istereo

annotate src/sanegl.c @ 14:b39d8607f4bb

added textures
author John Tsiombikas <nuclear@mutantstargoat.com>
date Wed, 07 Sep 2011 09:03:51 +0300
parents bb68fac22579
children 75a63f9ab7cc
rev   line source
nuclear@2 1 /*
nuclear@2 2 SaneGL - a small library to bring back sanity to OpenGL ES 2.x
nuclear@2 3 Copyright (C) 2011 John Tsiombikas <nuclear@member.fsf.org>
nuclear@2 4
nuclear@2 5 This program is free software: you can redistribute it and/or modify
nuclear@2 6 it under the terms of the GNU General Public License as published by
nuclear@2 7 the Free Software Foundation, either version 3 of the License, or
nuclear@2 8 (at your option) any later version.
nuclear@2 9
nuclear@2 10 This program is distributed in the hope that it will be useful,
nuclear@2 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@2 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@2 13 GNU General Public License for more details.
nuclear@2 14
nuclear@2 15 You should have received a copy of the GNU General Public License
nuclear@2 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@2 17 */
nuclear@2 18
nuclear@2 19 #include <stdio.h>
nuclear@3 20 #include <stdlib.h>
nuclear@2 21 #include <string.h>
nuclear@1 22 #include <math.h>
nuclear@2 23 #include <assert.h>
nuclear@1 24 #include "sanegl.h"
nuclear@1 25
nuclear@1 26 #define MMODE_IDX(x) ((x) - GL_MODELVIEW)
nuclear@1 27 #define MAT_STACK_SIZE 32
nuclear@1 28 #define MAT_IDENT {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
nuclear@1 29
nuclear@1 30 #define MAX_VERTS 512
nuclear@1 31
nuclear@2 32 static void gl_draw_immediate(void);
nuclear@2 33
nuclear@1 34 typedef struct { float x, y; } vec2_t;
nuclear@1 35 typedef struct { float x, y, z; } vec3_t;
nuclear@1 36 typedef struct { float x, y, z, w; } vec4_t;
nuclear@1 37
nuclear@1 38 static int mm_idx = 0;
nuclear@1 39 static float mat_stack[3][MAT_STACK_SIZE][16] = {{MAT_IDENT}, {MAT_IDENT}, {MAT_IDENT}};
nuclear@1 40 static int stack_top[3];
nuclear@1 41 static float mat_mvp[16];
nuclear@1 42 static int mvp_valid;
nuclear@1 43 static int prim = -1;
nuclear@1 44
nuclear@1 45 static vec3_t cur_normal;
nuclear@1 46 static vec4_t cur_color, cur_attrib;
nuclear@1 47 static vec2_t cur_texcoord;
nuclear@1 48
nuclear@1 49 static vec4_t *vert_arr, *col_arr, *attr_arr;
nuclear@1 50 static vec3_t *norm_arr;
nuclear@1 51 static vec2_t *texc_arr;
nuclear@2 52 /*static unsigned int vbuf, cbuf, nbuf, tbuf, abuf;*/
nuclear@2 53 static int vloc, nloc, cloc, tloc, aloc = -1;
nuclear@2 54
nuclear@2 55 static int num_verts, vert_calls;
nuclear@2 56 static int cur_prog;
nuclear@1 57
nuclear@1 58
nuclear@1 59 void gl_matrix_mode(int mm)
nuclear@1 60 {
nuclear@1 61 mm_idx = MMODE_IDX(mm);
nuclear@1 62 }
nuclear@1 63
nuclear@1 64 void gl_push_matrix(void)
nuclear@1 65 {
nuclear@1 66 int top = stack_top[mm_idx];
