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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <cmath>
- #include <cstdio>
-
- #include "core.h"
- #include "lolgl.h"
- #include "loldebug.h"
-
- using namespace std;
-
- namespace lol
- {
-
- /*
- * DebugQuad implementation class
- */
-
- static int const NUM_ARRAYS = 2;
- static int const NUM_BUFFERS = 6;
- static int const NUM_ATTRS = 6;
- static int const NUM_SHADERS = 6;
- static int const NUM_TEXTURES = 1;
-
- static int const TEX_SIZE = 32;
-
- class DebugQuadData
- {
- friend class DebugQuad;
-
- private:
- vec2 orig, step, aa, bb;
-
- int initialised;
- float time;
- #if !defined __CELLOS_LV2__
- GLuint array[NUM_ARRAYS];
- #endif
- GLuint buffer[NUM_BUFFERS];
- Shader *shader[NUM_SHADERS];
- GLuint attr[NUM_ATTRS];
- GLuint texture[NUM_TEXTURES];
- uint8_t image[1][TEX_SIZE * TEX_SIZE * 4];
- };
-
- /*
- * Public DebugQuad class
- */
-
- DebugQuad::DebugQuad()
- : data(new DebugQuadData())
- {
- data->initialised = 0;
- data->time = RandF(10000.0f);
-
- drawgroup = DRAWGROUP_HUD;
- }
-
- void DebugQuad::TickGame(float deltams)
- {
- Entity::TickGame(deltams);
-
- data->time += deltams;
- }
-
- void DebugQuad::TickDraw(float deltams)
- {
- Entity::TickDraw(deltams);
-
- if (!data->initialised && !IsDestroying())
- {
- #if !defined __CELLOS_LV2__
- glGenVertexArrays(NUM_ARRAYS, data->array);
- #endif
- glGenBuffers(NUM_BUFFERS, data->buffer);
- glGenTextures(NUM_TEXTURES, data->texture);
- for (int i = 0; i < NUM_SHADERS; i++)
- data->shader[i] = NULL;
-
- /* Checkerboard texture */
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
- for (int j = 0; j < TEX_SIZE; j++)
- for (int i = 0; i < TEX_SIZE; i++)
- {
- uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff;
- data->image[0][(j * TEX_SIZE + i) * 4 + 0] = wb;
- data->image[0][(j * TEX_SIZE + i) * 4 + 1] = wb;
- data->image[0][(j * TEX_SIZE + i) * 4 + 2] = wb;
- data->image[0][(j * TEX_SIZE + i) * 4 + 3] = 0xff;
- }
- /* Use GL_RGBA instead of 4 for the internal format (Android) */
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- data->initialised = 1;
- }
- else if (data->initialised && IsDestroying())
- {
- #if !defined __CELLOS_LV2__
- glDeleteVertexArrays(NUM_ARRAYS, data->array);
- #endif
- glDeleteBuffers(NUM_BUFFERS, data->buffer);
- glDeleteTextures(NUM_TEXTURES, data->texture);
-
- for (int i = 0; i < NUM_SHADERS; i++)
- if (data->shader[i])
- Shader::Destroy(data->shader[i]);
-
- data->initialised = 0;
- }
-
- /* Prepare our quad coordinates */
- vec2i const layout(4, 3);
- data->step = vec2(2.0f, -2.0f) / (3 * layout + vec2i(1));
- data->orig = vec2(-1.0f, 1.0f) + data->step;
- data->aa = data->orig;
- data->bb = data->orig + 2.0f * data->step;
-
- /* Generate a few random numbers */
- float f1 = 0.5f + 0.5f * sinf(0.00034f * data->time);
- float f2 = 0.5f + 0.5f * sinf(0.00053f * data->time + 1.0f);
- float f3 = 0.5f + 0.5f * sinf(0.00072f * data->time + 4.0f);
- float f4 = 0.5f + 0.5f * sinf(0.00091f * data->time + 8.0f);
-
- GLfloat const colors[] = { f1, f2, f3, f4, f2, f1, f3, f1, f4,
- f3, f1, f4, f4, f3, f2, f1, f2, f3 };
- GLfloat const texcoords[] = { f1, f3, f3, f2, f2, f4,
- f2, f4, f4, f1, f1, f3 };
-
- ResetState();
-
- #if defined HAVE_GLBEGIN || defined USE_GLEW
- /*
- * Test #1: simple glBegin code
- *
- * Renders an orange square.
