661 lines
19 KiB
Plaintext
661 lines
19 KiB
Plaintext
// Copyright (C) 2010, Guy Barrand. All rights reserved.
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// See the file tools.license for terms.
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#ifndef tools_sg_GL_action
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#define tools_sg_GL_action
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#include "GL_manager"
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#include <tools/sg/render_action>
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//#include <tools/mathf>
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//#include <tools/matout>
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namespace tools {
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namespace sg {
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class GL_action : public tools::sg::render_action {
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TOOLS_ACTION(GL_action,exlib::sg::GL_action,tools::sg::render_action)
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public:
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virtual void draw_vertex_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs){
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size_t num = a_floatn/3;
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if(!num) return;
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_draw_v(a_mode,num,a_xyzs);
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}
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virtual void draw_vertex_array_xy(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xys){
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size_t num = a_floatn/2;
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if(!num) return;
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#ifdef _WIN32
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float* vp = new float[num*3];
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if(!vp) return;
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float* pos = vp;
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float* pda = (float*)a_xys;
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for(size_t index=0;index<num;index++){
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*pos = *pda;pos++;pda++;
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*pos = *pda;pos++;pda++;
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*pos = 0;pos++; //Windows GL needs a z = 0.
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}
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glVertexPointer(3,GL_FLOAT,0,vp);
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::glDrawArrays(a_mode,0,(GLsizei)num);
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::glDisableClientState(GL_VERTEX_ARRAY);
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delete [] vp;
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#else
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glVertexPointer(2,GL_FLOAT,0,a_xys);
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::glDrawArrays(a_mode,0,(GLsizei)num);
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::glDisableClientState(GL_VERTEX_ARRAY);
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#endif
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}
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virtual void draw_vertex_color_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_rgbas){
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// Used in atb_vertices.
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// We expect a_rgbas of size : 4*(a_floatn/3)
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// (then one RGBA color per 3D point).
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size_t num = a_floatn/3;
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if(!num) return;
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_draw_vc(a_mode,num,a_xyzs,a_rgbas);
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}
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virtual void draw_vertex_normal_array(tools::gl::mode_t a_mode,size_t a_floatn,const float* a_xyzs,const float* a_nms){
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// We expect a_nms of size : 3*(a_floatn/3)
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// (then one normal per 3D point).
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size_t num = a_floatn/3;
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if(!num) return;
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_draw_vn(a_mode,num,a_xyzs,a_nms);
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}
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virtual void draw_vertex_color_normal_array(tools::gl::mode_t a_mode,
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size_t a_floatn,const float* a_xyzs,const float* a_rgbas,const float* a_nms){
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// Used in atb_vertices.
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// We expect a_nms of size : 3*(a_floatn/3)
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// (then one normal per 3D point).
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// We expect a_rgbas of size : 4*(a_floatn/3)
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// (then one RGBA color per 3D point).
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size_t num = a_floatn/3;
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if(!num) return;
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_draw_vcn(a_mode,num,a_xyzs,a_rgbas,a_nms);
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}
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/////////////////////////////////////////////////////////////////
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/// texture /////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void draw_vertex_array_texture(tools::gl::mode_t a_mode,
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size_t a_floatn,
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const float* a_xyzs,
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gstoid a_tex,
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const float* a_tex_coords) {
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size_t num = a_floatn/3;
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if(!num) return;
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//expect 2*num a_tex_coords.
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::glEnable(GL_TEXTURE_2D);
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m_mgr.bind_gsto(a_tex);
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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::glVertexPointer(3,GL_FLOAT,0,a_xyzs);
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::glTexCoordPointer(2,GL_FLOAT,0,a_tex_coords);
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::glDrawArrays(a_mode,0,(GLsizei)num);
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::glDisableClientState(GL_VERTEX_ARRAY);
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::glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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::glBindTexture(GL_TEXTURE_2D,0);
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::glDisable(GL_TEXTURE_2D);
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}
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virtual void draw_vertex_normal_array_texture(tools::gl::mode_t a_mode,
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size_t a_floatn,
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const float* a_xyzs,
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const float* a_nms,
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gstoid a_tex,
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const float* a_tex_coords) {
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size_t num = a_floatn/3;
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if(!num) return;
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//expect 2*num a_tex_coords.