nuclear@1 67
nuclear@1 68 memcpy(mat_stack[mm_idx][top + 1], mat_stack[mm_idx][top], 16 * sizeof(float));
nuclear@1 69 stack_top[mm_idx]++;
nuclear@1 70 mvp_valid = 0;
nuclear@1 71 }
nuclear@1 72
nuclear@1 73 void gl_pop_matrix(void)
nuclear@1 74 {
nuclear@1 75 stack_top[mm_idx]--;
nuclear@1 76 mvp_valid = 0;
nuclear@1 77 }
nuclear@1 78
nuclear@1 79 void gl_load_identity(void)
nuclear@1 80 {
nuclear@1 81 static const float idmat[] = MAT_IDENT;
nuclear@1 82 int top = stack_top[mm_idx];
nuclear@1 83 float *mat = mat_stack[mm_idx][top];
nuclear@1 84
nuclear@1 85 memcpy(mat, idmat, sizeof idmat);
nuclear@1 86 mvp_valid = 0;
nuclear@1 87 }
nuclear@1 88
nuclear@1 89 void gl_load_matrixf(const float *m)
nuclear@1 90 {
nuclear@1 91 int top = stack_top[mm_idx];
nuclear@1 92 float *mat = mat_stack[mm_idx][top];
nuclear@1 93
nuclear@1 94 memcpy(mat, m, 16 * sizeof *mat);
nuclear@1 95 mvp_valid = 0;
nuclear@1 96 }
nuclear@1 97
nuclear@1 98 #define M(i, j) ((i << 2) + j)
nuclear@1 99
nuclear@1 100 void gl_mult_matrixf(const float *m2)
nuclear@1 101 {
nuclear@1 102 int i, j;
nuclear@1 103 int top = stack_top[mm_idx];
nuclear@1 104 float *m1 = mat_stack[mm_idx][top];
nuclear@1 105 float res[16];
nuclear@1 106
nuclear@1 107 for(i=0; i<4; i++) {
nuclear@1 108 for(j=0; j<4; j++) {
nuclear@1 109 res[M(i,j)] = m1[M(i,0)] * m2[M(0,j)] +
nuclear@1 110 m1[M(i,1)] * m2[M(1,j)] +
nuclear@1 111 m1[M(i,2)] * m2[M(2,j)] +
nuclear@1 112 m1[M(i,3)] * m2[M(3,j)];
nuclear@1 113 }
nuclear@1 114 }
nuclear@1 115
nuclear@1 116 memcpy(m1, res, sizeof res);
nuclear@1 117 mvp_valid = 0;
nuclear@1 118 }
nuclear@1 119
nuclear@1 120 void gl_translatef(float x, float y, float z)
nuclear@1 121 {
nuclear@1 122 float mat[] = MAT_IDENT;
nuclear@1 123
nuclear@1 124 mat[12] = x;
nuclear@1 125 mat[13] = y;
nuclear@1 126 mat[14] = z;
nuclear@1 127
nuclear@1 128 gl_mult_matrixf(mat);
nuclear@1 129 }
nuclear@1 130
nuclear@1 131 void gl_rotatef(float angle, float x, float y, float z)
nuclear@1 132 {
nuclear@1 133 float mat[] = MAT_IDENT;
nuclear@1 134
nuclear@1 135 float angle_rad = M_PI * angle / 180.0;
nuclear@1 136 float sina = sin(angle_rad);
nuclear@1 137 float cosa = cos(angle_rad);
nuclear@1 138 float one_minus_cosa = 1.0 - cosa;
nuclear@1 139 float nxsq = x * x;
nuclear@1 140 float nysq = y * y;
nuclear@1 141 float nzsq = z * z;
nuclear@1 142
nuclear@1 143 mat[0] = nxsq + (1.0 - nxsq) * cosa;
nuclear@1 144 mat[4] = x * y * one_minus_cosa - z * sina;
nuclear@1 145 mat[8] = x * z * one_minus_cosa + y * sina;
nuclear@1 146 mat[1] = x * y * one_minus_cosa + z * sina;
nuclear@1 147 mat[5] = nysq + (1.0 - nysq) * cosa;
nuclear@1 148 mat[9] = y * z * one_minus_cosa - x * sina;
nuclear@1 149 mat[2] = x * z * one_minus_cosa - y * sina;
nuclear@1 150 mat[6] = y * z * one_minus_cosa + x * sina;
