rev |
line source |
nuclear@2
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1 /*
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2 SaneGL - a small library to bring back sanity to OpenGL ES 2.x
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3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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14
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15 You should have received a copy of the GNU General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include <stdio.h>
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20 #include <stdlib.h>
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21 #include <string.h>
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22 #include <math.h>
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23 #include <assert.h>
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24 #include "sanegl.h"
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25
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26 #define MMODE_IDX(x) ((x) - GL_MODELVIEW)
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27 #define MAT_STACK_SIZE 32
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28 #define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
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29
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30 #define MAX_VERTS 512
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31
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32 static void gl_draw_immediate(void);
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33
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34 typedef struct { float x, y; } vec2_t;
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35 typedef struct { float x, y, z; } vec3_t;
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36 typedef struct { float x, y, z, w; } vec4_t;
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37
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38 static int mm_idx = 0;
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39 static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
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40 static int stack_top[3];
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41 static float mat_mvp[16];
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42 static int mvp_valid;
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43 static int prim = -1;
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44
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45 static vec3_t cur_normal;
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46 static vec4_t cur_color, cur_attrib;
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47 static vec2_t cur_texcoord;
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48
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49 static vec4_t *vert_arr, *col_arr, *attr_arr;
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50 static vec3_t *norm_arr;
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51 static vec2_t *texc_arr;
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52 /*static unsigned int vbuf, cbuf, nbuf, tbuf, abuf;*/
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53 static int vloc, nloc, cloc, tloc, aloc = -1;
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54
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55 static int num_verts, vert_calls;
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56 static int cur_prog;
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57
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58
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59 void gl_matrix_mode(int mm)
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60 {
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61 mm_idx = MMODE_IDX(mm);
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62 }
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63
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64 void gl_push_matrix(void)
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65 {
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66 int top = stack_top[mm_idx];
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67
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68 memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
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69 stack_top[mm_idx]++;
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70 mvp_valid = 0;
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71 }
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72
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73 void gl_pop_matrix(void)
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74 {
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75 stack_top[mm_idx]--;
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76 mvp_valid = 0;
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77 }
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78
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79 void gl_load_identity(void)
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80 {
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81 static const float idmat[] = MAT_IDENT;
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82 int top = stack_top[mm_idx];
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83 float *mat = mat_stack[mm_idx][top];
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84
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85 memcpy(mat, idmat, sizeof idmat);
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86 mvp_valid = 0;
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87 }
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88
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89 void gl_load_matrixf(const float *m)
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90 {
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91 int top = stack_top[mm_idx];
