Mercurial > hg > forks > gldragon
annotate dmglrender.cpp @ 88:8b34eab13549
Add -p -option for pausing at specific cycle frame.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Sun, 18 Oct 2020 14:15:07 +0300 |
parents | 69d7349dc5d3 |
children | 3863ad92f8d8 |
rev | line source |
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62
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Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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1 // |
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2 // GLDragon - OpenGL PLY model viewer / simple benchmark |
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3 // -- OpenGL rendering of DMSimpleScene |
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4 // Programmed and designed by Matti 'ccr' Hämäläinen <ccr@tnsp.org> |
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5 // (C) Copyright 2019 Tecnic Software productions (TNSP) |
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6 // |
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7 // See file "COPYING" for license information. |
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8 // |
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9 #include "dmglrender.h" |
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10 #include <GL/glu.h> |
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11 |
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12 |
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13 #ifdef GL_GLEXT_PROTOTYPES |
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14 #define DM_GLEXT_INIT(extproctype, extprocname) /* stub */ |
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15 #else |
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16 #define DM_GLEXT_INIT(extproctype, extprocname) extproctype extprocname = NULL; |
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17 #include "dmglexts.h" |
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18 #undef DM_GLEXT_INIT |
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19 |
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20 |
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21 static void dmGLCheckExtension(const std::string &name, bool &status) |
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22 { |
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23 if (!SDL_GL_ExtensionSupported(name.c_str())) |
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24 { |
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25 status = false; |
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26 dmMsg(" - '%s' NOT supported.\n", |
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27 name.c_str()); |
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28 } |
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29 } |
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30 |
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31 |
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32 static void * dmGLGetProcAddr(const std::string &name) |
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33 { |
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34 void *ptr = SDL_GL_GetProcAddress(name.c_str()); |
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35 |
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36 if (ptr == NULL) |
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37 dmMsg(" - '%s' NOT supported.\n"); |
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38 |
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39 return ptr; |
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40 } |
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41 |
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42 |
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43 static void * dmGLExtInit(const std::string &name, bool &status) |
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44 { |
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45 void *ptr; |
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46 bool ok = |
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47 (ptr = dmGLGetProcAddr(name)) != NULL || |
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48 (ptr = dmGLGetProcAddr(name + "EXT")) != NULL || |
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49 (ptr = dmGLGetProcAddr(name + "ARB")) != NULL; |
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50 |
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51 if (!ok) |
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52 status = false; |
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53 |
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54 return ptr; |
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55 } |
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56 #endif |
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57 |
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58 |
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59 static bool dmCompileShader(const GLenum stype, const std::string &src, GLuint &shader) |
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60 { |
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61 GLint status; |
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62 const char *tmp = src.c_str(); |
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63 |
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64 shader = glCreateShader(stype); |
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65 glShaderSource(shader, 1, &tmp, 0); |
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66 glCompileShader(shader); |
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67 |
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68 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
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69 if (status == GL_TRUE) |
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70 return true; |
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71 else |
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72 { |
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73 GLint bufLen = 0; |
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74 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufLen); |
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75 |
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76 if (bufLen > 0) |
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77 { |
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78 char *buf = new char[bufLen]; |
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79 glGetShaderInfoLog(shader, bufLen, NULL, buf); |
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80 dmError("Shader compilation error:\n%s\n", |
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81 buf); |
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82 delete[] buf; |
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83 } |
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84 else |
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85 { |
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86 dmError("Shader compilation error occured, but no error information got.\n"); |
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87 } |
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88 return false; |
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89 } |
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90 } |
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91 |
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92 |
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93 bool DMGLSimpleRenderer::checkErrors(void) |
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94 { |
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95 bool ok = true; |
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96 GLenum err; |
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97 while ((err = glGetError()) != GL_NO_ERROR) |
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98 { |
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99 dmError("OpenGL error code: 0x%x (%d)\n", err); |
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100 ok = false; |
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101 } |
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102 return ok; |
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103 } |
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104 |
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105 |
63
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106 bool DMGLSimpleRenderer::initRenderer1(const char *title, |
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107 const int width, const int height, |
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108 const int sdlWindowHPos, const int sdlWindowVPos, |
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109 const int sdlFlags) |
62
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110 { |
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111 // Set GL attributes |
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112 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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113 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); |
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114 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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115 |
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116 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); |
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117 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); |
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118 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); |
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119 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); |
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120 |
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121 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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122 //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); |
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123 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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124 |
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125 // Attempt to create a window |
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126 if (!DMSimpleRenderer::initRenderer1( |
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127 title, |
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128 width, height, |
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129 sdlWindowHPos, sdlWindowVPos, |
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130 sdlFlags | SDL_WINDOW_OPENGL)) |
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131 return false; |
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132 |
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133 // Create OpenGL context |
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134 if ((sdlGLContext = SDL_GL_CreateContext(sdlWindow)) == NULL) |
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135 { |
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136 dmError("Unable to create SDL OpenGL context: %s\n", |
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137 SDL_GetError()); |
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138 return false; |
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139 } |
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140 |