nuclear@1 151 mat[10] = nzsq + (1.0 - nzsq) * cosa;
nuclear@1 152
nuclear@1 153 gl_mult_matrixf(mat);
nuclear@1 154 }
nuclear@1 155
nuclear@1 156 void gl_scalef(float x, float y, float z)
nuclear@1 157 {
nuclear@1 158 float mat[] = MAT_IDENT;
nuclear@1 159
nuclear@1 160 mat[0] = x;
nuclear@1 161 mat[5] = y;
nuclear@1 162 mat[10] = z;
nuclear@1 163
nuclear@1 164 gl_mult_matrixf(mat);
nuclear@1 165 }
nuclear@1 166
nuclear@1 167 void gl_ortho(float left, float right, float bottom, float top, float near, float far)
nuclear@1 168 {
nuclear@1 169 float mat[] = MAT_IDENT;
nuclear@1 170
nuclear@1 171 float dx = right - left;
nuclear@1 172 float dy = top - bottom;
nuclear@1 173 float dz = far - near;
nuclear@1 174
nuclear@1 175 float tx = -(right + left) / dx;
nuclear@1 176 float ty = -(top + bottom) / dy;
nuclear@1 177 float tz = -(far + near) / dz;
nuclear@1 178
nuclear@1 179 float sx = 2.0 / dx;
nuclear@1 180 float sy = 2.0 / dy;
nuclear@1 181 float sz = -2.0 / dz;
nuclear@1 182
nuclear@1 183 mat[0] = sx;
nuclear@1 184 mat[5] = sy;
nuclear@1 185 mat[10] = sz;
nuclear@1 186 mat[12] = tx;
nuclear@1 187 mat[13] = ty;
nuclear@1 188 mat[14] = tz;
nuclear@1 189
nuclear@1 190 gl_mult_matrixf(mat);
nuclear@1 191 }
nuclear@1 192
nuclear@1 193 void gl_frustum(float left, float right, float bottom, float top, float near, float far)
nuclear@1 194 {
nuclear@1 195 float mat[] = MAT_IDENT;
nuclear@1 196
nuclear@1 197 float dx = right - left;
nuclear@1 198 float dy = top - bottom;
nuclear@1 199 float dz = far - near;
nuclear@1 200
nuclear@1 201 float a = (right + left) / dx;
nuclear@1 202 float b = (top + bottom) / dy;
nuclear@1 203 float c = -(far + near) / dz;
nuclear@1 204 float d = -2.0 * far * near / dz;
nuclear@1 205
nuclear@1 206 mat[0] = 2.0 * near / dx;
nuclear@1 207 mat[5] = 2.0 * near / dy;
nuclear@1 208 mat[8] = a;
nuclear@1 209 mat[9] = b;
nuclear@1 210 mat[10] = c;
nuclear@1 211 mat[11] = -1.0;
nuclear@1 212 mat[14] = d;
nuclear@1 213
nuclear@1 214 gl_mult_matrixf(mat);
nuclear@1 215 }
nuclear@1 216
nuclear@1 217 void glu_perspective(float vfov, float aspect, float near, float far)
nuclear@1 218 {
nuclear@1 219 float x = near * tan(vfov / 2.0);
nuclear@1 220 gl_frustum(-aspect * x, aspect * x, -x, x, near, far);
nuclear@1 221 }
nuclear@1 222
nuclear@1 223 void gl_apply_xform(unsigned int prog)
nuclear@1 224 {
nuclear@1 225 int loc, mvidx, pidx, tidx, mvtop, ptop, ttop;
nuclear@1 226
nuclear@1 227 mvidx = MMODE_IDX(GL_MODELVIEW);
nuclear@1 228 pidx = MMODE_IDX(GL_PROJECTION);
nuclear@1 229 tidx = MMODE_IDX(GL_TEXTURE);
nuclear@1 230
nuclear@1 231 mvtop = stack_top[mvidx];
nuclear@1 232 ptop = stack_top[pidx];
nuclear@1 233 ttop = stack_top[tidx];
nuclear@1 234
nuclear@2 235 assert(prog);
nuclear@2 236
nuclear@1 237 if((loc = glGetUniformLocation(prog, "matrix_modelview")) != -1) {