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92 float *mat = mat_stack[mm_idx][top];
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93
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94 memcpy(mat, m, 16 * sizeof *mat);
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95 mvp_valid = 0;
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96 }
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97
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98 #define M(i, j) ((i << 2) + j)
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99
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100 void gl_mult_matrixf(const float *m2)
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101 {
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102 int i, j;
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103 int top = stack_top[mm_idx];
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104 float *m1 = mat_stack[mm_idx][top];
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105 float res[16];
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106
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107 for(i=0; i<4; i++) {
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108 for(j=0; j<4; j++) {
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109 res[M(i,j)] = m1[M(i,0)] * m2[M(0,j)] +
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110 m1[M(i,1)] * m2[M(1,j)] +
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111 m1[M(i,2)] * m2[M(2,j)] +
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112 m1[M(i,3)] * m2[M(3,j)];
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113 }
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114 }
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115
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116 memcpy(m1, res, sizeof res);
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117 mvp_valid = 0;
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118 }
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119
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120 void gl_translatef(float x, float y, float z)
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121 {
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122 float mat[] = MAT_IDENT;
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123
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124 mat[12] = x;
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125 mat[13] = y;
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126 mat[14] = z;
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127
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128 gl_mult_matrixf(mat);
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129 }
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130
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131 void gl_rotatef(float angle, float x, float y, float z)
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132 {
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133 float mat[] = MAT_IDENT;
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134
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135 float angle_rad = M_PI * angle / 180.0;
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136 float sina = sin(angle_rad);
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137 float cosa = cos(angle_rad);
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138 float one_minus_cosa = 1.0 - cosa;
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139 float nxsq = x * x;
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140 float nysq = y * y;
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141 float nzsq = z * z;
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142
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143 mat[0] = nxsq + (1.0 - nxsq) * cosa;
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144 mat[4] = x * y * one_minus_cosa - z * sina;
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145 mat[8] = x * z * one_minus_cosa + y * sina;
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146 mat[1] = x * y * one_minus_cosa + z * sina;
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147 mat[5] = nysq + (1.0 - nysq) * cosa;
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148 mat[9] = y * z * one_minus_cosa - x * sina;
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149 mat[2] = x * z * one_minus_cosa - y * sina;
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150 mat[6] = y * z * one_minus_cosa + x * sina;
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151 mat[10] = nzsq + (1.0 - nzsq) * cosa;
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152
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153 gl_mult_matrixf(mat);
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154 }
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155
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156 void gl_scalef(float x, float y, float z)
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157 {
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158 float mat[] = MAT_IDENT;
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159
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160 mat[0] = x;
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161 mat[5] = y;
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162 mat[10] = z;
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163
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164 gl_mult_matrixf(mat);
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165 }
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166
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167 void gl_ortho(float left, float right, float bottom, float top, float near, float far)
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168 {
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169 float mat[] = MAT_IDENT;