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::glEnable(GL_TEXTURE_2D);
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m_mgr.bind_gsto(a_tex);
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glEnableClientState(GL_NORMAL_ARRAY);
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::glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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::glVertexPointer(3,GL_FLOAT,0,a_xyzs);
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::glNormalPointer(GL_FLOAT,0,a_nms);
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::glTexCoordPointer(2,GL_FLOAT,0,a_tex_coords);
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::glDrawArrays(a_mode,0,(GLsizei)num);
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::glDisableClientState(GL_NORMAL_ARRAY);
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::glDisableClientState(GL_VERTEX_ARRAY);
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::glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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::glBindTexture(GL_TEXTURE_2D,0);
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::glDisable(GL_TEXTURE_2D);
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}
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/////////////////////////////////////////////////////////////////
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/// VBO /////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void begin_gsto(gstoid a_id) {
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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m_mgr.bind_gsto(a_id);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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m_gsto = a_id;
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m_created = false;
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m_gl_id = m_mgr.gsto_gl_list_id(a_id,m_created);
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if(m_gl_id && m_created) {
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::glNewList(m_gl_id,GL_COMPILE);
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}
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#endif
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}break;
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case tools::sg::gsto_memory:{
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m_gsto = a_id;
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}break;
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}
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}
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virtual void end_gsto() {
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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::glBindBuffer(GL_ARRAY_BUFFER,0);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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if(m_gl_id && m_created) {
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::glEndList();
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}
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if(m_gl_id) ::glCallList(m_gl_id);
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m_created = false;
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m_gl_id = 0;
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m_gsto = 0;
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#endif
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}break;
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case tools::sg::gsto_memory:{
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m_gsto = 0;
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}break;
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}
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}
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typedef tools::sg::bufpos bufpos;
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virtual void draw_gsto_v(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs){
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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_draw_v(a_mode,a_elems,(char*)NULL+a_pos_xyzs);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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if(m_gl_id && m_created) {
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::glBegin(a_mode);
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float* pos = (float*)pos_xyzs;
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for(size_t index=0;index<a_elems;index++,pos+=3) {
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::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
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}
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::glEnd();
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}
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#endif
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}break;
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case tools::sg::gsto_memory:{
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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_draw_v(a_mode,a_elems,pos_xyzs);
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}break;
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}
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}
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virtual void draw_gsto_vc(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_rgbas){
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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_draw_vc(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_rgbas);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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void* pos_rgbas = (char*)buffer+a_pos_rgbas;
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if(m_gl_id && m_created) {
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::glBegin(a_mode);
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float* pos = (float*)pos_xyzs;
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float* pco = (float*)pos_rgbas;
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for(size_t index=0;index<a_elems;index++,pos+=3,pco+=4) {
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::glColor4f (*(pco+0),*(pco+1),*(pco+2),*(pco+3));
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::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
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}
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::glEnd();
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}
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#endif
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}break;
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case tools::sg::gsto_memory:{
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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void* pos_rgbas = (char*)buffer+a_pos_rgbas;
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_draw_vc(a_mode,a_elems,pos_xyzs,pos_rgbas);
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}break;
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}
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}
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virtual void draw_gsto_vn(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_nms){
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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_draw_vn(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_nms);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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//void* pos_nms = (char*)buffer+a_pos_nms;
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if(m_gl_id && m_created) {
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::glBegin(a_mode);
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float* pos = (float*)pos_xyzs;
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for(size_t index=0;index<a_elems;index++,pos+=3) {
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::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
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}
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::glEnd();
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}
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#endif
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}break;
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case tools::sg::gsto_memory:{
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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void* pos_nms = (char*)buffer+a_pos_nms;
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_draw_vn(a_mode,a_elems,pos_xyzs,pos_nms);
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}break;
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}
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}
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virtual void draw_gsto_vcn(tools::gl::mode_t a_mode,size_t a_elems,bufpos a_pos_xyzs,bufpos a_pos_rgbas,bufpos a_pos_nms){
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switch(m_mgr.get_gsto_mode()){
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case tools::sg::gsto_gl_vbo:{
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#ifdef TOOLS_HAS_GL_VBO
