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nuclear@15
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1 #include <stdio.h>
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nuclear@15
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2 #include <stdlib.h>
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nuclear@15
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3 #include <string.h>
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nuclear@15
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4 #include <limits.h>
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nuclear@18
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5 #include <assert.h>
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nuclear@15
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6 #include "opengl.h"
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nuclear@15
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7 #include "renderer.h"
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nuclear@23
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8 #include "level.h"
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nuclear@15
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9 #include "sdr.h"
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nuclear@15
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10 #include "datapath.h"
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nuclear@15
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11
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nuclear@18
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12
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nuclear@17
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13 static bool create_fbo(int xsz, int ysz);
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nuclear@18
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14 static unsigned int load_sdr(const char *vfname, const char *pfname);
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nuclear@17
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15 static int round_pow2(int x);
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nuclear@15
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16
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nuclear@17
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17
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nuclear@19
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18 #define MRT_COUNT 4
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nuclear@17
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19 static unsigned int mrt_tex[MRT_COUNT];
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nuclear@17
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20
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nuclear@17
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21 static unsigned int mrt_prog;
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nuclear@18
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22 static unsigned int deferred_omni, deferred_debug;
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nuclear@17
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23
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nuclear@17
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24 static unsigned int fbo, rbuf_depth;
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nuclear@17
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25 static const char *fbstname[] = {
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nuclear@17
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26 "GL_FRAMEBUFFER_COMPLETE",
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nuclear@17
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27 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
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nuclear@17
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28 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
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nuclear@17
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29 "no such fbo error",
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nuclear@17
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30 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
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nuclear@17
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31 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
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nuclear@17
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32 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
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nuclear@17
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33 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
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nuclear@17
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34 "GL_FRAMEBUFFER_UNSUPPORTED"
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nuclear@15
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35 };
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nuclear@15
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36
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nuclear@17
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37 static int fb_xsz, fb_ysz, tex_xsz, tex_ysz;
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nuclear@15
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38
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nuclear@21
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39
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nuclear@21
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40
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nuclear@17
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41 bool init_renderer(int xsz, int ysz)
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nuclear@17
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42 {
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nuclear@32
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43 if(!GLEW_ARB_texture_float) {
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nuclear@32
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44 fprintf(stderr, "Error: OpenGL implementation doesn't support floating point textures\n");
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nuclear@32
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45 return false;
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nuclear@32
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46 }
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nuclear@21
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47 if(!GLEW_ARB_draw_buffers) {
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nuclear@32
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48 fprintf(stderr, "Error: OpenGL implementation doesn't support multiple render targets\n");
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nuclear@21
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49 return false;
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nuclear@21
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50 }
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nuclear@21
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51
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nuclear@19
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52 int max_draw_buf;
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nuclear@19
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53 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &max_draw_buf);
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nuclear@19
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54 printf("max draw buffers: %d\n", max_draw_buf);
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nuclear@19
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55 if(max_draw_buf < MRT_COUNT) {
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nuclear@19
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56 fprintf(stderr, "OpenGL implementation doesn't support enough draw buffers\n");
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nuclear@19
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57 return false;
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nuclear@19
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58 }
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nuclear@19
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59
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nuclear@17
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60 if(!create_fbo(xsz, ysz)) {
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nuclear@17
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61 return false;
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nuclear@17
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62 }
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nuclear@19
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63 CHECKGLERR;
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nuclear@18
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64
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nuclear@18
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65 if(!(mrt_prog = load_sdr("mrt.v.glsl", "mrt.p.glsl"))) {
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nuclear@18
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66 return false;
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nuclear@18
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67 }
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nuclear@23
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68 set_uniform_int(mrt_prog, "tex_dif", 0);
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nuclear@23
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69 set_uniform_int(mrt_prog, "tex_norm", 1);
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nuclear@23
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70
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nuclear@18
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71 if(!(deferred_debug = load_sdr("deferred.v.glsl", "deferred.p.glsl"))) {
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nuclear@17
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72 return false;
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nuclear@17
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73 }
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nuclear@23
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74 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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75 char uname[32];
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nuclear@23
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76 sprintf(uname, "mrt%d", i);
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nuclear@23
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77 set_uniform_int(deferred_debug, uname, i);
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nuclear@23
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78 }
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nuclear@23
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79
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nuclear@30
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80 if(!(deferred_omni = load_sdr("deferred_omni.v.glsl", "deferred_omni.p.glsl"))) {
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nuclear@23
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81 return false;
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nuclear@23
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82 }
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nuclear@23
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83 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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84 char uname[32];
