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#include <cstdlib> |
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#include <cstring> |
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|
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#include <algorithm> |
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|
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#include "opengl.h" |
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#include "material.h" |
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#include "util.h" |
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|
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namespace shader { |
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|
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refcounted::~refcounted () |
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{ |
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#if 0 |
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if (refcnt) |
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abort (); |
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#endif |
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} |
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|
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const char str_float [] = "float"; |
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const char str_vec2 [] = "vec2"; |
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const char str_vec3 [] = "vec3"; |
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const char str_vec4 [] = "vec4"; |
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const char str_mat2 [] = "mat2"; |
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const char str_mat3 [] = "mat3"; |
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const char str_mat4 [] = "mat4"; |
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|
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const char str_sampler_1d [] = "sampler1D"; |
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const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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const char str_sampler_2d [] = "sampler2D"; |
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const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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const char str_sampler_2d_rect [] = "sampler2DRect"; |
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const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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const char str_sampler_3d [] = "sampler3D"; |
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const char str_sampler_3d_rect [] = "sampler3DRect"; |
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const char str_sampler_cube [] = "samplerCube"; |
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|
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unsigned int var_i::next_id = 0; |
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|
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var_i::var_i (CGtype cgtype, const char *typestr) |
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: typestr (typestr) |
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{ |
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//param = cgCreateParameter (cg_context, cgtype); |
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} |
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|
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var_i::~var_i () |
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{ |
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//cgDestroyParameter (param); |
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} |
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|
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temporary_i::temporary_i (CGtype cgtype, const char *strtype) |
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: var_i (cgtype, strtype) |
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{ |
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sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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} |
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|
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uniform_i::uniform_i (CGtype cgtype, const char *strtype) |
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: var_i (cgtype, strtype), dirty (true) |
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{ |
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sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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void var_i::build_decl (ostringstream &b) |
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{ |
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b << typestr << ' ' << name; |
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} |
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|
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void uniform_i::build_decl (ostringstream &b) |
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{ |
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b << "uniform " << typestr << ' ' << name; |
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} |
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|
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void stream_i::build_decl (ostringstream &b) |
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{ |
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b << typestr << ' ' << name; |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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void glvar_i::build (shader_builder &b) |
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{ |
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b << name; |
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} |
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|
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void var_i::build (shader_builder &b) |
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{ |
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b << name; |
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} |
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|
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void uniform_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
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b.refs.push_back (*this); |
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} |
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|
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void stream_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
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b.streams.push_back (*this); |
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} |
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|
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void temporary_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
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b.temps.push_back (*this); |
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} |
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|
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void fragment_vector_i::build (shader_builder &b) |
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{ |
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for (vector<fragment>::iterator i = begin (); i != end (); i++) |
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(*i)->build (b); |
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} |
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|
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void fragment_const_string_i::build (shader_builder &b) |
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{ |
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b << str; |
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} |
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|
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void statement_i::build (shader_builder &b) |
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{ |
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b << " "; |
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fragment_vector_i::build (b); |
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b << ";\n"; |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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struct vin vin; |
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|
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varying_3f vin::position_3f ("gl_Vertex"); |
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varying_4f vin::position_4f ("gl_Vertex"); |
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varying_3f vin::normal_3f ("gl_Normal"); |
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varying_3f vin::color_3f ("gl_Color"); |
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varying_4f vin::color_4f ("gl_Color"); |
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varying_3f vin::color2_3f ("gl_SecondaryColor"); |
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varying_4f vin::color2_4f ("gl_SecondaryColor"); |
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varying_1f vin::texcoord_1f[8] = |
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{ |
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varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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}; |
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varying_2f vin::texcoord_2f[8] = |
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{ |
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varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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}; |
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varying_3f vin::texcoord_3f[8] = |
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{ |
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varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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}; |
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varying_4f vin::texcoord_4f[8] = |
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{ |
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varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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}; |
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varying_1f vin::psize_1f ("PSIZE"); |
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|
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glvar vout::position ("gl_Position"); |
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glvar vout::point_size ("gl_PointSize"); |
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glvar vout::clip_vertex ("gl_ClipVertex"); |
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glvar vout::front_color ("gl_FontColor"); |
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glvar vout::back_color ("gl_BackColor"); |
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glvar vout::front_secondary_color ("gl_FrontSecondaryColor"); |
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glvar vout::back_secondary_color ("gl_BackSecondaryColor"); |
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glvar vout::texcoord[8] = |
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{ |
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glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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}; |
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glvar vout::fog_frag_coord ("gl_FogFragCoord"); |
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|
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glvar fin::frag_coord ("gl_FragCoord"); |
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glvar fin::color ("gl_Color"); |
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glvar fin::secondary_color ("gl_SecondaryColor"); |
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glvar fin::texcoord[8] = |
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{ |
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glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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}; |
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glvar fin::fog_frag_coord ("gl_FogFragCoord"); |
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|
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glvar fout::frag_color ("gl_FragColor"); |
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glvar fout::frag_depth ("gl_FragDepth"); |
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glvar fout::frag_data[2] = { glvar ("gl_FragData[0]"), glvar ("gl_FragData[1]") }; |
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|
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#if 0 |
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varying_4f fin::position_4f ("gl_Position"); |
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varying_4f fin::color_4f ("gl_Color"); |
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varying_4f fin::color2_4f ("gl_SecondaryColor"); |
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varying_4f fin::texcoord_4f[8] = |
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{ |
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varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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}; |
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#endif |
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|
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struct fout fout; |
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|
