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// |
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// Lol Engine |
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// |
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// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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// This program is free software; you can redistribute it and/or |
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// modify it under the terms of the Do What The Fuck You Want To |
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// Public License, Version 2, as published by Sam Hocevar. See |
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// http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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// |
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#if defined HAVE_CONFIG_H |
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# include "config.h" |
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#endif |
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#include <cmath> |
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#include "core.h" |
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#include "lolgl.h" |
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using namespace std; |
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namespace lol |
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{ |
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/* |
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* Gradient implementation class |
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*/ |
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class GradientData |
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{ |
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friend class Gradient; |
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private: |
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Shader *shader; |
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GLuint bufs[2]; |
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#if defined HAVE_GL_2X |
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GLuint vaos[1]; |
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#endif |
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}; |
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/* |
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* Public Gradient class |
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*/ |
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Gradient::Gradient(vec3 aa, vec3 bb) |
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: data(new GradientData()) |
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{ |
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/* FIXME: this should not be hardcoded */ |
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position = aa; |
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bbox[0] = aa; |
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bbox[1] = bb; |
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data->shader = NULL; |
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} |
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void Gradient::TickGame(float deltams) |
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{ |
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Entity::TickGame(deltams); |
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} |
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void Gradient::TickDraw(float deltams) |
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{ |
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Entity::TickDraw(deltams); |
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if (!data->shader) |
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{ |
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#if !defined __CELLOS_LV2__ |
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data->shader = Shader::Create( |
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"#version 130\n" |
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"\n" |
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#if defined HAVE_GLES_2X |
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"attribute vec3 in_Vertex;\n" |
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"attribute vec4 in_Color;\n" |
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"varying vec4 pass_Color;\n" |
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#else |
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"in vec3 in_Vertex;\n" |
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"in vec4 in_Color;\n" |
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"out vec4 pass_Color;\n" |
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#endif |
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"uniform mat4 proj_matrix;\n" |
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"uniform mat4 view_matrix;\n" |
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"uniform mat4 model_matrix;\n" |
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"\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = proj_matrix * view_matrix * model_matrix" |
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" * vec4(in_Vertex, 1.0);\n" |
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//"gl_Position = vec4(in_Vertex, 1.0);\n" |
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#if defined HAVE_GLES_2X |
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" pass_Color = in_Color;\n" |
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//" pass_Color = vec4(in_Color, 1.0);\n" |
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#else |
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" pass_Color = in_Color;\n" |
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//" pass_Color = vec4(in_Color, 1.0);\n" |
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#endif |
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"}\n", |
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"#version 130\n" |
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"\n" |
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"in vec4 pass_Color;\n" |
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"\n" |
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"mat4 bayer = mat4( 0.0, 12.0, 3.0, 15.0," |
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" 8.0, 4.0, 11.0, 7.0," |
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" 2.0, 14.0, 1.0, 13.0," |
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" 10.0, 6.0, 9.0, 5.0);\n" |
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"" |
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"mat4 cluster = mat4(12.0, 5.0, 6.0, 13.0," |
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" 4.0, 0.0, 1.0, 7.0," |
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" 11.0, 3.0, 2.0, 8.0," |
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" 15.0, 10.0, 9.0, 14.0);\n" |
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"\n" |
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"void main()\n" |
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"{\n" |
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" vec4 col = pass_Color;\n" |
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" float t = cluster[int(mod(gl_FragCoord.x, 4.0))]" |
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" [int(mod(gl_FragCoord.y, 4.0))];\n" |
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" t = (t + 0.5) / 17.0;\n" |
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" col.x = col.x > t ? 1.0 : 0.0;\n" |
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" col.y = col.y > t ? 1.0 : 0.0;\n" |
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" col.z = col.z > t ? 1.0 : 0.0;\n" |
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" gl_FragColor = col;\n" |
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"}\n"); |
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#else |
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data->shader = Shader::Create( |
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"void main(float4 in_Vertex : POSITION," |
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" float2 in_TexCoord : TEXCOORD0," |
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" uniform float4x4 proj_matrix," |
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" uniform float4x4 view_matrix," |
