf->valid) {
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addMessage(XLAT("Failed to enable"));
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@ -1341,7 +1346,9 @@ transmatrix last_orientation;
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void actDraw() {
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try {
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if(!renderonce) prepareTexture();
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stereo::set_viewport(0);
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physics();
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drawRugScene();
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@ -1512,7 +1519,7 @@ hyperpoint gethyper(ld x, ld y) {
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}
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void show() {
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cmode = sm::SIDE | sm::MAYDARK;
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cmode = sm::SIDE;
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gamescreen(0);
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dialog::init(XLAT("hypersian rug mode"), iinf[itPalace].color, 150, 100);
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51
shaders.cpp
51
shaders.cpp
@ -2,7 +2,7 @@
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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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#define DEBUG_GL 1
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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@ -202,6 +202,14 @@ struct GLprogram {
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GLprogram(string vsh, string fsh) {
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_program = glCreateProgram();
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#ifndef GLES_ONLY
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while(vsh.find("mediump ") != string::npos)
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vsh.replace(vsh.find("mediump "), 7, "");
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while(fsh.find("mediump ") != string::npos)
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fsh.replace(fsh.find("mediump "), 7, "");
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#endif
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// printf("creating program %d\n", _program);
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vertShader = compileShader(GL_VERTEX_SHADER, vsh.c_str());
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fragShader = compileShader(GL_FRAGMENT_SHADER, fsh.c_str());
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@ -336,39 +344,52 @@ void be_textured() { switch_mode(gmTextured); }
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void switch_mode(eMode m) {
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if(m == mode) return;
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GLERR("pre_switch_mode");
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#if CAP_SHADER
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programs[m]->enable();
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GLERR("after_enable");
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#endif
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flagtype newflags = flags[m] &~ flags[mode];
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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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GLERR("xsm");
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#if CAP_SHADER
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glEnableVertexAttribArray(aTexture);
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GLERR("xsm");
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#else
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GLERR("xsm");
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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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GLERR("xsm");
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#if CAP_SHADER
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glDisableVertexAttribArray(aTexture);
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GLERR("xsm");
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#else
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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GLERR("xsm");
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#endif
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}
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if(newflags & GF_VARCOLOR) {
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#if CAP_SHADER
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GLERR("xsm");
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glEnableVertexAttribArray(aColor);
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#else
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GLERR("xsm");
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glEnableClientState(GL_COLOR_ARRAY);
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GLERR("xsm");
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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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GLERR("xsm");
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#else
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glDisableClientState(GL_COLOR_ARRAY);
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GLERR("xsm");
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#endif
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}
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if(newflags & GF_LIGHTFOG) {
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@ -399,6 +420,7 @@ void switch_mode(eMode m) {
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#endif
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}
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mode = m;
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GLERR("after_switch_mode");
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}
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void fog_max(ld fogmax) {
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@ -434,17 +456,18 @@ void init() {
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bool varcol = f & GF_VARCOLOR;
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programs[i] = new GLprogram(stringbuilder(
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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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1, "attribute mediump vec4 aPosition;",
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texture, "attribute mediump vec2 aTexture;",
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varcol, "attribute mediump 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, "varying mediump vec4 vColor;",
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texture, "varying mediump vec2 vTexCoord;",
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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, "uniform mediump mat4 uMVP;",
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1, "uniform mediump float uFog;",
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!varcol, "uniform mediump vec4 uColor;",
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1, "void main() {",
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texture, "vTexCoord = aTexture;",
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@ -456,9 +479,9 @@ void init() {
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stringbuilder(
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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, "uniform mediump sampler2D tTexture;",
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1, "varying mediump vec4 vColor;",
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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;",
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