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170
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171 float dx = right - left;
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172 float dy = top - bottom;
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173 float dz = far - near;
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174
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175 float tx = -(right + left) / dx;
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176 float ty = -(top + bottom) / dy;
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177 float tz = -(far + near) / dz;
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178
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179 float sx = 2.0 / dx;
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180 float sy = 2.0 / dy;
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181 float sz = -2.0 / dz;
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182
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183 mat[0] = sx;
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184 mat[5] = sy;
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185 mat[10] = sz;
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186 mat[12] = tx;
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187 mat[13] = ty;
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188 mat[14] = tz;
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189
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190 gl_mult_matrixf(mat);
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191 }
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192
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193 void gl_frustum(float left, float right, float bottom, float top, float near, float far)
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194 {
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195 float mat[] = MAT_IDENT;
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196
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197 float dx = right - left;
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198 float dy = top - bottom;
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199 float dz = far - near;
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200
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201 float a = (right + left) / dx;
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202 float b = (top + bottom) / dy;
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203 float c = -(far + near) / dz;
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204 float d = -2.0 * far * near / dz;
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205
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206 mat[0] = 2.0 * near / dx;
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207 mat[5] = 2.0 * near / dy;
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208 mat[8] = a;
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209 mat[9] = b;
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210 mat[10] = c;
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211 mat[11] = -1.0;
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212 mat[14] = d;
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213
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214 gl_mult_matrixf(mat);
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215 }
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216
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217 void glu_perspective(float vfov, float aspect, float near, float far)
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218 {
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219 float vfov_rad = M_PI * vfov / 180.0;
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220 float x = near * tan(vfov_rad / 2.0);
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221 gl_frustum(-aspect * x, aspect * x, -x, x, near, far);
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222 }
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223
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224 void gl_apply_xform(unsigned int prog)
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225 {
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226 int loc, mvidx, pidx, tidx, mvtop, ptop, ttop;
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227
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228 mvidx = MMODE_IDX(GL_MODELVIEW);
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229 pidx = MMODE_IDX(GL_PROJECTION);
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230 tidx = MMODE_IDX(GL_TEXTURE);
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231
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232 mvtop = stack_top[mvidx];
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233 ptop = stack_top[pidx];
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234 ttop = stack_top[tidx];
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235
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236 assert(prog);
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237
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238 if((loc = glGetUniformLocation(prog, "matrix_modelview")) != -1) {
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239 glUniformMatrix4fv(loc, 1, 0, mat_stack[mvidx][mvtop]);
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240 }
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241
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242 if((loc = glGetUniformLocation(prog, "matrix_projection")) != -1) {
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243 glUniformMatrix4fv(loc, 1, 0, mat_stack[pidx][ptop]);
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244 }
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245
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246 if((loc = glGetUniformLocation(prog, "matrix_texture")) != -1) {
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247 glUniformMatrix4fv(loc, 1, 0, mat_stack[tidx][ttop]);