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" uniform float4x4 model_matrix," |
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" out float2 out_TexCoord : TEXCOORD0," |
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" out float4 out_Position : POSITION)" |
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"{" |
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" out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Vertex)));" |
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" out_TexCoord = in_TexCoord;" |
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"}", |
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"void main(float2 in_TexCoord : TEXCOORD0," |
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" float4 in_FragCoord : WPOS," |
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" uniform sampler2D tex," |
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" out float4 out_FragColor : COLOR)" |
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"{" |
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" float4 col = tex2D(tex, in_TexCoord);" |
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#if 0 |
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" float t1, t2, t3;\n" |
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" col.x = col.x > t1 ? 1.0 : 0.0;\n" |
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" col.y = col.y > t2 ? 1.0 : 0.0;\n" |
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" col.z = col.z > t3 ? 1.0 : 0.0;\n" |
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#endif |
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" out_FragColor = col;" |
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"}"); |
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#endif |
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glGenBuffers(2, data->bufs); |
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#if defined HAVE_GL_2X |
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glGenVertexArrays(1, data->vaos); |
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#endif |
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} |
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mat4 model_matrix = mat4(1.0f); |
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GLuint uni_mat, attr_pos, attr_col; |
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#if !defined __CELLOS_LV2__ |
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attr_pos = data->shader->GetAttribLocation("in_Vertex"); |
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attr_col = data->shader->GetAttribLocation("in_Color"); |
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#endif |
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data->shader->Bind(); |
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uni_mat = data->shader->GetUniformLocation("proj_matrix"); |
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data->shader->SetUniform(uni_mat, Video::GetProjMatrix()); |
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uni_mat = data->shader->GetUniformLocation("view_matrix"); |
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data->shader->SetUniform(uni_mat, Video::GetViewMatrix()); |
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uni_mat = data->shader->GetUniformLocation("model_matrix"); |
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data->shader->SetUniform(uni_mat, model_matrix); |
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// glEnable(GL_TEXTURE_2D); |
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// glEnable(GL_DEPTH_TEST); |
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// glDepthFunc(GL_LEQUAL); |
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#if defined HAVE_GL_2X |
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// glEnable(GL_ALPHA_TEST); |
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// glAlphaFunc(GL_GEQUAL, 0.01f); |
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#endif |
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// glEnable(GL_BLEND); |
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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/* Create a vertex array object */ |
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float const vertex[] = { 0.0f, 0.0f, 0.0f, |
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640.0f, 0.0f, 0.0f, |
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0.0f, 480.0f, 0.0f, |
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0.0f, 480.0f, 0.0f, |
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640.0f, 480.0f, 0.0f, |
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640.0f, 0.0f, 0.0f, }; |
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float const color[] = { 0.73f, 0.85f, 0.85f, 1.0f, |
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0.73f, 0.85f, 0.85f, 1.0f, |
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0.0f, 0.0f, 1.0f, 1.0f, |
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0.0f, 0.0f, 1.0f, 1.0f, |
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0.0f, 0.0f, 1.0f, 1.0f, |
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0.73f, 0.85f, 0.85f, 1.0f, }; |
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data->shader->Bind(); |
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/* Bind vertex, color and texture coordinate buffers */ |
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#if defined HAVE_GL_2X |
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glBindVertexArray(data->vaos[0]); |
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#endif |
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#if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. |
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glEnableVertexAttribArray(attr_pos); |
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glEnableVertexAttribArray(attr_col); |
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glBindBuffer(GL_ARRAY_BUFFER, data->bufs[0]); |
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glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), |
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vertex, GL_DYNAMIC_DRAW); |
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glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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glBindBuffer(GL_ARRAY_BUFFER, data->bufs[1]); |
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glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), |
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color, GL_DYNAMIC_DRAW); |
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glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); |
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#else |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glVertexPointer(3, GL_FLOAT, 0, vertex); |
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glTexCoordPointer(4, GL_FLOAT, 0, color); |
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#endif |
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/* Draw arrays */ |
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glDrawArrays(GL_TRIANGLES, 0, 6); |
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#if defined HAVE_GL_2X |
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glBindVertexArray(0); |
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#endif |
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#if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. |
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glDisableVertexAttribArray(attr_pos); |
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glDisableVertexAttribArray(attr_col); |
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#else |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glDisableClientState(GL_COLOR_ARRAY); |
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#endif |
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// END |
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} |
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Gradient::~Gradient() |
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{ |
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/* FIXME: destroy shader */ |
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delete data; |
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} |
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} /* namespace lol */ |
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