- */
- glColor3f(0.8f, 0.5f, 0.2f);
- glBegin(GL_TRIANGLES);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
-
- Advance();
- ResetState();
-
- /*
- * Test #2: glBegin + per-vertex coloring
- *
- * Renders a multicolored square with varying colors.
- */
-
- glBegin(GL_TRIANGLES);
- glColor3f(f1, f2, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glColor3f(f4, f2, f1);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glColor3f(f3, f1, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glColor3f(f4, f3, f2);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glColor3f(f1, f2, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
-
- Advance();
- ResetState();
-
- /*
- * Test #3: glBegin + texture
- *
- * Renders an animated black-and-white distorted checkerboard.
- */
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
- glColor3f(1.0f, 1.0f, 1.0f);
- glBegin(GL_TRIANGLES);
- glTexCoord2f(f1, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glTexCoord2f(f3, f2);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glTexCoord2f(f2, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glTexCoord2f(f2, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glTexCoord2f(f4, f1);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glTexCoord2f(f1, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
- glDisable(GL_TEXTURE_2D);
-
- Advance();
- ResetState();
-
- /*
- * Test #4: glBegin + color in fragment shader
- *
- * Renders a static, coloured and tiled pattern.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[0])
- data->shader[0] = Shader::Create(
- "#version 110\n"
- "void main()"
- "{"
- " gl_Position = gl_Vertex;"
- "}",
-
- "#version 110\n"
- "void main()"
- "{"
- " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);"
- " float dy = mod(gl_FragCoord.x * 0.125, 1.0);"
- " float dz = mod(gl_FragCoord.y * 0.125, 1.0);"
- " gl_FragColor = vec4(dx, dy, dz, 1.0);"
- "}");
- data->shader[0]->Bind();
- glColor3f(0.0f, 1.0f, 1.0f);
- glBegin(GL_TRIANGLES);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
-
- /*
- * Test #5: glBegin + pass vertex coord from vertex shader to fragment
- * shader for use as color information.
- *
- * Renders a multicolored square with varying colors.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[1])
- data->shader[1] = Shader::Create(
- "#version 110\n"
- "varying vec4 pass_Color;"
- "void main()"
- "{"
- " float r = gl_MultiTexCoord0.x;"
- " float g = gl_MultiTexCoord0.y;"
- " float b = gl_MultiTexCoord0.z;"
- " pass_Color = vec4(r, g, b, 1.0);"
- " gl_Position = gl_Vertex;"
- "}",
-
- "#version 110\n"
- "varying vec4 pass_Color;"
- "void main()"
- "{"
- " gl_FragColor = pass_Color;"
- "}");
- data->shader[1]->Bind();
- glColor3f(0.0f, 1.0f, 1.0f);
- glBegin(GL_TRIANGLES);
- glTexCoord3f(f1, f2, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glTexCoord3f(f4, f2, f1);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glTexCoord3f(f3, f1, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glTexCoord3f(f4, f3, f2);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glTexCoord3f(f1, f2, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
-
- /*
- * Test #6: glBegin + apply texture in fragment shader
- *
- * Renders an animated black-and-white distorted checkerboard with a
- * zoom ratio twice the one in test #3.