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_draw_vcn(a_mode,a_elems,(char*)NULL+a_pos_xyzs,(char*)NULL+a_pos_rgbas,(char*)NULL+a_pos_nms);
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#endif
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}break;
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case tools::sg::gsto_gl_list:{
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#ifdef TOOLS_HAS_GL_LIST
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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void* pos_rgbas = (char*)buffer+a_pos_rgbas;
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void* pos_nms = (char*)buffer+a_pos_nms;
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if(m_gl_id && m_created) {
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::glBegin(a_mode);
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float* pos = (float*)pos_xyzs;
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float* pco = (float*)pos_rgbas;
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float* pnm = (float*)pos_nms;
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for(size_t index=0;index<a_elems;
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index++,pos+=3,pco+=4,pnm+=3) {
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::glVertex3f(*(pos+0),*(pos+1),*(pos+2));
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::glColor4f (*(pco+0),*(pco+1),*(pco+2),*(pco+3));
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::glNormal3f(*(pnm+0),*(pnm+1),*(pnm+2));
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}
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::glEnd();
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}
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#endif
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}break;
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case tools::sg::gsto_memory:{
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float* buffer = m_mgr.gsto_data(m_gsto);
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if(!buffer) return;
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void* pos_xyzs = (char*)buffer+a_pos_xyzs;
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void* pos_rgbas = (char*)buffer+a_pos_rgbas;
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void* pos_nms = (char*)buffer+a_pos_nms;
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_draw_vcn(a_mode,a_elems,pos_xyzs,pos_rgbas,pos_nms);
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}break;
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}
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}
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void clear_color(float a_r,float a_g,float a_b,float a_a){
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::glClearColor(a_r,a_g,a_b,a_a);
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::glClear(GL_COLOR_BUFFER_BIT);
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}
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virtual void color4f(float a_r,float a_g,float a_b,float a_a){
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::glColor4f(a_r,a_g,a_b,a_a);
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}
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virtual void line_width(float a_v){::glLineWidth(a_v);}
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virtual void point_size(float a_v){::glPointSize(a_v);}
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virtual void set_polygon_offset(bool a_v) {
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if(a_v) ::glEnable(GL_POLYGON_OFFSET_FILL);
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else ::glDisable(GL_POLYGON_OFFSET_FILL);
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::glPolygonOffset(1.,1.);
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}
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virtual void normal(float a_x,float a_y,float a_z) {
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::glNormal3f(a_x,a_y,a_z);
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}
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virtual void set_winding(tools::sg::winding_type a_v) {
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if(a_v==tools::sg::winding_ccw)
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::glFrontFace(GL_CCW);
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else
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::glFrontFace(GL_CW);
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}
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virtual void set_shade_model(tools::sg::shade_type a_v) {
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if(a_v==tools::sg::shade_smooth)
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::glShadeModel(GL_SMOOTH);
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else
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::glShadeModel(GL_FLAT);
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}
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virtual void set_cull_face(bool a_on) {
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if(a_on) ::glEnable(GL_CULL_FACE);
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else ::glDisable(GL_CULL_FACE);
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}
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virtual void set_point_smooth(bool a_on) {
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if(a_on) ::glEnable(GL_POINT_SMOOTH);
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else ::glDisable(GL_POINT_SMOOTH);
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}
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virtual void set_line_smooth(bool a_on) {
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if(a_on) ::glEnable(GL_LINE_SMOOTH);
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else ::glDisable(GL_LINE_SMOOTH);
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}
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virtual void set_depth_test(bool a_on) {
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if(a_on) ::glEnable(GL_DEPTH_TEST);
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else ::glDisable(GL_DEPTH_TEST);
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}
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virtual void load_proj_matrix(const tools::mat4f& a_mtx) {
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::glMatrixMode(GL_PROJECTION);
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::glLoadMatrixf(a_mtx.data());
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}
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virtual void load_model_matrix(const tools::mat4f& a_mtx) {
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::glMatrixMode(GL_MODELVIEW);
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::glLoadMatrixf(a_mtx.data());
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/*
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tools::mat4f tmp(a_mtx);
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tmp.no_translate();
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tools::mat4f normal_matrix;
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if(!tmp.invert(normal_matrix)) {
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m_out << "tools::WebGL::render::load_model_matrix :"
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<< " can't invert model matrix."
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<< std::endl;
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}
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normal_matrix.transpose();
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tools::mat4f to_check(a_mtx);
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to_check.no_translate();
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float fepsilon = 1e-10;
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if(!normal_matrix.equal_prec(to_check,fepsilon,inlib::ffabs)) {
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mat_dump(m_out,"problem with normal_matrix ",normal_matrix);
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mat_dump(m_out,"expected",to_check);
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}
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*/
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}
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virtual unsigned int max_lights() {return GL_MAX_LIGHTS;}
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virtual void enable_light(unsigned int a_light,
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float a_dx,float a_dy,float a_dz,
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float a_r,float a_g,float a_b,float a_a){
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::glEnable(GL_LIGHTING);
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GLenum light = GL_LIGHT0+a_light;
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//::printf("debug : GL_MAX_LIGHTS %d\n",GL_MAX_LIGHTS);
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float params[4];
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params[0] = -a_dx;
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params[1] = -a_dy;
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params[2] = -a_dz;
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params[3] = 0; //0 tells that it is a directional light.