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nuclear@23
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85 sprintf(uname, "mrt%d", i);
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nuclear@23
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86 set_uniform_int(deferred_omni, uname, i);
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nuclear@23
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87 }
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nuclear@17
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88 return true;
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nuclear@17
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89 }
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nuclear@17
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90
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nuclear@17
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91 void destroy_renderer()
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nuclear@17
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92 {
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nuclear@17
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93 free_program(mrt_prog);
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nuclear@17
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94 free_program(deferred_omni);
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nuclear@17
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95
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nuclear@17
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96 glDeleteTextures(MRT_COUNT, mrt_tex);
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nuclear@17
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97 glDeleteFramebuffersEXT(1, &fbo);
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nuclear@17
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98 }
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nuclear@17
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99
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nuclear@23
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100 void resize_renderer(int xsz, int ysz)
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nuclear@17
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101 {
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nuclear@23
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102 fb_xsz = xsz;
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nuclear@23
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103 fb_ysz = ysz;
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nuclear@18
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104
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nuclear@23
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105 // if we need a bigger rendertarget resize all colorbuffer textures and the depth buffer
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nuclear@23
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106 if(xsz > tex_xsz || ysz > tex_ysz) {
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nuclear@23
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107 tex_xsz = round_pow2(xsz);
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nuclear@23
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108 tex_ysz = round_pow2(ysz);
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nuclear@23
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109
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nuclear@23
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110 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@23
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111 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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nuclear@32
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112 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
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nuclear@23
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113 }
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nuclear@23
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114
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nuclear@23
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115 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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116 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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nuclear@23
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117 }
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118
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119
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nuclear@23
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120 // update the texture coordinate scaling factors
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nuclear@23
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121 float tex_scale_x = (float)fb_xsz / tex_xsz;
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122 float tex_scale_y = (float)fb_ysz / tex_ysz;
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123
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124 set_uniform_float2(deferred_omni, "tex_scale", tex_scale_x, tex_scale_y);
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125 set_uniform_float2(deferred_omni, "fb_size", fb_xsz, fb_ysz);
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126
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127 set_uniform_float2(deferred_debug, "tex_scale", tex_scale_x, tex_scale_y);
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128 }
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nuclear@23
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129
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nuclear@23
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130 void render_deferred(const Level *level)
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131 {
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nuclear@18
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132 // render into the MRT buffers
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133 glUseProgram(mrt_prog);
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134 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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135
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nuclear@23
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136 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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137 level->draw();
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nuclear@20
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138
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nuclear@18
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139 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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140
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nuclear@18
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141
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nuclear@18
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142 // post-process lighting
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nuclear@18
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143 glPushAttrib(GL_ENABLE_BIT);
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144
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nuclear@30
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145 glEnable(GL_BLEND);
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nuclear@30
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146 glBlendFunc(GL_ONE, GL_ONE);
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nuclear@30
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147
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nuclear@18
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148 glDisable(GL_LIGHTING);
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nuclear@30
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149 glDisable(GL_CULL_FACE);
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nuclear@30
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150 glDisable(GL_DEPTH_TEST);
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nuclear@18
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151
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nuclear@23
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152 glUseProgram(deferred_omni);
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nuclear@19
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153 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@19
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154 glActiveTexture(GL_TEXTURE0 + i);
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nuclear@19
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155 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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nuclear@19
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156 glEnable(GL_TEXTURE_2D);
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nuclear@18
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157 }
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nuclear@18
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158
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nuclear@23
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159 glDepthMask(0);
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nuclear@23
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160 level->draw_lights();
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nuclear@23
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161 glDepthMask(1);
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nuclear@18
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162
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nuclear@19
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163 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@19
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164 glActiveTexture(GL_TEXTURE0 + MRT_COUNT - i - 1);
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nuclear@19
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165 glDisable(GL_TEXTURE_2D);
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nuclear@19
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166 }
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nuclear@19
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167
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nuclear@18
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168 glUseProgram(0);
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nuclear@18
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169 glPopAttrib();
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nuclear@17
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170 }
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nuclear@17
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171
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nuclear@17
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172 static bool create_fbo(int xsz, int ysz)
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nuclear@17
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173 {
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nuclear@17
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174 unsigned int clamp = GL_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
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nuclear@17
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175
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nuclear@17
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176 tex_xsz = round_pow2(xsz);
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nuclear@17
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177 tex_ysz = round_pow2(ysz);
