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