nuclear@2 238 glUniformMatrix4fv(loc, 1, 0, mat_stack[mvidx][mvtop]);
nuclear@1 239 }
nuclear@1 240
nuclear@1 241 if((loc = glGetUniformLocation(prog, "matrix_projection")) != -1) {
nuclear@2 242 glUniformMatrix4fv(loc, 1, 0, mat_stack[pidx][ptop]);
nuclear@1 243 }
nuclear@1 244
nuclear@1 245 if((loc = glGetUniformLocation(prog, "matrix_texture")) != -1) {
nuclear@2 246 glUniformMatrix4fv(loc, 1, 0, mat_stack[tidx][ttop]);
nuclear@1 247 }
nuclear@1 248
nuclear@1 249 if((loc = glGetUniformLocation(prog, "matrix_normal")) != -1) {
nuclear@1 250 float nmat[9];
nuclear@1 251
nuclear@1 252 nmat[0] = mat_stack[mvidx][mvtop][0];
nuclear@1 253 nmat[1] = mat_stack[mvidx][mvtop][1];
nuclear@1 254 nmat[2] = mat_stack[mvidx][mvtop][2];
nuclear@1 255 nmat[3] = mat_stack[mvidx][mvtop][4];
nuclear@1 256 nmat[4] = mat_stack[mvidx][mvtop][5];
nuclear@1 257 nmat[5] = mat_stack[mvidx][mvtop][6];
nuclear@1 258 nmat[6] = mat_stack[mvidx][mvtop][8];
nuclear@1 259 nmat[7] = mat_stack[mvidx][mvtop][9];
nuclear@1 260 nmat[8] = mat_stack[mvidx][mvtop][10];
nuclear@2 261 glUniformMatrix3fv(loc, 1, 0, nmat);
nuclear@1 262 }
nuclear@1 263
nuclear@1 264 if((loc = glGetUniformLocation(prog, "matrix_modelview_projection")) != -1) {
nuclear@1 265 if(!mvp_valid) {
nuclear@1 266 /* TODO calc mvp */
nuclear@1 267 }
nuclear@2 268 glUniformMatrix4fv(loc, 1, 0, mat_mvp);
nuclear@1 269 }
nuclear@1 270 }
nuclear@2 271
nuclear@2 272
nuclear@2 273 /* immediate mode rendering */
nuclear@2 274 void gl_begin(int p)
nuclear@2 275 {
nuclear@2 276 if(!vert_arr) {
nuclear@2 277 vert_arr = malloc(MAX_VERTS * sizeof *vert_arr);
nuclear@2 278 norm_arr = malloc(MAX_VERTS * sizeof *norm_arr);
nuclear@2 279 texc_arr = malloc(MAX_VERTS * sizeof *texc_arr);
nuclear@2 280 col_arr = malloc(MAX_VERTS * sizeof *col_arr);
nuclear@2 281 attr_arr = malloc(MAX_VERTS * sizeof *attr_arr);
nuclear@2 282 assert(vert_arr && norm_arr && texc_arr && col_arr && attr_arr);
nuclear@2 283 }
nuclear@2 284
nuclear@2 285 prim = p;
nuclear@2 286 num_verts = vert_calls = 0;
nuclear@2 287
nuclear@2 288 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_prog);
nuclear@2 289 assert(cur_prog);
nuclear@2 290
nuclear@2 291 gl_apply_xform(cur_prog);
nuclear@2 292
nuclear@2 293 vloc = glGetAttribLocation(cur_prog, "attr_vertex");
nuclear@2 294 nloc = glGetAttribLocation(cur_prog, "attr_normal");
nuclear@2 295 cloc = glGetAttribLocation(cur_prog, "attr_color");
nuclear@2 296 tloc = glGetAttribLocation(cur_prog, "attr_texcoord");
nuclear@2 297 }
nuclear@2 298
nuclear@2 299 void gl_end(void)
nuclear@2 300 {
nuclear@2 301 if(num_verts > 0) {
nuclear@2 302 gl_draw_immediate();
nuclear@2 303 }
nuclear@2 304 aloc = -1;
nuclear@2 305 }
nuclear@2 306
nuclear@2 307 static void gl_draw_immediate(void)
nuclear@2 308 {
nuclear@2 309 int glprim;
nuclear@2 310
nuclear@2 311 if(vloc == -1) {