- *
- * Note: there is no need to glEnable(GL_TEXTURE_2D) when the
- * texture lookup is done in a shader.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[2])
- data->shader[2] = Shader::Create(
- "#version 110\n"
- "void main()"
- "{"
- " gl_TexCoord[0] = gl_MultiTexCoord0;"
- " gl_Position = gl_Vertex;"
- "}",
-
- "#version 110\n"
- "uniform sampler2D tex;"
- "void main()"
- "{"
- " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
- "}");
- data->shader[2]->Bind();
- glColor3f(0.0f, 1.0f, 1.0f);
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
- glBegin(GL_TRIANGLES);
- glTexCoord2f(f1, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glTexCoord2f(f3, f2);
- glVertex3f(data->bb.x, data->bb.y, 0.0f);
- glTexCoord2f(f2, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
-
- glTexCoord2f(f2, f4);
- glVertex3f(data->bb.x, data->aa.y, 0.0f);
- glTexCoord2f(f4, f1);
- glVertex3f(data->aa.x, data->aa.y, 0.0f);
- glTexCoord2f(f1, f3);
- glVertex3f(data->aa.x, data->bb.y, 0.0f);
- glEnd();
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
- #endif
-
- /*
- * Test #7: vertex buffer + per-vertex coloring
- *
- * Renders a multicolored square with varying colors.
- */
- GLfloat const vertices1[] = { data->aa.x, data->bb.y, 0.0f,
- data->bb.x, data->bb.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->aa.x, data->aa.y, 0.0f,
- data->aa.x, data->bb.y, 0.0f };
-
- glEnableClientState(GL_COLOR_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glColorPointer(3, GL_FLOAT, 0, colors);
- glVertexPointer(3, GL_FLOAT, 0, vertices1);
- glDrawArrays(GL_TRIANGLES, 0, 6);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
-
- Advance();
- ResetState();
-
- /*
- * Test #8: vertex buffer + per-vertex coloring + texture
- *
- * Renders a multicolored square with varying colors multiplied with an
- * animated distorted checkerboard.
- */
- GLfloat const vertices2[] = { data->aa.x, data->bb.y, 0.0f,
- data->bb.x, data->bb.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->aa.x, data->aa.y, 0.0f,
- data->aa.x, data->bb.y, 0.0f };
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- glColorPointer(3, GL_FLOAT, 0, colors);
- glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
- glVertexPointer(3, GL_FLOAT, 0, vertices2);
- glDrawArrays(GL_TRIANGLES, 0, 6);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisable(GL_TEXTURE_2D);
-
- Advance();
- ResetState();
-
- /*
- * Test #9: vertex buffer + texture & color in 1.10 fragment shader
- *
- * Renders a multicolored square with varying colors xored with an
- * animated distorted checkerboard.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[3])
- data->shader[3] = Shader::Create(
- "#version 110\n"
- "varying vec4 pass_Color;"
- "void main()"
- "{"
- " gl_TexCoord[0] = gl_MultiTexCoord0;"
- " pass_Color = gl_Color;"
- " gl_Position = gl_Vertex;"
- "}",
-
- "#version 110\n"
- "varying vec4 pass_Color;"
- "uniform sampler2D tex;"
- "void main()"
- "{"
- " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
- " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
- "}");
-
- data->shader[3]->Bind();
- GLfloat const vertices3[] = { data->aa.x, data->bb.y, 0.0f,
- data->bb.x, data->bb.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->aa.x, data->aa.y, 0.0f,
- data->aa.x, data->bb.y, 0.0f };
-
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glVertexPointer(3, GL_FLOAT, 0, vertices3);
- glColorPointer(3, GL_FLOAT, 0, colors);
- glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
- glDrawArrays(GL_TRIANGLES, 0, 6);
-
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
-
- /*
- * Test #10: vertex buffer + texture & color in 1.20 fragment shader
- *
- * Renders a multicolored square with varying colors xored with an
- * animated distorted checkerboard.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[4])
- {
- data->shader[4] = Shader::Create(
- "#version 120\n"
- "attribute vec3 in_Vertex;"
- "attribute vec3 in_Color;"
- "attribute vec2 in_MultiTexCoord0;"
- "varying vec4 pass_Color;"
- "void main()"
- "{"
- " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);"
- " pass_Color = vec4(in_Color, 1.0);"
- " gl_Position = vec4(in_Vertex, 1.0);"
- "}",
-
- "#version 120\n"
- "varying vec4 pass_Color;"
- "uniform sampler2D tex;"
- "void main()"
- "{"
- " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
- " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
- "}");
- data->attr[0] = data->shader[4]->GetAttribLocation("in_Vertex");
- data->attr[1] = data->shader[4]->GetAttribLocation("in_Color");
- data->attr[2] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0");
- }
- data->shader[4]->Bind();
- GLfloat const vertices4[] = { data->aa.x, data->bb.y, 0.0f,
- data->bb.x, data->bb.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->aa.x, data->aa.y, 0.0f,
- data->aa.x, data->bb.y, 0.0f };
-
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
-
- glBindVertexArray(data->array[0]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[0]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices4), vertices4,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[0], 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[0]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[1]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[1]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[2]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[2], 2, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[2]);
-
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
-
- glDisableVertexAttribArray(data->attr[0]);
- glDisableVertexAttribArray(data->attr[1]);
- glDisableVertexAttribArray(data->attr[2]);
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
-
- /*
- * Test #11: vertex buffer + texture & color in 1.30 fragment shader
- *
- * Renders a multicolored square with varying colors xored with an
- * animated distorted checkerboard.