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248 }
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249
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250 if((loc = glGetUniformLocation(prog, "matrix_normal")) != -1) {
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251 float nmat[9];
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252
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253 nmat[0] = mat_stack[mvidx][mvtop][0];
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254 nmat[1] = mat_stack[mvidx][mvtop][1];
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255 nmat[2] = mat_stack[mvidx][mvtop][2];
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256 nmat[3] = mat_stack[mvidx][mvtop][4];
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257 nmat[4] = mat_stack[mvidx][mvtop][5];
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258 nmat[5] = mat_stack[mvidx][mvtop][6];
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259 nmat[6] = mat_stack[mvidx][mvtop][8];
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260 nmat[7] = mat_stack[mvidx][mvtop][9];
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261 nmat[8] = mat_stack[mvidx][mvtop][10];
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262 glUniformMatrix3fv(loc, 1, 0, nmat);
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263 }
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264
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265 if((loc = glGetUniformLocation(prog, "matrix_modelview_projection")) != -1) {
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266 if(!mvp_valid) {
|
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267 /* TODO calc mvp */
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268 }
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nuclear@2
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269 glUniformMatrix4fv(loc, 1, 0, mat_mvp);
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nuclear@1
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270 }
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nuclear@1
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271 }
|
nuclear@2
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272
|
nuclear@2
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273
|
nuclear@2
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274 /* immediate mode rendering */
|
nuclear@2
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275 void gl_begin(int p)
|
nuclear@2
|
276 {
|
nuclear@2
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277 if(!vert_arr) {
|
nuclear@2
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278 vert_arr = malloc(MAX_VERTS * sizeof *vert_arr);
|
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279 norm_arr = malloc(MAX_VERTS * sizeof *norm_arr);
|
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280 texc_arr = malloc(MAX_VERTS * sizeof *texc_arr);
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281 col_arr = malloc(MAX_VERTS * sizeof *col_arr);
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282 attr_arr = malloc(MAX_VERTS * sizeof *attr_arr);
|
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283 assert(vert_arr && norm_arr && texc_arr && col_arr && attr_arr);
|
nuclear@2
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284 }
|
nuclear@2
|
285
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286 prim = p;
|
nuclear@2
|
287 num_verts = vert_calls = 0;
|
nuclear@2
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288
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289 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_prog);
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290 assert(cur_prog);
|
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|
291
|
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|
292 gl_apply_xform(cur_prog);
|
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|
293
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294 vloc = glGetAttribLocation(cur_prog, "attr_vertex");
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295 nloc = glGetAttribLocation(cur_prog, "attr_normal");
|
nuclear@2
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296 cloc = glGetAttribLocation(cur_prog, "attr_color");
|
nuclear@2
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297 tloc = glGetAttribLocation(cur_prog, "attr_texcoord");
|
nuclear@2
|
298 }
|
nuclear@2
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299
|
nuclear@2
|
300 void gl_end(void)
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nuclear@2
|
301 {
|
nuclear@2
|
302 if(num_verts > 0) {
|
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303 gl_draw_immediate();
|
nuclear@2
|
304 }
|
nuclear@2
|
305 aloc = -1;
|
nuclear@2
|
306 }
|
nuclear@2
|
307
|
nuclear@2
|
308 static void gl_draw_immediate(void)
|
nuclear@2
|
309 {
|
nuclear@2
|
310 int glprim;
|
nuclear@2
|
311
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nuclear@2
|
312 if(vloc == -1) {
|
nuclear@2
|
313 fprintf(stderr, "gl_draw_immediate call with vloc == -1\n");
|
nuclear@2
|
314 return;
|
nuclear@2
|
315 }
|
nuclear@2
|
316
|
nuclear@2
|
317 glprim = prim == GL_QUADS ? GL_TRIANGLES : prim;
|
nuclear@2
|
318
|
nuclear@2
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319 glVertexAttribPointer(vloc, 4, GL_FLOAT, 0, 0, vert_arr);
|
nuclear@2
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320 glEnableVertexAttribArray(vloc);
|
nuclear@2
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321
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nuclear@2
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322 if(nloc != -1) {
|
nuclear@2
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323 glVertexAttribPointer(nloc, 3, GL_FLOAT, 0, 0, norm_arr);
|
nuclear@2
|
324 glEnableVertexAttribArray(nloc);
|
nuclear@2
|
325 }
|
nuclear@2
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326
