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nuclear@44
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1 #include <limits.h>
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nuclear@15
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2 #include "opengl.h"
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nuclear@15
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3 #include "renderer.h"
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nuclear@23
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4 #include "level.h"
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nuclear@15
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5 #include "sdr.h"
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nuclear@15
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6 #include "datapath.h"
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nuclear@15
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7
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nuclear@41
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8 static unsigned int load_sdr(const char *vfname, const char *pfname);
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nuclear@72
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9 static int round_pow2(int x);
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nuclear@35
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10
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nuclear@41
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11 Renderer *rend;
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12
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13
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14 Renderer::Renderer()
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15 {
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16 fbo = 0;
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17 rend_tex = rend_depth = 0;
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18 width = height = 0;
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19 tex_xsz = tex_ysz = 0;
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20 post_sdr = 0;
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nuclear@41
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21 }
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nuclear@17
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22
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23 Renderer::~Renderer()
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nuclear@41
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24 {
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25 if(post_sdr) {
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nuclear@72
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26 free_program(post_sdr);
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nuclear@72
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27 }
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nuclear@72
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28 if(rend_tex) {
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nuclear@72
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29 glDeleteTextures(1, &rend_tex);
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nuclear@72
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30 }
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nuclear@72
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31 if(rend_depth) {
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nuclear@72
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32 glDeleteRenderbuffersEXT(1, &rend_depth);
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nuclear@72
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33 }
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nuclear@72
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34 if(fbo) {
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nuclear@72
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35 glDeleteFramebuffersEXT(1, &fbo);
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nuclear@72
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36 }
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nuclear@41
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37 }
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nuclear@17
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38
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nuclear@41
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39 bool Renderer::init(int xsz, int ysz)
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nuclear@41
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40 {
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nuclear@41
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41 width = xsz;
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nuclear@41
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42 height = ysz;
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nuclear@17
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43
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nuclear@72
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44 if(!create_rtarg()) {
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45 return false;
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46 }
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47
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48 if(!(post_sdr = load_sdr("post.v.glsl", "post.p.glsl"))) {
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49 return false;
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50 }
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51
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52 if(!gradepal.create()) {
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53 return false;
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54 }
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55
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56 rend = this;
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57 return true;
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58 }
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nuclear@15
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59
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60 int Renderer::get_tangent_location() const
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nuclear@41
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61 {
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nuclear@41
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62 return -1;
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nuclear@41
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63 }
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nuclear@15
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64
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65 unsigned int Renderer::get_current_program() const
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nuclear@41
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66 {
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67 return 0;
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68 }
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nuclear@21
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69
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nuclear@41
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70 void Renderer::resize(int xsz, int ysz)
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71 {
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72 width = xsz;
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73 height = ysz;
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74
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nuclear@72
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75 // if we need a bigger rendertarget ...
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76 if(xsz > tex_xsz || ysz > tex_ysz) {
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77 tex_xsz = round_pow2(xsz);
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78 tex_ysz = round_pow2(ysz);
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79
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nuclear@72
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80 // ... resize the render target
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81 glBindTexture(GL_TEXTURE_2D, rend_tex);
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82 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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83
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nuclear@72
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84 // ... resize the depth buffer
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85 glBindRenderbufferEXT(GL_RENDERBUFFER, rend_depth);
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86 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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nuclear@72
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87 }
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nuclear@41
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88 }
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nuclear@21
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89
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nuclear@62
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90 void Renderer::render_pre(const Level *level) const
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nuclear@62
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91 {
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nuclear@62
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92 glEnable(GL_FOG);
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93 glFogi(GL_FOG_MODE, GL_LINEAR);
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94 glFogf(GL_FOG_START, 3.0f);
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95 glFogf(GL_FOG_END, 6.0f);
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nuclear@62
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96 // TODO level->draw_pre();
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97
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98 // bind the render target
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99 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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100 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rend_tex, 0);
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101 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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102
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103 CHECKGLERR;
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104 }
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105
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nuclear@62
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106 void Renderer::render_post(const Level *level) const
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107 {
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108 level->draw_post();
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109 CHECKGLERR;
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110
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111 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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112
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113 // draw the rendered output
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114 glActiveTextureARB(GL_TEXTURE0);
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115 glBindTexture(GL_TEXTURE_2D, rend_tex);
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116 glEnable(GL_TEXTURE_2D);
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117
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118 // use the color-grading palette
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119 glActiveTextureARB(GL_TEXTURE1);
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120 glBindTexture(GL_TEXTURE_3D, gradepal.get_texture());
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121 glEnable(GL_TEXTURE_3D);
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122
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123 glUseProgram(post_sdr);
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124 set_uniform_int(post_sdr, "fbtex", 0);
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125 set_uniform_int(post_sdr, "paltex", 1);
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126
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127 glBegin(GL_QUADS);
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128 glTexCoord2f(0, 0);
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129 glVertex2f(-1, -1);
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130 glTexCoord2f((float)width / tex_xsz, 0);
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131 glVertex2f(1, -1);
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132 glTexCoord2f((float)width / tex_xsz, (float)height / tex_ysz);
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133 glVertex2f(1, 1);
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134 glTexCoord2f(0, (float)height / tex_ysz);
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135 glVertex2f(-1, 1);
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136 glEnd();
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137 glUseProgram(0);
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138
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139 glActiveTextureARB(GL_TEXTURE0);
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140
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141 CHECKGLERR;
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142 }
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143
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144 static const char *fbstname[] = {
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nuclear@72
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145 "GL_FRAMEBUFFER_COMPLETE",
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146 "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
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147 "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
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148 "no such fbo error",
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149 "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
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150 "GL_FRAMEBUFFER_INCOMPLETE_FORMATS",
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151 "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
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152 "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