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141 // If shaders are disabled, do not initialize OpenGL extensions |
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142 if (!useShaders) |
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143 return true; |
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144 |
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145 bool status = true; |
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146 dmMsg("Checking for required OpenGL extensions ..\n"); |
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147 |
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148 #ifndef GL_GLEXT_PROTOTYPES |
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149 dmGLCheckExtension("GL_ARB_shader_objects", status); |
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150 dmGLCheckExtension("GL_ARB_shading_language_100", status); |
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151 dmGLCheckExtension("GL_ARB_vertex_shader", status); |
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152 dmGLCheckExtension("GL_ARB_fragment_shader", status); |
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153 if (!status) |
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154 { |
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155 dmError("One or more of the required OpenGL extensions not supported.\n"); |
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156 return false; |
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157 } |
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158 |
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159 #define DM_GLEXT_INIT(extproctype, extprocname) \ |
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160 extprocname = (extproctype) dmGLExtInit(#extprocname, status); |
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161 #include "dmglexts.h" |
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162 #endif |
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163 |
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164 return status; |
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165 } |
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166 |
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167 |
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168 bool DMGLSimpleRenderer::initRenderer2(void) |
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169 { |
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170 // Dump some information |
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171 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR)); |
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172 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER)); |
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173 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION)); |
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174 |
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175 if (!checkErrors()) |
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176 return false; |
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177 |
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178 // Setup the window and view port |
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179 glViewport(0, 0, windowWidth, windowHeight); |
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180 |
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181 glMatrixMode(GL_PROJECTION); |
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182 glLoadIdentity(); |
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183 |
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184 gluPerspective(45.0f, GLfloat(windowWidth) / GLfloat(windowHeight), 0.1f, 1000.0f); |
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185 |
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186 glMatrixMode(GL_MODELVIEW); |
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187 glLoadIdentity(); |
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188 |
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189 // Enable back face culling |
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190 glEnable(GL_CULL_FACE); |
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191 |
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192 // Enable smooth shading |
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193 glShadeModel(GL_SMOOTH); |
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194 |
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195 // Enable the depth buffer |
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196 glEnable(GL_DEPTH_TEST); |
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197 |
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198 // Enable normal rescaling |
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199 glEnable(GL_RESCALE_NORMAL); |
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200 |
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201 glEnable(GL_COLOR_MATERIAL); |
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202 |
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203 // Setup depth buffer |
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204 glClearDepth(1.0f); |
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205 |
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206 // Set the depth buffer function |
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207 glDepthFunc(GL_LEQUAL); |
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208 |
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209 // Enable vertex and and normal arrays |
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210 glEnableClientState(GL_VERTEX_ARRAY); |
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211 glEnableClientState(GL_NORMAL_ARRAY); |
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212 |
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213 // Set correct perspective correction |
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214 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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215 |
83
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216 |
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217 // Create texture bitmap |
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218 #define TWIDTH 8 |
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219 #define THEIGHT 8 |
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220 char texSrc[TWIDTH * THEIGHT + 1] = |
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221 "..%##%.." |
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222 ".%####%." |
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223 "%#*..*#%" |
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224 "##....##" |
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225 "########" |
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226 "##....##" |
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227 "##....##" |
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228 "##....##"; |
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229 |
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230 for (int yc = 0; yc < THEIGHT; yc++) |
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231 { |
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232 Uint8 *dp = ((Uint8 *) texSrc) + yc * TWIDTH; |
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233 for (int xc = 0; xc < TWIDTH; xc++) |
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234 { |
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235 Uint8 col = dp[xc]; |
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236 switch (col) |
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237 { |
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238 case '.': col = 0; break; |
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239 case '#': col = 255; break; |
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240 case '*': col = 128; break; |
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241 default: col = 192; break; |
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242 } |
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243 dp[xc] = col; |
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244 } |
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245 } |
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246 |
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247 // Upload to GPU texture |
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248 glGenTextures(1, &tex); |
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249 glBindTexture(GL_TEXTURE_2D, tex); |
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250 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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251 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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252 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, TWIDTH, THEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texSrc); |
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253 glBindTexture(GL_TEXTURE_2D, 0); |
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254 |
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255 return checkErrors(); |
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256 } |
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257 |
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258 |
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259 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model) |
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260 { |
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261 if (useShaders) |
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262 { |
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263 GLuint id_fs, id_vs; |
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264 |
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265 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, id_fs) || |
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266 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, id_vs)) |
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267 return false; |
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268 |
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269 model.id_prog = glCreateProgram(); |
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270 glAttachShader(model.id_prog, id_fs); |
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271 glAttachShader(model.id_prog, id_vs); |
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272 glLinkProgram(model.id_prog); |
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273 glDeleteShader(id_fs); |
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274 glDeleteShader(id_vs); |
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275 } |
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276 return true; |
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277 } |
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278 |
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279 |
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280 void DMGLSimpleRenderer::shutdownRenderer(void) |
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281 { |
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282 if (sdlGLContext != NULL) |
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283 SDL_GL_DeleteContext(sdlGLContext); |
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284 |
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285 DMSimpleRenderer::shutdownRenderer(); |
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286 } |