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nuclear@2
|
327 if(cloc != -1) {
|
nuclear@2
|
328 glVertexAttribPointer(cloc, 4, GL_FLOAT, 0, 0, col_arr);
|
nuclear@2
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329 glEnableVertexAttribArray(cloc);
|
nuclear@2
|
330 }
|
nuclear@2
|
331
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nuclear@2
|
332 if(tloc != -1) {
|
nuclear@2
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333 glVertexAttribPointer(tloc, 2, GL_FLOAT, 0, 0, texc_arr);
|
nuclear@2
|
334 glEnableVertexAttribArray(tloc);
|
nuclear@2
|
335 }
|
nuclear@2
|
336
|
nuclear@2
|
337 if(aloc != -1) {
|
nuclear@2
|
338 glVertexAttribPointer(aloc, 4, GL_FLOAT, 0, 0, attr_arr);
|
nuclear@2
|
339 glEnableVertexAttribArray(aloc);
|
nuclear@2
|
340 }
|
nuclear@2
|
341
|
nuclear@2
|
342 glDrawArrays(glprim, 0, num_verts);
|
nuclear@2
|
343
|
nuclear@2
|
344 glDisableVertexAttribArray(vloc);
|
nuclear@2
|
345 if(nloc != -1) {
|
nuclear@2
|
346 glDisableVertexAttribArray(nloc);
|
nuclear@2
|
347 }
|
nuclear@2
|
348 if(cloc != -1) {
|
nuclear@2
|
349 glDisableVertexAttribArray(cloc);
|
nuclear@2
|
350 }
|
nuclear@2
|
351 if(tloc != -1) {
|
nuclear@2
|
352 glDisableVertexAttribArray(tloc);
|
nuclear@2
|
353 }
|
nuclear@2
|
354 if(aloc != -1) {
|
nuclear@2
|
355 glDisableVertexAttribArray(aloc);
|
nuclear@2
|
356 }
|
nuclear@2
|
357 }
|
nuclear@2
|
358
|
nuclear@2
|
359
|
nuclear@2
|
360 void gl_vertex2f(float x, float y)
|
nuclear@2
|
361 {
|
nuclear@2
|
362 gl_vertex4f(x, y, 0.0f, 1.0f);
|
nuclear@2
|
363 }
|
nuclear@2
|
364
|
nuclear@2
|
365 void gl_vertex3f(float x, float y, float z)
|
nuclear@2
|
366 {
|
nuclear@2
|
367 gl_vertex4f(x, y, z, 1.0f);
|
nuclear@2
|
368 }
|
nuclear@2
|
369
|
nuclear@2
|
370 void gl_vertex4f(float x, float y, float z, float w)
|
nuclear@2
|
371 {
|
nuclear@2
|
372 int i, buffer_full;
|
nuclear@2
|
373
|
nuclear@2
|
374 if(prim == GL_QUADS && vert_calls % 4 == 3) {
|
nuclear@2
|
375 for(i=0; i<2; i++) {
|
nuclear@2
|
376 if(aloc != -1) {
|
nuclear@2
|
377 attr_arr[num_verts] = attr_arr[num_verts - 3 + i];
|
nuclear@2
|
378 }
|
nuclear@2
|
379 if(cloc != -1) {
|
nuclear@2
|
380 col_arr[num_verts] = col_arr[num_verts - 3 + i];
|
nuclear@2
|
381 }
|
nuclear@2
|
382 if(tloc != -1) {
|
nuclear@2
|
383 texc_arr[num_verts] = texc_arr[num_verts - 3 + i];
|
nuclear@2
|
384 }
|
nuclear@2
|
385 if(nloc != -1) {
|
nuclear@2
|
386 norm_arr[num_verts] = norm_arr[num_verts - 3 + i];
|
nuclear@2
|
387 }
|
nuclear@2
|
388 vert_arr[num_verts] = vert_arr[num_verts - 3 + i];
|
nuclear@2
|
389 num_verts++;
|
nuclear@2
|
390 }
|
nuclear@2
|
391 }
|
nuclear@2
|
392
|
nuclear@2
|
393 vert_arr[num_verts].x = x;
|
nuclear@2
|
394 vert_arr[num_verts].y = y;
|
nuclear@2
|
395 vert_arr[num_verts].z = z;
|
nuclear@2
|
396 vert_arr[num_verts].w = w;
|
nuclear@2
|
397
|
nuclear@2
|
398 if(cloc != -1) {
|
nuclear@2
|
399 col_arr[num_verts] = cur_color;
|
nuclear@2
|
400 }
|
nuclear@2
|
401 if(nloc != -1) {
|
nuclear@2
|
402 norm_arr[num_verts] = cur_normal;
|
nuclear@2
|
403 }
|
nuclear@2
|
404 if(tloc != -1) {
|
nuclear@2
|
405 texc_arr[num_verts] = cur_texcoord;
|
nuclear@2
|
406 }
|
nuclear@2
|
407 if(aloc != -1) {
|
nuclear@2
|
408 attr_arr[num_verts] = cur_attrib;
|
nuclear@2
|
409 }
|
nuclear@2
|
410
|
nuclear@2
|
411 vert_calls++;
|
nuclear@2
|
412 num_verts++;
|
nuclear@2
|
413
|
nuclear@2
|
414 if(prim == GL_QUADS) {
|
nuclear@2
|
415 /* leave space for 6 more worst-case and don't allow flushes mid-quad */
|
nuclear@2
|
416 buffer_full = num_verts >= MAX_VERTS - 6 && vert_calls % 4 == 0;
|
nuclear@2
|
417 } else {
|
nuclear@2
|
418 buffer_full = num_verts >= MAX_VERTS - prim;
|
nuclear@2
|
419 }
|
nuclear@2
|
420
|
nuclear@2
|
421 if(buffer_full) {
|
nuclear@2
|
422 gl_draw_immediate();
|
nuclear@3
|
423 gl_begin(prim); /* reset everything */
|
nuclear@2
|
424 }
|
nuclear@2
|
425 }
|
nuclear@2
|
426
|
nuclear@2
|
427
|
nuclear@2
|
428 void gl_normal3f(float x, float y, float z)
|
nuclear@2
|
429 {
|
nuclear@2
|
430 cur_normal.x = x;
|
nuclear@2
|
431 cur_normal.y = y;
|
nuclear@2
|
432 cur_normal.z = z;
|
nuclear@2
|
433 }
|
nuclear@2
|
434
|
nuclear@2
|
435
|
nuclear@2
|
436 void gl_color3f(float r, float g, float b)
|
nuclear@2
|
437 {
|
nuclear@2
|
438 cur_color.x = r;
|
nuclear@2
|
439 cur_color.y = g;
|
nuclear@2
|
440 cur_color.z = b;
|
nuclear@2
|
441 cur_color.w = 1.0f;
|
nuclear@2
|
442 }
|
nuclear@2
|
443
|
nuclear@2
|
444 void gl_color4f(float r, float g, float b, float a)
|
nuclear@2
|
445 {
|
nuclear@2
|
446 cur_color.x = r;
|
nuclear@2
|
447 cur_color.y = g;
|
nuclear@2
|
448 cur_color.z = b;
|
nuclear@2
|
449 cur_color.w = a;
|
nuclear@2
|
450 }
|
nuclear@2
|
451
|
nuclear@2
|
452
|
nuclear@2
|
453 void gl_texcoord1f(float s)
|
nuclear@2
|
454 {
|
nuclear@2
|
455 cur_texcoord.x = s;
|
nuclear@2
|
456 cur_texcoord.y = 0.0f;
|
nuclear@2
|
457 }
|
nuclear@2
|
458
|
nuclear@2
|
459 void gl_texcoord2f(float s, float t)
|
nuclear@2
|
460 {
|
nuclear@2
|
461 cur_texcoord.x = s;
|
nuclear@2
|
462 cur_texcoord.y = t;
|
nuclear@2
|
463 }
|
nuclear@2
|
464
|
nuclear@2
|
465 void gl_vertex_attrib2f(int loc, float x, float y)
|
nuclear@2
|
466 {
|
nuclear@2
|
467 aloc = loc;
|
nuclear@2
|
468 cur_attrib.x = x;
|
nuclear@2
|
469 cur_attrib.y = y;
|
nuclear@2
|
470 cur_attrib.z = 0.0f;
|
nuclear@2
|
471 cur_attrib.w = 1.0f;
|
nuclear@2
|
472 }
|
nuclear@2
|
473
|
nuclear@2
|
474 void gl_vertex_attrib3f(int loc, float x, float y, float z)
|
nuclear@2
|
475 {
|
nuclear@2
|
476 aloc = loc;
|
nuclear@2
|
477 cur_attrib.x = x;
|
nuclear@2
|
478 cur_attrib.y = y;
|
nuclear@2
|
479 cur_attrib.z = z;
|
nuclear@2
|
480 cur_attrib.w = 1.0f;
|
nuclear@2
|
481 }
|
nuclear@2
|
482
|
nuclear@2
|
483 void gl_vertex_attrib4f(int loc, float x, float y, float z, float w)
|
nuclear@2
|
484 {
|
nuclear@2
|
485 aloc = loc;
|
nuclear@2
|
486 cur_attrib.x = x;
|
nuclear@2
|
487 cur_attrib.y = y;
|
nuclear@2
|
488 cur_attrib.z = z;
|
nuclear@2
|
489 cur_attrib.w = w;
|
nuclear@2
|
490 }
|