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153 "GL_FRAMEBUFFER_UNSUPPORTED"
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154 };
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155
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156 bool Renderer::create_rtarg()
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157 {
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158 unsigned int clamp = GLEW_ARB_texture_border_clamp ? GL_CLAMP_TO_EDGE : GL_CLAMP;
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159
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160 tex_xsz = round_pow2(width);
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161 tex_ysz = round_pow2(height);
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162
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nuclear@72
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163 if(!glGenFramebuffersEXT) {
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164 fprintf(stderr, "FBO support missing!\n");
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165 return false;
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nuclear@72
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166 }
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nuclear@72
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167 glGenFramebuffersEXT(1, &fbo);
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168 glBindFramebufferEXT(GL_FRAMEBUFFER, fbo);
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169
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170 // create the render target
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171 glGenTextures(1, &rend_tex);
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172 glBindTexture(GL_TEXTURE_2D, rend_tex);
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173 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp);
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174 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp);
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175 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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177 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_xsz, tex_ysz, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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178
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179 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rend_tex, 0);
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180
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181 // create depth buffer
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182 glGenRenderbuffersEXT(1, &rend_depth);
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183 glBindRenderbufferEXT(GL_RENDERBUFFER, rend_depth);
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184 glRenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, tex_xsz, tex_ysz);
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185
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186 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rend_depth);
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187
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188 int fbst = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
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189 if(fbst != GL_FRAMEBUFFER_COMPLETE) {
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190 fprintf(stderr, "incomplete fbo: %u (%s)\n", fbo, fbstname[fbst - GL_FRAMEBUFFER_COMPLETE]);
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191 return false;
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192 }
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193 CHECKGLERR;
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194
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195 glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
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196 return true;
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197 }
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198
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nuclear@41
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199
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nuclear@41
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200 // ---- fallback forward renderer ----
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nuclear@41
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201 FwdRenderer::FwdRenderer()
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nuclear@17
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202 {
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nuclear@41
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203 sdrprog = 0;
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204 tang_attr = -1;
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205 }
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206
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207 FwdRenderer::~FwdRenderer()
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208 {
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209 if(sdrprog) {
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210 free_program(sdrprog);
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nuclear@32
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211 }
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nuclear@41
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212 }
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nuclear@21
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213
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nuclear@41
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214 bool FwdRenderer::init(int xsz, int ysz)
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nuclear@41
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215 {
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nuclear@72
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216 if(!Renderer::init(xsz, ysz)) {
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217 return false;
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nuclear@72
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218 }
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nuclear@19
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219
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nuclear@41
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220 if(glUseProgram && (sdrprog = load_sdr("fallback.v.glsl", "fallback.p.glsl"))) {
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nuclear@41
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221 tang_attr = get_attrib_loc(sdrprog, "attr_tangent");
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222 set_uniform_int(sdrprog, "tex_dif", 0);
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223 set_uniform_int(sdrprog, "tex_norm", 1);
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nuclear@23
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224 }
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nuclear@17
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225 return true;
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nuclear@17
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226 }
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nuclear@17
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227
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nuclear@41
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228 int FwdRenderer::get_tangent_location() const
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nuclear@17
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229 {
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nuclear@41
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230 return tang_attr;
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nuclear@17
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231 }
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nuclear@17
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232
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nuclear@41
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233 unsigned int FwdRenderer::get_current_program() const
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nuclear@33
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234 {
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nuclear@41
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235 return sdrprog;
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nuclear@33
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236 }
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nuclear@33
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237
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nuclear@41
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238 void FwdRenderer::render(const Level *level) const
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nuclear@35
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239 {
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nuclear@41
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240 glPushAttrib(GL_ENABLE_BIT);
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nuclear@51
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241 glEnable(GL_LIGHTING);
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nuclear@62
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242
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nuclear@62
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243 render_pre(level);
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nuclear@51
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244
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nuclear@41
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245 glUseProgram(sdrprog);
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nuclear@62
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246 level->draw();
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nuclear@62
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247 glUseProgram(0);
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nuclear@35
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248
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nuclear@62
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249 render_post(level);
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nuclear@46
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250
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nuclear@41
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251 glPopAttrib();
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nuclear@17
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252 }
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nuclear@17
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253
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nuclear@18
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254 static unsigned int load_sdr(const char *vfname, const char *pfname)
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nuclear@15
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255 {
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nuclear@18
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256 unsigned int prog;
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nuclear@15
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257
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nuclear@63
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258 std::string vsfile = datafile_path(vfname);
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nuclear@63
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259 std::string psfile = datafile_path(pfname);
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nuclear@63
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260
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nuclear@63
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261 const char *vs = vsfile.empty() ? 0 : vsfile.c_str();
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nuclear@63
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262 const char *ps = psfile.empty() ? 0 : psfile.c_str();
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nuclear@63
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263
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nuclear@63
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264 if(!(prog = create_program_load(vs, ps))) {
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nuclear@63
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265 fprintf(stderr, "failed to load shader program (%s, %s)\n", vs, ps);
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nuclear@18
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266 return 0;
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nuclear@15
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267 }
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nuclear@18
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268 return prog;
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nuclear@15
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269 }
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nuclear@72
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270
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nuclear@72
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271 static int round_pow2(int x)
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nuclear@72
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272 {
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nuclear@72
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273 x--;
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nuclear@72
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274 x = (x >> 1) | x;
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nuclear@72
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275 x = (x >> 2) | x;
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nuclear@72
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276 x = (x >> 4) | x;
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nuclear@72
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277 x = (x >> 8) | x;
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nuclear@72
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278 x = (x >> 16) | x;
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nuclear@72
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279 return x + 1;
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nuclear@72
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280 }
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nuclear@72
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281
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