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#if 0 |
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varying_4f fout::color_4f ("gl_FragColor"); |
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varying_1f fout::depth_1f ("gl_FragDepth"); |
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#endif |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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shader_object_i::shader_object_i (GLenum type) |
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: type (type) |
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{ |
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id = glCreateShaderObjectARB (type); |
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} |
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|
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shader_object_i::~shader_object_i () |
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{ |
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glDeleteObjectARB (id); |
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} |
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|
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string shader_object_i::source () |
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{ |
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shader_builder b; |
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build (b); |
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ostringstream os; |
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|
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for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
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{ |
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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|
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#if 0 |
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// not neccessary right now, as GLSL is rich on predefinitions |
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for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
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{ |
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if (vout.is (*i) || fout.is (*i)) |
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os << "varying "; |
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else if (vin.is (*i)) |
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os << "attribute "; |
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|
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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#endif |
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|
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os << "\nvoid main (void)\n{\n"; |
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|
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for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
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{ |
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os << " "; |
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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|
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os << "\n"; |
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os << b.source.str (); |
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os << "}\n"; |
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|
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return os.str (); |
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} |
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|
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void shader_object_i::compile () |
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{ |
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string src = source (); |
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const char *sptr = src.data (); |
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const int slen = src.size (); |
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|
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printf ("SOURCE<%s>\n", src.c_str ()); |
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|
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glShaderSourceARB (id, 1, &sptr, &slen); |
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glCompileShaderARB (id); |
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|
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GLint compiled; |
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glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); |
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|
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if (!compiled) |
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{ |
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char infolog[8192]; |
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glGetInfoLogARB (id, 8192, NULL, infolog); |
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printf ("INFOLOG<%s>\n", infolog); |
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abort (); |
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} |
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} |
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|
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void debdebdebdebug ()//D |
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{ |
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fragment_shader p; |
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temp_4f t1, t2; |
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sampler_2d s2d (1); |
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|
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//p << t2 << " = texture2D (" << s2d << ", " << vin.position_4f << ".xy)"; |
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//p << t1 << " = mul (" << vin.position_4f << "," << mvp << ")"; |
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p << fout.frag_color << " = vec4(1,1,1,0)"; |
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|
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p->compile (); |
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} |
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|
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} |
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|
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material::~material () |
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{ |
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} |
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|
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void |
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simple_material::begin () |
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{ |
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glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
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glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
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glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
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glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
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} |
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|
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void |
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simple_material::end () |
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{ |
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} |
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|
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void |
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osama_material::begin () |
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{ |
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cgGLEnableProfile (vsh_profile); |
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cgGLEnableProfile (fsh_profile); |
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cgGLEnableTextureParameter (g_Texture); |
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} |
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|
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void |
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osama_material::end () |
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{ |
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cgGLDisableTextureParameter (g_Texture); |
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// cgGLUnbindProgram (vsh_profile); |
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// cgGLUnbindProgram (fsh_profile); |
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cgGLDisableProfile (vsh_profile); |
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cgGLDisableProfile (fsh_profile); |
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} |
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|
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GLuint |
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texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
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{ |
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GLuint textur; |
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int w, h; |
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SDL_Surface *image; |
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SDL_Rect area; |
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Uint32 saved_flags; |
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Uint8 saved_alpha; |
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|
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/* Use the surface width and height expanded to powers of 2 */ |
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//w = power_of_two (surface->w); |
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//h = power_of_two (surface->h); |
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w = power_of_two (surface->w); |
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h = power_of_two (surface->h); |
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tex2oord[0] = 0.0f; /* Min X */ |
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tex2oord[1] = 0.0f; /* Min Y */ |
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tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
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tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
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|
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image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
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#else |
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0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
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#endif |
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); |
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|
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if (image == NULL) |
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return 0; |
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|
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/* Save the alpha blending attributes */ |
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saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
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saved_alpha = surface->format->alpha; |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, 0, 0); |
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|
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/* Copy the surface into the GL texture image */ |
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area.x = 0; |
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area.y = 0; |
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area.w = surface->w; |
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area.h = surface->h; |
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SDL_BlitSurface (surface, &area, image, &area); |
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|
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/* Restore the alpha blending attributes */ |
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if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
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SDL_SetAlpha (surface, saved_flags, saved_alpha); |
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|
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/* Create an OpenGL texture for the image */ |
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glGenTextures (1, &textur); |
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glBindTexture (GL_TEXTURE_2D, textur); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
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glTexImage2D (GL_TEXTURE_2D, |
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0, |
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GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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SDL_FreeSurface (image); /* No longer needed */ |
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|
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return textur; |
402 |
} |
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|
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CGcontext cgc; |
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|
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void |
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init_shaders () |
408 |
{ |
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cgc = cgCreateContext (); |
410 |
} |
411 |
|