nuclear@2 312 fprintf(stderr, "gl_draw_immediate call with vloc == -1\n");
nuclear@2 313 return;
nuclear@2 314 }
nuclear@2 315
nuclear@2 316 glprim = prim == GL_QUADS ? GL_TRIANGLES : prim;
nuclear@2 317
nuclear@2 318 glVertexAttribPointer(vloc, 4, GL_FLOAT, 0, 0, vert_arr);
nuclear@2 319 glEnableVertexAttribArray(vloc);
nuclear@2 320
nuclear@2 321 if(nloc != -1) {
nuclear@2 322 glVertexAttribPointer(nloc, 3, GL_FLOAT, 0, 0, norm_arr);
nuclear@2 323 glEnableVertexAttribArray(nloc);
nuclear@2 324 }
nuclear@2 325
nuclear@2 326 if(cloc != -1) {
nuclear@2 327 glVertexAttribPointer(cloc, 4, GL_FLOAT, 0, 0, col_arr);
nuclear@2 328 glEnableVertexAttribArray(cloc);
nuclear@2 329 }
nuclear@2 330
nuclear@2 331 if(tloc != -1) {
nuclear@2 332 glVertexAttribPointer(tloc, 2, GL_FLOAT, 0, 0, texc_arr);
nuclear@2 333 glEnableVertexAttribArray(tloc);
nuclear@2 334 }
nuclear@2 335
nuclear@2 336 if(aloc != -1) {
nuclear@2 337 glVertexAttribPointer(aloc, 4, GL_FLOAT, 0, 0, attr_arr);
nuclear@2 338 glEnableVertexAttribArray(aloc);
nuclear@2 339 }
nuclear@2 340
nuclear@2 341 glDrawArrays(glprim, 0, num_verts);
nuclear@2 342
nuclear@2 343 glDisableVertexAttribArray(vloc);
nuclear@2 344 if(nloc != -1) {
nuclear@2 345 glDisableVertexAttribArray(nloc);
nuclear@2 346 }
nuclear@2 347 if(cloc != -1) {
nuclear@2 348 glDisableVertexAttribArray(cloc);
nuclear@2 349 }
nuclear@2 350 if(tloc != -1) {
nuclear@2 351 glDisableVertexAttribArray(tloc);
nuclear@2 352 }
nuclear@2 353 if(aloc != -1) {
nuclear@2 354 glDisableVertexAttribArray(aloc);
nuclear@2 355 }
nuclear@2 356 }
nuclear@2 357
nuclear@2 358
nuclear@2 359 void gl_vertex2f(float x, float y)
nuclear@2 360 {
nuclear@2 361 gl_vertex4f(x, y, 0.0f, 1.0f);
nuclear@2 362 }
nuclear@2 363
nuclear@2 364 void gl_vertex3f(float x, float y, float z)
nuclear@2 365 {
nuclear@2 366 gl_vertex4f(x, y, z, 1.0f);
nuclear@2 367 }
nuclear@2 368
nuclear@2 369 void gl_vertex4f(float x, float y, float z, float w)
nuclear@2 370 {
nuclear@2 371 int i, buffer_full;
nuclear@2 372
nuclear@2 373 if(prim == GL_QUADS && vert_calls % 4 == 3) {
nuclear@2 374 for(i=0; i<2; i++) {
nuclear@2 375 if(aloc != -1) {
nuclear@2 376 attr_arr[num_verts] = attr_arr[num_verts - 3 + i];
nuclear@2 377 }
nuclear@2 378 if(cloc != -1) {
nuclear@2 379 col_arr[num_verts] = col_arr[num_verts - 3 + i];
nuclear@2 380 }
nuclear@2 381 if(tloc != -1) {
nuclear@2 382 texc_arr[num_verts] = texc_arr[num_verts - 3 + i];
nuclear@2 383 }
nuclear@2 384 if(nloc != -1) {
nuclear@2 385 norm_arr[num_verts] = norm_arr[num_verts - 3 + i];
nuclear@2 386 }
nuclear@2 387 vert_arr[num_verts] = vert_arr[num_verts - 3 + i];
nuclear@2 388 num_verts++;
nuclear@2 389 }
nuclear@2 390 }
nuclear@2 391
nuclear@2 392 vert_arr[num_verts].x = x;
nuclear@2 393 vert_arr[num_verts].y = y;
nuclear@2 394 vert_arr[num_verts].z = z;
nuclear@2 395 vert_arr[num_verts].w = w;
