mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-27 02:20:36 +00:00
781 lines
23 KiB
C++
781 lines
23 KiB
C++
// Hyperbolic Rogue -- basic GL transformations
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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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namespace hr {
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#ifndef DEBUG_GL
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#define DEBUG_GL 0
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#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) {
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GLenum errCode = glGetError();
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if(errCode!=GL_NO_ERROR) {
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fprintf(stderr, "OPENGL ERROR #%i: in file %s on line %i :: %s\n",errCode,file, line, GLcall);
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}
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}
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#ifndef CAP_VERTEXBUFFER
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#define CAP_VERTEXBUFFER (ISWEB)
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#endif
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namespace glhr {
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bool glew = false;
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typedef const void *constvoidptr;
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constvoidptr current_vertices, buffered_vertices;
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GLuint buf_current, buf_buffered;
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enum eMode { gmColored, gmTextured, gmVarColored, gmLightFog, gmMAX};
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static const flagtype GF_TEXTURE = 1;
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static const flagtype GF_VARCOLOR = 2;
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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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};
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eMode mode;
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shader_projection current_shader_projection, new_shader_projection;
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void switch_mode(eMode m, shader_projection sp);
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void display(const glmatrix& m) {
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for(int i=0; i<4; i++) {
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for(int j=0; j<4; j++)
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printf("%10.5f", m[i][j]);
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printf("\n");
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}
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printf("\n");
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}
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glmatrix operator * (glmatrix m1, glmatrix m2) {
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glmatrix res;
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for(int i=0; i<4; i++)
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for(int j=0; j<4; j++) {
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res[i][j] = 0;
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for(int k=0; k<4; k++)
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res[i][j] += m1[i][k] * m2[k][j];
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}
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return res;
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}
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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) {
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glmatrix tmp;
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for(int i=0; i<4; i++)
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for(int j=0; j<4; j++)
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tmp[i][j] = (i==j);
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tmp[0][0] = x;
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tmp[1][1] = y;
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tmp[2][2] = z;
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return tmp;
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}
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glmatrix ortho(ld x, ld y, ld z) {
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return scale(1/x, 1/y, 1/z);
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}
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glmatrix& as_glmatrix(GLfloat o[16]) {
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glmatrix& tmp = (glmatrix&) (o[0]);
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return tmp;
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}
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glmatrix frustum(ld x, ld y, ld vnear = 1e-3, ld vfar = 1e9) {
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GLfloat frustum[16] = {
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GLfloat(1 / x), 0, 0, 0,
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0, GLfloat(1 / y), 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)), 0};
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return as_glmatrix(frustum);
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}
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glmatrix translate(ld x, ld y, ld z) {
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glmatrix tmp;
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for(int i=0; i<4; i++)
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for(int j=0; j<4; j++)
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tmp[i][j] = (i==j);
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tmp[3][0] = x;
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tmp[3][1] = y;
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tmp[3][2] = z;
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return tmp;
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}
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// ** legacy **
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#if !CAP_SHADER
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void new_projection() {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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}
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void projection_multiply(const glmatrix& m) {
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glMultMatrixf(m.as_array());
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}
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void set_modelview(const glmatrix& m) {
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(m.as_array());
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}
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void id_modelview() {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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#endif
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// /* shaders */
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#if CAP_SHADER
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glmatrix projection;
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void new_projection() {
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projection = id;
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}
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void projection_multiply(const glmatrix& m) {
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projection = m * projection;
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}
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#define glMatrixMode DISABLED
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#define glLoadIdentity DISABLED
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#define glMultMatrixf DISABLED
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#define glScalef DISABLED
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#define glTranslatef DISABLED
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#define glPushMatrix DISABLED
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#define glPopMatrix DISABLED
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void init();
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int compileShader(int type, const string& s) {
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GLint status;
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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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glShaderSource(shader, 1, &ss, NULL);
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glCompileShader(shader);
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GLint logLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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std::vector<char> log(logLength);
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glGetShaderInfoLog(shader, logLength, &logLength, log.data());
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if(logLength > 0)
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printf("compiler log (%d): '%s'\n", logLength, log.data());
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}
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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glDeleteShader(shader);
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printf("failed to compile shader\n");
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shader = 0;
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}
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return shader;
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}
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// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
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struct GLprogram *current = NULL;
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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 uMVP, uFog, uColor, tTexture, uMV, uProjection, uAlpha;
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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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// Attach vertex shader to program.
