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@@ -27,91 +27,23 @@ using namespace std; |
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namespace lol |
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namespace lol |
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{ |
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{ |
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class VideoData |
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{ |
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friend class Video; |
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private: |
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static mat4 proj_matrix, view_matrix; |
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#if defined ANDROID_NDK |
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#if defined ANDROID_NDK |
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vec2i saved_viewport; |
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static vec2i saved_viewport; |
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#endif |
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#endif |
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}; |
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Shader *stdshader; |
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mat4 proj_matrix, view_matrix, model_matrix; |
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#define OLD |
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mat4 VideoData::proj_matrix; |
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mat4 VideoData::view_matrix; |
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static char const *vertexshader = |
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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_Position;\n" |
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"attribute vec2 in_TexCoord;\n" |
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"varying vec2 pass_TexCoord;\n" |
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#else |
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"in vec3 in_Position;\n" |
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"in vec2 in_TexCoord;\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_Position, 1.0);\n" |
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#if defined HAVE_GLES_2X |
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" pass_TexCoord = in_TexCoord;\n" |
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#else |
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" gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" |
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#endif |
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"}\n"; |
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static char const *fragmentshader = |
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"#version 130\n" |
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"\n" |
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"uniform sampler2D in_Texture;\n" |
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#if defined HAVE_GLES_2X |
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"varying vec2 pass_TexCoord;\n" |
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#endif |
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"\n" |
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"void main()\n" |
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"{\n" |
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#if defined HAVE_GLES_2X |
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" vec4 col = texture2D(in_Texture, pass_TexCoord);\n" |
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//" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" |
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//" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" |
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#else |
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" vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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#endif |
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#if 0 |
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" float mul = 2.0;\n" |
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#if 0 |
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" vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n" |
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" float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n" |
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" float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" |
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" float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" |
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" float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" |
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" float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" |
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" float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" |
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" float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" |
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" float t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" |
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" float t2 = t1;\n" |
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" float t3 = t1;\n" |
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#else |
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" float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n" |
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" + cos(gl_FragCoord.y * 2.34567) * 789.012;\n" |
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" float t1 = mod(sin(rand) * 17.13043, 1.0);\n" |
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" float t2 = mod(sin(rand) * 27.13043, 1.0);\n" |
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" float t3 = mod(sin(rand) * 37.13043, 1.0);\n" |
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#endif |
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" float fracx = fract(col.x * mul);\n" |
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" float fracy = fract(col.y * mul);\n" |
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" float fracz = fract(col.z * mul);\n" |
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" fracx = fracx > t1 ? 1.0 : 0.0;\n" |
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" fracy = fracy > t2 ? 1.0 : 0.0;\n" |
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" fracz = fracz > t3 ? 1.0 : 0.0;\n" |
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" col.x = (floor(col.x * mul) + fracx) / mul;\n" |
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" col.y = (floor(col.y * mul) + fracy) / mul;\n" |
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" col.z = (floor(col.z * mul) + fracz) / mul;\n" |
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#if defined ANDROID_NDK |
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vec2i VideoData::saved_viewport = 0; |
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#endif |
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#endif |
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" gl_FragColor = col;\n" |
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"}\n"; |
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/* |
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/* |
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* Public Video class |
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* Public Video class |
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@@ -123,7 +55,7 @@ void Video::Setup(vec2i size) |
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glViewport(0, 0, size.x, size.y); |
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glViewport(0, 0, size.x, size.y); |
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#if defined ANDROID_NDK |
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#if defined ANDROID_NDK |
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saved_viewport = vec2i(size.x, size.y); |
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VideoData::saved_viewport = size; |
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#endif |
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#endif |
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glClearColor(0.1f, 0.2f, 0.3f, 0.0f); |
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glClearColor(0.1f, 0.2f, 0.3f, 0.0f); |
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@@ -133,16 +65,12 @@ void Video::Setup(vec2i size) |
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glShadeModel(GL_SMOOTH); |
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glShadeModel(GL_SMOOTH); |
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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#endif |
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#endif |
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stdshader = Shader::Create(vertexshader, fragmentshader); |
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} |
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} |
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void Video::SetFov(float theta) |
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void Video::SetFov(float theta) |
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{ |
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{ |
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#undef near /* Fuck Microsoft */ |
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#undef near /* Fuck Microsoft */ |
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#undef far /* Fuck Microsoft again */ |
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#undef far /* Fuck Microsoft again */ |
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mat4 proj; |
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vec2 size = GetSize(); |
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vec2 size = GetSize(); |
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float near = -size.x - size.y; |
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float near = -size.x - size.y; |
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float far = size.x + size.y; |
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float far = size.x + size.y; |
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@@ -155,7 +83,7 @@ void Video::SetFov(float theta) |
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if (theta < 1e-4f) |
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if (theta < 1e-4f) |
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{ |
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{ |
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/* The easy way: purely orthogonal projection. */ |
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/* The easy way: purely orthogonal projection. */ |
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proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); |
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VideoData::proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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@@ -175,21 +103,13 @@ void Video::SetFov(float theta) |
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near = 1.0f; |
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near = 1.0f; |
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} |
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} |
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proj_matrix = mat4::frustum(-near * t1, near * t1, |
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-near * t2, near * t2, near, far) |
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* mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); |
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mat4 proj = mat4::frustum(-near * t1, near * t1, |
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-near * t2, near * t2, near, far); |
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mat4 trans = mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); |
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VideoData::proj_matrix = proj * trans; |
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} |
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} |
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view_matrix = mat4(1.0f); |
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stdshader->Bind(); /* Required on GLES 2.x? */ |
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#if !defined __CELLOS_LV2__ // Use cgGetNamedParameter etc. |
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GLuint uni; |
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uni = stdshader->GetUniformLocation("proj_matrix"); |
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glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); |
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uni = stdshader->GetUniformLocation("view_matrix"); |
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glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); |
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#endif |
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VideoData::view_matrix = mat4(1.0f); |
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} |
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} |
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void Video::SetDepth(bool set) |
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void Video::SetDepth(bool set) |
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@@ -211,7 +131,7 @@ void Video::Clear() |
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void Video::Destroy() |
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void Video::Destroy() |
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{ |
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{ |
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Shader::Destroy(stdshader); |
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; |
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} |
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} |
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void Video::Capture(uint32_t *buffer) |
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void Video::Capture(uint32_t *buffer) |
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@@ -249,7 +169,7 @@ void Video::Capture(uint32_t *buffer) |
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vec2i Video::GetSize() |
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vec2i Video::GetSize() |
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{ |
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{ |
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#if defined ANDROID_NDK |
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#if defined ANDROID_NDK |
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return saved_viewport; |
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return VideoData::saved_viewport; |
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#elif defined __CELLOS_LV2__ |
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#elif defined __CELLOS_LV2__ |
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// FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions |
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// FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions |
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return vec2i(1920, 1080); |
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return vec2i(1920, 1080); |
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@@ -260,5 +180,15 @@ vec2i Video::GetSize() |
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#endif |
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#endif |
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} |
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} |
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mat4 const & Video::GetProjMatrix() |
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{ |
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return VideoData::proj_matrix; |
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} |
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mat4 const & Video::GetViewMatrix() |
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{ |
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return VideoData::view_matrix; |
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} |
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} /* namespace lol */ |
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} /* namespace lol */ |
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