nuclear@2 396
nuclear@2 397 if(cloc != -1) {
nuclear@2 398 col_arr[num_verts] = cur_color;
nuclear@2 399 }
nuclear@2 400 if(nloc != -1) {
nuclear@2 401 norm_arr[num_verts] = cur_normal;
nuclear@2 402 }
nuclear@2 403 if(tloc != -1) {
nuclear@2 404 texc_arr[num_verts] = cur_texcoord;
nuclear@2 405 }
nuclear@2 406 if(aloc != -1) {
nuclear@2 407 attr_arr[num_verts] = cur_attrib;
nuclear@2 408 }
nuclear@2 409
nuclear@2 410 vert_calls++;
nuclear@2 411 num_verts++;
nuclear@2 412
nuclear@2 413 if(prim == GL_QUADS) {
nuclear@2 414 /* leave space for 6 more worst-case and don't allow flushes mid-quad */
nuclear@2 415 buffer_full = num_verts >= MAX_VERTS - 6 && vert_calls % 4 == 0;
nuclear@2 416 } else {
nuclear@2 417 buffer_full = num_verts >= MAX_VERTS - prim;
nuclear@2 418 }
nuclear@2 419
nuclear@2 420 if(buffer_full) {
nuclear@2 421 gl_draw_immediate();
nuclear@3 422 gl_begin(prim); /* reset everything */
nuclear@2 423 }
nuclear@2 424 }
nuclear@2 425
nuclear@2 426
nuclear@2 427 void gl_normal3f(float x, float y, float z)
nuclear@2 428 {
nuclear@2 429 cur_normal.x = x;
nuclear@2 430 cur_normal.y = y;
nuclear@2 431 cur_normal.z = z;
nuclear@2 432 }
nuclear@2 433
nuclear@2 434
nuclear@2 435 void gl_color3f(float r, float g, float b)
nuclear@2 436 {
nuclear@2 437 cur_color.x = r;
nuclear@2 438 cur_color.y = g;
nuclear@2 439 cur_color.z = b;
nuclear@2 440 cur_color.w = 1.0f;
nuclear@2 441 }
nuclear@2 442
nuclear@2 443 void gl_color4f(float r, float g, float b, float a)
nuclear@2 444 {
nuclear@2 445 cur_color.x = r;
nuclear@2 446 cur_color.y = g;
nuclear@2 447 cur_color.z = b;
nuclear@2 448 cur_color.w = a;
nuclear@2 449 }
nuclear@2 450
nuclear@2 451
nuclear@2 452 void gl_texcoord1f(float s)
nuclear@2 453 {
nuclear@2 454 cur_texcoord.x = s;
nuclear@2 455 cur_texcoord.y = 0.0f;
nuclear@2 456 }
nuclear@2 457
nuclear@2 458 void gl_texcoord2f(float s, float t)
nuclear@2 459 {
nuclear@2 460 cur_texcoord.x = s;
nuclear@2 461 cur_texcoord.y = t;
nuclear@2 462 }
nuclear@2 463
nuclear@2 464 void gl_vertex_attrib2f(int loc, float x, float y)
nuclear@2 465 {
nuclear@2 466 aloc = loc;
nuclear@2 467 cur_attrib.x = x;
nuclear@2 468 cur_attrib.y = y;
nuclear@2 469 cur_attrib.z = 0.0f;
nuclear@2 470 cur_attrib.w = 1.0f;
nuclear@2 471 }
nuclear@2 472
nuclear@2 473 void gl_vertex_attrib3f(int loc, float x, float y, float z)
nuclear@2 474 {
nuclear@2 475 aloc = loc;
nuclear@2 476 cur_attrib.x = x;
nuclear@2 477 cur_attrib.y = y;
nuclear@2 478 cur_attrib.z = z;
nuclear@2 479 cur_attrib.w = 1.0f;
nuclear@2 480 }
nuclear@2 481
nuclear@2 482 void gl_vertex_attrib4f(int loc, float x, float y, float z, float w)
nuclear@2 483 {
nuclear@2 484 aloc = loc;
nuclear@2 485 cur_attrib.x = x;
nuclear@2 486 cur_attrib.y = y;
nuclear@2 487 cur_attrib.z = z;
nuclear@2 488 cur_attrib.w = w;
nuclear@2 489 }