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glAttachShader(_program, vertShader);
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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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GLint logLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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std::vector<char> log(logLength);
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glGetProgramInfoLog(_program, logLength, &logLength, log.data());
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if(logLength > 0)
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printf("linking log (%d): %s\n", logLength, log.data());
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}
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == 0) {
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printf("failed to link shader\n");
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exit(1);
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}
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// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
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// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
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uMV = glGetUniformLocation(_program, "uMV");
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uProjection = glGetUniformLocation(_program, "uP");
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uMVP = glGetUniformLocation(_program, "uMVP");
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uFog = glGetUniformLocation(_program, "uFog");
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uAlpha = glGetUniformLocation(_program, "uAlpha");
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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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glDeleteProgram(_program);
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if(vertShader) glDeleteShader(vertShader), vertShader = 0;
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if(fragShader) glDeleteShader(fragShader), fragShader = 0;
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current = NULL;
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}
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void enable() {
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if(this != current) {
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glUseProgram(_program);
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current = this;
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}
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}
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};
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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 +
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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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glmatrix current_matrix, current_modelview, current_projection;
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bool operator == (const glmatrix& m1, const glmatrix& m2) {
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for(int i=0; i<4; i++)
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for(int j=0; j<4; j++)
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if(m1[i][j] != m2[i][j]) return false;
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return true;
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}
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bool operator != (const glmatrix& m1, const glmatrix& m2) {
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return !(m1 == m2);
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}
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void set_modelview(const glmatrix& modelview) {
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if(!current) return;
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if(current_shader_projection != shader_projection::standard) {
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if(modelview != current_modelview) {
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current_modelview = modelview;
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glUniformMatrix4fv(current->uMV, 1, 0, modelview.as_array());
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}
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if(projection != current_projection) {
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current_projection = projection;
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glUniformMatrix4fv(current->uProjection, 1, 0, projection.as_array());
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}
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}
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else {
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glmatrix mvp = modelview * projection;
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#if MINIMIZE_GL_CALLS
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if(mvp == current_matrix) return;
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current_matrix = mvp;
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#endif
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glUniformMatrix4fv(current->uMVP, 1, 0, mvp.as_array());
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}
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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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void id_modelview() {
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if(!current) return;
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if(current_shader_projection != shader_projection::standard) { set_modelview(id); return; }
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#if MINIMIZE_GL_CALLS
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if(projection == current_matrix) return;
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current_matrix = projection;
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#endif
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glUniformMatrix4fv(current->uMVP, 1, 0, projection.as_array());
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}
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#endif
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void color2(color_t color, ld scale) {
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GLfloat cols[4];
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for(int i=0; i<4; i++)
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cols[i] = part(color, 3-i) / 255.0 * scale;
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#if CAP_SHADER
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// glUniform4fv(current->uFog, 4, cols);
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if(!current) return;
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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(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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}
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void be_nontextured(shader_projection sp) { switch_mode(gmColored, sp); }
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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) {
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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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#if CAP_SHADER
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programs[m][int(sp)]->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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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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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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#if !CAP_SHADER
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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 };
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GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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GLERR("lighting");
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0); */
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glEnable(GL_FOG);
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#ifdef GLES_ONLY
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glFogx(GL_FOG_MODE, GL_LINEAR);
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#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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#endif
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}
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if(oldflags & GF_LIGHTFOG) {
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#if !CAP_SHADER
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glDisable(GL_FOG);
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/*
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glDisable(GL_LIGHTING); */
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#endif
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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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current_matrix[0][0] = -1e8; // invalid
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current_modelview[0][0] = -1e8;
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current_projection[0][0] = -1e8;
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id_modelview();
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}
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void fog_max(ld fogmax) {