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nuclear@17
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178 fb_xsz = xsz;
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nuclear@17
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179 fb_ysz = ysz;
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nuclear@17
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180
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nuclear@17
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181 if(!glGenFramebuffersEXT) {
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nuclear@17
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182 fprintf(stderr, "FBO support missing\n");
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nuclear@17
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183 return false;
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nuclear@17
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184 }
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nuclear@17
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185 glGenFramebuffersEXT(1, &fbo);
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nuclear@18
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186 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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nuclear@17
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187
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nuclear@17
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188 glGenTextures(MRT_COUNT, mrt_tex);
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nuclear@17
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189 for(int i=0; i<MRT_COUNT; i++) {
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nuclear@17
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190 glBindTexture(GL_TEXTURE_2D, mrt_tex[i]);
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nuclear@17
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191 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
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nuclear@17
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192 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
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nuclear@17
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193 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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nuclear@17
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194 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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nuclear@32
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195 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, tex_xsz, tex_ysz, 0, GL_RGBA, GL_FLOAT, 0);
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nuclear@17
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196
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nuclear@17
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197 // attach to fbo
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nuclear@20
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198 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
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nuclear@20
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199 GL_TEXTURE_2D, mrt_tex[i], 0);
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nuclear@18
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200 CHECKGLERR;
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nuclear@17
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201 }
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nuclear@17
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202
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nuclear@20
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203 static GLenum draw_bufs[] = {
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nuclear@20
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204 GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
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nuclear@20
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205 GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT,
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nuclear@20
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206 GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT,
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nuclear@20
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207 GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT
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nuclear@20
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208 };
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nuclear@20
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209 glDrawBuffersARB(MRT_COUNT, draw_bufs);
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nuclear@20
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210
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nuclear@18
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211 glGenRenderbuffersEXT(1, &rbuf_depth);
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nuclear@18
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212 glBindRenderbufferEXT(GL_RENDERBUFFER, rbuf_depth);
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nuclear@18
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213 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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nuclear@18
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214 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbuf_depth);
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nuclear@18
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215
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nuclear@17
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216 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
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nuclear@17
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217 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
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nuclear@17
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218 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
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nuclear@17
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219 return false;
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nuclear@17
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220 }
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nuclear@18
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221 CHECKGLERR;
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nuclear@18
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222
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nuclear@18
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223 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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nuclear@17
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224 return true;
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nuclear@17
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225 }
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nuclear@17
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226
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nuclear@18
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227 static unsigned int load_sdr(const char *vfname, const char *pfname)
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nuclear@15
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228 {
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nuclear@15
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229 char vsfile[PATH_MAX], psfile[PATH_MAX];
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nuclear@15
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230 const char *fname;
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nuclear@18
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231 unsigned int prog;
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nuclear@15
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232
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nuclear@18
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233 if((fname = datafile_path(vfname))) {
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nuclear@17
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234 strcpy(vsfile, fname);
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nuclear@17
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235 } else {
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nuclear@17
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236 vsfile[0] = 0;
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nuclear@17
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237 }
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nuclear@18
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238 if((fname = datafile_path(pfname))) {
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nuclear@17
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239 strcpy(psfile, fname);
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nuclear@17
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240 } else {
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nuclear@17
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241 psfile[0] = 0;
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nuclear@17
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242 }
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nuclear@18
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243 if(!(prog = create_program_load(vsfile, psfile))) {
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nuclear@18
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244 fprintf(stderr, "failed to load shader program (%s, %s)\n", vsfile, psfile);
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nuclear@18
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245 return 0;
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nuclear@15
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246 }
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nuclear@18
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247 return prog;
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nuclear@15
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248 }
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nuclear@15
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249
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nuclear@17
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250 static int round_pow2(int x)
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nuclear@15
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251 {
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nuclear@17
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252 x--;
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nuclear@17
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253 x = (x >> 1) | x;
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nuclear@17
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254 x = (x >> 2) | x;
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nuclear@17
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255 x = (x >> 4) | x;
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nuclear@17
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256 x = (x >> 8) | x;
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nuclear@17
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257 x = (x >> 16) | x;
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nuclear@17
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258 return x + 1;
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nuclear@15
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259 }
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