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287 |
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288 |
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289 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time) |
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290 { |
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291 int maxIndices; |
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292 |
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293 if (useShaders) |
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294 { |
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295 // Enable shader program |
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296 glUseProgram(model.id_prog); |
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297 glUniform1i(glGetUniformLocation(model.id_prog, "nlights"), scene.lights.size()); |
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298 glUniform1f(glGetUniformLocation(model.id_prog, "ftime"), time); |
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299 } |
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300 |
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301 // Set the material of the model |
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302 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); |
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303 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess); |
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304 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values); |
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305 glColor4fv(model.material.diffuse.values); |
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306 |
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307 // Render the model |
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308 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices); |
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309 |
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310 // Add transforms |
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311 if (model.scaleSet) |
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312 glScalef(model.scale.x, model.scale.y, model.scale.z); |
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313 |
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314 if (model.translateSet) |
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315 glTranslatef(model.translate.x, model.translate.y, model.translate.z); |
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316 |
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317 if (model.rotateSet) |
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318 { |
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319 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f); |
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320 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f); |
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321 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f); |
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322 } |
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323 |
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324 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]); |
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325 glNormalPointer( GL_FLOAT, 0, &model.normals[0]); |
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326 |
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327 for (int n = 0; n < model.nfaces; n += maxIndices) |
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328 { |
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329 const int count = std::min(maxIndices, model.nfaces - n); |
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330 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]); |
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331 } |
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332 |
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333 // Restore |
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334 if (useShaders) |
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335 { |
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336 glUseProgram(0); |
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337 } |
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338 } |
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339 |
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340 |
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341 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time) |
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342 { |
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343 glClear(GL_DEPTH_BUFFER_BIT); |
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344 |
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345 glMatrixMode(GL_PROJECTION); |
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346 glPushMatrix(); |
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347 glLoadIdentity(); |
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348 |
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349 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1); |
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350 |
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351 glMatrixMode(GL_MODELVIEW); |
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352 glPushMatrix(); |
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353 glLoadIdentity(); |
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354 |
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355 // Draw the background gradient |
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356 glDisable(GL_DEPTH_TEST); |
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357 glDisable(GL_LIGHTING); |
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358 glBegin(GL_QUADS); |
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359 { |
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360 glColor3ub(0x3B, 0x3B, 0x75); |
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361 glVertex2f(0.0f, 0.0f); |
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362 glVertex2f(1.0f, 0.0f); |
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363 |
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364 glColor3ub(0x00, 0x00, 0x00); |
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365 glVertex2f(1.0f, 1.0f); |
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366 glVertex2f(0.0f, 1.0f); |
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367 } |
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368 glEnd(); |
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369 |
83
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370 // Draw texture |
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371 glColor3ub(0xff, 0xff, 0xff); |
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372 glEnable(GL_TEXTURE_2D); |
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373 glBindTexture(GL_TEXTURE_2D, tex); |
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374 glBegin(GL_QUADS); |
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375 float s = 0.50f; |
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376 glTexCoord2i(-1, 0); glVertex2f(0, 0); |
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377 glTexCoord2i( 0, 0); glVertex2f(s * 0.6f, 0); |
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378 glTexCoord2i( 0, -1); glVertex2f(s * 0.6f, s); |
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379 glTexCoord2i(-1, -1); glVertex2f(0, s); |
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380 glEnd(); |
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381 glBindTexture(GL_TEXTURE_2D, 0); |
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382 glDisable(GL_TEXTURE_2D); |
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383 |
62
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384 // Restore the 3D projection |
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385 glMatrixMode(GL_PROJECTION); |
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386 glPopMatrix(); |
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387 |
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388 glMatrixMode(GL_MODELVIEW); |
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389 glPopMatrix(); |
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390 |
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391 glEnable(GL_DEPTH_TEST); |
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392 glEnable(GL_LIGHTING); |
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393 |
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394 // Draw models |
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395 for (const DMModel &model : scene.models) |
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396 { |
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397 glPushMatrix(); |
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398 drawModel(scene, model, time); |
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399 glPopMatrix(); |
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400 } |
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401 } |
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402 |
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403 |
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404 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light) |
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405 { |
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406 glEnable(GL_LIGHT0 + n); |
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407 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values); |
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408 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values); |
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409 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values); |
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410 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values); |
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411 return true; |
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412 } |
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413 |
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414 |
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415 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera) |
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416 { |
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417 (void) camera; |
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418 |
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419 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0); |
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420 return true; |
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421 } |
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422 |
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423 |
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424 bool DMGLSimpleRenderer::animate(DMSimpleScene &scene, const float time) |
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425 { |
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426 (void) scene; |
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427 (void) time; |
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428 |
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429 glRotatef(2.0f, 0, 1, 0); |
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430 return true; |
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431 } |