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#if CAP_SHADER
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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 set_ualpha(ld alpha) {
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glUniform1f(current->uAlpha, alpha);
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}
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void init() {
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#if CAP_GLEW
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if(!glew) {
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glew = true;
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printf("Initializing GLEW\n");
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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addMessage("Failed to initialize GLEW");
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printf("Failed to initialize GLEW\n");
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return;
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}
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}
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#endif
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#if CAP_SHADER
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projection = id;
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for(int i=0; i<gmMAX; i++)
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for(int j=0; j<int(shader_projection::MAX); j++) {
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flagtype f = flags[i];
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bool texture = f & GF_TEXTURE;
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bool lfog = f & GF_LIGHTFOG;
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bool varcol = f & GF_VARCOLOR;
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shader_projection sp = shader_projection(j);
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bool mps = j != 0;
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bool band = among(sp, shader_projection::band, shader_projection::band3);
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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 sr3 = (sp == shader_projection::standardR3);
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bool ss30 = (sp == shader_projection::standardS30);
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bool ss31 = (sp == shader_projection::standardS31);
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bool ss32 = (sp == shader_projection::standardS32);
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bool ss33 = (sp == shader_projection::standardS33);
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bool ss3 = ss30 || ss31 || ss32 || ss33;
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bool s3 = (sh3 || sr3 || ss3);
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bool dim3 = s3 || among(sp, shader_projection::ball, shader_projection::halfplane3, shader_projection::band3);
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bool dim2 = !dim3;
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bool ball = (sp == shader_projection::ball);
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programs[i][j] = new GLprogram(stringbuilder(
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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 mediump vec4 vColor;",
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texture, "varying mediump vec2 vTexCoord;",
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!mps, "uniform mediump mat4 uMVP;",
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mps, "uniform mediump mat4 uMV;",
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mps, "uniform mediump mat4 uP;",
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1, "uniform mediump float uFog;",
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ball, "uniform mediump float uAlpha;",
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!varcol, "uniform mediump vec4 uColor;",
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1, "float sinh(float x) {",
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1, " return (exp(x) - exp(-x)) / 2.0;",
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1, " }",
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1, "float cosh(float x) {",
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1, " return (exp(x) + exp(-x)) / 2.0;",
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1, " }",
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1, "float tanh(float x) {",
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1, " return sinh(x) / cosh(x);",
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1, " }",
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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) {",
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1, " return log(sqrt(x*x - 1.0) + x);",
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1, " }",
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1, "float zlevel(vec4 h) {",
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1, " return (h[2] < 0.0 ? -1.0 : 1.0) * sqrt(h[2]*h[2] - h[0]*h[0] - h[1]*h[1]);",
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1, " }",
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1, "void main() {",
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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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!mps, "gl_Position = uMVP * aPosition;",
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ball, "vec4 t = uMV * aPosition; t /= (t[3] + uAlpha); ",
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mps&&!(band||hp||s3||ball),"gl_Position = uP * (uMV * aPosition);",
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band||hp, "vec4 t = uMV * aPosition;",
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(band||hp) && dim2, "float zlev = zlevel(t);",
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(band||hp) && dim2, "t /= zlev;",
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band&&dim3,"float r = sqrt(t.y*t.y+t.z*t.z); float ty = asinh(r);",
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band&&dim2,"float ty = asinh(t.y);",
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band, "float tx = asinh(t.x / cosh(ty));",
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band, "ty = 2.0 * atan(tanh(ty/2.0));",
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band&&dim2,"t[0] = tx; t[1] = ty; t[2] = 1.0; t[3] = 1.0;",
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band&&dim3,"t[0] = tx; t[1] = ty*t.y/r; t[2] = ty*t.z/r; t[3] = 1.0;",
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hp && dim2, "t.x /= t.z; t.y /= t.z; t.y = t.y + 1.0; ",
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hp && dim2, "float rads = t.x * t.x + t.y * t.y; ",
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hp && dim2, "t.x /= -rads; t.y /= -rads; t.z = 1.0; t[3] = 1.0;",
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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; ",
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hp && dim3, "float rads = t.x * t.x + t.y * t.y + t.z * t.z; ",
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hp && dim3, "t.x /= -rads; t.y /= -rads; t.z /= -rads; t[3] = 1.0;",
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s3, "vec4 t = uMV * aPosition;",
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sh3, "vColor.xyz = vColor.xyz * (1.0 - acosh(t[3]) / uFog);",
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sr3, "vColor.xyz = vColor.xyz * (1.0 - sqrt(t[0]*t[0] + t[1]*t[1] + t[2]*t[2]) / uFog);",
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ss30, "vColor.xyz = vColor.xyz * (1.0 - (6.284 - acos(t[3])) / uFog); t = -t; ",
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ss31, "vColor.xyz = vColor.xyz * (1.0 - (6.284 - acos(t[3])) / uFog); t.xyz = -t.xyz; ",
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ss32, "vColor.xyz = vColor.xyz * (1.0 - acos(t[3]) / uFog); t.w = -t.w; ", // 2pi
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ss33, "vColor.xyz = vColor.xyz * (1.0 - acos(t[3]) / uFog); ",
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sh3 || sr3 || ball,"t[3] = 1.0;",
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band || hp || s3 || ball,"gl_Position = uP * t;",
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dim3 && !s3, "vColor.xyz = vColor.xyz * (0.5 - gl_Position.z / 2.0);",
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1, "}"),
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stringbuilder(
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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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1, "}"
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));
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}
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switch_mode(gmColored, shader_projection::standard);
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programs[gmColored][0]->enable();
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#endif
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#if !CAP_SHADER
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switch_mode(gmColored, 0);
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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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#if CAP_VERTEXBUFFER
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glGenBuffers(1, &buf_current);
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glGenBuffers(1, &buf_buffered);
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current_vertices = NULL;