- */
- #if !defined __CELLOS_LV2__
- if (!data->shader[5])
- {
- data->shader[5] = Shader::Create(
- "#version 130\n"
- "in vec3 in_Vertex;"
- "in vec3 in_Color;"
- "in vec2 in_MultiTexCoord0;"
- "out vec4 pass_Color;"
- "void main()"
- "{"
- " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);"
- " pass_Color = vec4(in_Color, 1.0);"
- " gl_Position = vec4(in_Vertex, 1.0);"
- "}",
-
- "#version 130\n"
- "in vec4 pass_Color;"
- "uniform sampler2D tex;"
- "void main()"
- "{"
- " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
- " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
- "}");
- data->attr[3] = data->shader[4]->GetAttribLocation("in_Vertex");
- data->attr[4] = data->shader[4]->GetAttribLocation("in_Color");
- data->attr[5] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0");
- }
- data->shader[5]->Bind();
- GLfloat const vertices5[] = { data->aa.x, data->bb.y, 0.0f,
- data->bb.x, data->bb.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->bb.x, data->aa.y, 0.0f,
- data->aa.x, data->aa.y, 0.0f,
- data->aa.x, data->bb.y, 0.0f };
-
- glBindTexture(GL_TEXTURE_2D, data->texture[0]);
-
- glBindVertexArray(data->array[1]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[3]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices5), vertices5,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[3], 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[3]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[4]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[4], 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[4]);
-
- glBindBuffer(GL_ARRAY_BUFFER, data->buffer[5]);
- glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
- GL_DYNAMIC_DRAW);
- glVertexAttribPointer(data->attr[5], 2, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(data->attr[5]);
-
- glDrawArrays(GL_TRIANGLES, 0, 6);
- glBindVertexArray(0);
-
- glDisableVertexAttribArray(data->attr[3]);
- glDisableVertexAttribArray(data->attr[4]);
- glDisableVertexAttribArray(data->attr[5]);
- glUseProgram(0);
-
- Advance();
- ResetState();
- #endif
- }
-
- void DebugQuad::ResetState()
- {
- /* Reset GL states to something reasonably safe */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, 0);
- glClientActiveTexture(GL_TEXTURE0);
- glDisable(GL_TEXTURE_2D);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- #if !defined __CELLOS_LV2__
- glUseProgram(0);
- #endif
- }
-
- void DebugQuad::Advance()
- {
- data->aa.x += 3.0f * data->step.x;
- data->bb.x += 3.0f * data->step.x;
- if (data->bb.x > 1.0f)
- {
- data->aa.x = data->orig.x;
- data->bb.x = data->orig.x + 2.0f * data->step.x;
- data->aa.y += 3.0f * data->step.y;
- data->bb.y += 3.0f * data->step.y;
- }
- }
-
- DebugQuad::~DebugQuad()
- {
- delete data;
- }
-
- } /* namespace lol */
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