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buffered_vertices = (void*) &buffered_vertices; // point to nothing
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glBindBuffer(GL_ARRAY_BUFFER, buf_current);
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#endif
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}
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hyperpoint gltopoint(const glvertex& t) {
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hyperpoint h;
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h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
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if(SHDIM == 4 && MAXMDIM == 4) h[3] = t[3];
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return h;
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}
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glvertex pointtogl(const hyperpoint& t) {
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glvertex h;
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h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
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if(SHDIM == 4) h[3] = (DIM == 3) ? t[3] : 1;
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return h;
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}
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#if CAP_VERTEXBUFFER
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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);
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}
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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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}
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#define PTR(attrib, q, field) \
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glVertexAttribPointer(attrib, q, GL_FLOAT, GL_FALSE, sizeof(v[0]), (void*) ((char*) &v[0].field - (char*) &v[0]));
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#endif
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void vertices(const vector<glvertex>& v, int vshift = 0) {
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#if CAP_VERTEXBUFFER
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if(&v[0] == buffered_vertices) {
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if(&v[0] == current_vertices) return;
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current_vertices = buffered_vertices;
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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;
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}
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|
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;
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current_vertices = &v[vshift];
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#if CAP_SHADER
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glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &v[vshift]);
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#else
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glVertexPointer(3, GL_FLOAT, sizeof(glvertex), &v[0]);
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#endif
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|
#endif
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}
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|
|
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void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t, int vshift = 0, int tshift = 0) {
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#if CAP_VERTEXBUFFER
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|
// not implemented!
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#else
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vertices(v, vshift);
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|
#if CAP_SHADER
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glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[tshift]);
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#else
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glTexCoordPointer(SHDIM, GL_FLOAT, 0, &t[tshift]);
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#endif
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#endif
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}
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|
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void prepare(vector<colored_vertex>& v) {
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|
#if CAP_VERTEXBUFFER
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bindbuffer(v);
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PTR(glhr::aPosition, SHDIM, coords);
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PTR(glhr::aColor, 4, color);
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#else
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if(current_vertices == &v[0]) return;
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current_vertices = &v[0];
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#if CAP_SHADER
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glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].coords);
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glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
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#else
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glVertexPointer(SHDIM, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
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|
glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
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|
#endif
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|
#endif
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|
}
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|
|
void prepare(vector<textured_vertex>& v) {
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|
#if CAP_VERTEXBUFFER
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|
bindbuffer(v);
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|
PTR(glhr::aPosition, SHDIM, coords);
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|
PTR(glhr::aTexture, 2, texture);
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#else
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if(current_vertices == &v[0]) return;
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current_vertices = &v[0];
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#if CAP_SHADER
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glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].coords);
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glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
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#else
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glVertexPointer(SHDIM, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
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|
glTexCoordPointer(2, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
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|
#endif
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|
#endif
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|
// color2(col);
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|
}
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|
|
void prepare(vector<ct_vertex>& v) {
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|
#if CAP_VERTEXBUFFER
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|
bindbuffer(v);
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|
PTR(glhr::aPosition, SHDIM, coords);
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|
PTR(glhr::aColor, 4, color);
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|
PTR(glhr::aTexture, 2, texture);
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#else
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|
if(current_vertices == &v[0]) return;
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|
current_vertices = &v[0];
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|
#if CAP_SHADER
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|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].coords);
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|
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].color);
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glVertexAttribPointer(aTexture, 2, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
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|
#else
|
|
glVertexPointer(SHDIM, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
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|
glTexCoordPointer(2, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
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|
glColorPointer(4, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void store_in_buffer(vector<glvertex>& v) {
|
|
#if CAP_VERTEXBUFFER
|
|
if(!buf_buffered) {
|
|
printf("no buffer yet\n");
|
|
return;
|
|
}
|
|
printf("storing %d in buffer: %p\n", isize(v), &v[0]);
|
|
current_vertices = buffered_vertices = &v[0];
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|
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
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|
glVertexAttribPointer(glhr::aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
|
|
glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(glvertex), &v[0], GL_STATIC_DRAW);
|
|
printf("Stored.\n");
|
|
#endif
|
|
}
|
|
|
|
bool current_depthtest;
|
|
|
|
void set_depthtest(bool b) {
|
|
if(b != current_depthtest) {
|
|
current_depthtest = b;
|
|
if(b) glEnable(GL_DEPTH_TEST);
|
|
else glDisable(GL_DEPTH_TEST);
|
|
}
|
|
}
|
|
}
|
|
}
|