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::glLightfv(light,GL_POSITION,params);
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//params[0] = a_dir[0];
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//params[1] = a_dir[1];
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//params[2] = a_dir[2];
|
|
//::glLightfv(light,GL_SPOT_DIRECTION,params);
|
|
|
|
params[0] = a_r;
|
|
params[1] = a_g;
|
|
params[2] = a_b;
|
|
params[3] = a_a;
|
|
::glLightfv(light,GL_DIFFUSE,params);
|
|
::glLightfv(light,GL_SPECULAR,params); //coin/SoDirectionalLight does that.
|
|
|
|
params[0] = 0;
|
|
params[1] = 0;
|
|
params[2] = 0;
|
|
params[3] = 1;
|
|
::glLightfv(light,GL_AMBIENT,params); //coin/SoDirectionalLight does that.
|
|
|
|
// coin/SoDirectionalLight does the below :
|
|
::glLightf(light, GL_SPOT_EXPONENT, 0.0);
|
|
::glLightf(light, GL_SPOT_CUTOFF, 180.0);
|
|
::glLightf(light, GL_CONSTANT_ATTENUATION, 1);
|
|
::glLightf(light, GL_LINEAR_ATTENUATION, 0);
|
|
::glLightf(light, GL_QUADRATIC_ATTENUATION, 0);
|
|
|
|
//::printf("debug : GL_MAX_LIGHTS %d\n",GL_MAX_LIGHTS);
|
|
|
|
::glEnable(light);
|
|
}
|
|
|
|
virtual void set_lighting(bool a_on) {
|
|
if(a_on) ::glEnable(GL_LIGHTING);
|
|
else ::glDisable(GL_LIGHTING);
|
|
}
|
|
virtual void set_blend(bool a_on) {
|
|
if(a_on) ::glEnable(GL_BLEND);
|
|
else ::glDisable(GL_BLEND);
|
|
}
|
|
|
|
virtual void restore_state(unsigned int a_ret_num_light) {
|
|
const tools::sg::state& _state = state();
|
|
::glMatrixMode(GL_PROJECTION);
|
|
::glLoadMatrixf(_state.m_proj.data());
|
|
|
|
::glMatrixMode(GL_MODELVIEW);
|
|
::glLoadMatrixf(_state.m_model.data());
|
|
|
|
if(_state.m_GL_LIGHTING) ::glEnable(GL_LIGHTING);
|
|
else ::glDisable(GL_LIGHTING);
|
|
|
|
if(_state.m_GL_DEPTH_TEST) ::glEnable(GL_DEPTH_TEST);
|
|
else ::glDisable(GL_DEPTH_TEST);
|
|
|
|
if(_state.m_GL_CULL_FACE) ::glEnable(GL_CULL_FACE);
|
|
else ::glDisable(GL_CULL_FACE);
|
|
|
|
if(_state.m_GL_POINT_SMOOTH) ::glEnable(GL_POINT_SMOOTH);
|
|
else ::glDisable(GL_POINT_SMOOTH);
|
|
|
|
if(_state.m_GL_LINE_SMOOTH) ::glEnable(GL_LINE_SMOOTH);
|
|
else ::glDisable(GL_LINE_SMOOTH);
|
|
|
|
if(_state.m_GL_POLYGON_OFFSET_FILL) ::glEnable(GL_POLYGON_OFFSET_FILL);
|
|
else ::glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
|
if(_state.m_GL_TEXTURE_2D) ::glEnable(GL_TEXTURE_2D);
|
|
else ::glDisable(GL_TEXTURE_2D);
|
|
|
|
if(_state.m_GL_BLEND) ::glEnable(GL_BLEND);
|
|
else ::glDisable(GL_BLEND);
|
|
|
|
if(_state.m_winding==tools::sg::winding_ccw) {
|
|
::glFrontFace(GL_CCW);
|
|
} else {
|
|
::glFrontFace(GL_CW);
|
|
}
|
|
|
|
if(_state.m_shade_model==tools::sg::shade_smooth)
|
|
::glShadeModel(GL_SMOOTH);
|
|
else
|
|
::glShadeModel(GL_FLAT);
|
|
|
|
::glColor4f(_state.m_color.r(),
|
|
_state.m_color.g(),
|
|
_state.m_color.b(),
|
|
_state.m_color.a());
|
|
|
|
::glNormal3f(_state.m_normal.x(),
|
|
_state.m_normal.y(),
|
|
_state.m_normal.z());
|
|
|
|
// The "return of separator" state had ret_num_light.
|
|
// The restored state has m_light.
|
|
// We have to glDisable lights with index in [m_light,ret_num_light-1]
|
|
for(unsigned int index=_state.m_light;index<a_ret_num_light;index++) {
|
|
::glDisable(GL_LIGHT0+index);
|
|
}
|
|
|
|
::glLineWidth(_state.m_line_width);
|
|
|
|
::glPointSize(_state.m_point_size);
|
|
|
|
#if TARGET_OS_IPHONE
|
|
// GL-ES
|
|
#elif defined(ANDROID)
|
|
// GL-ES
|
|
#else
|
|
::glDisable(GL_POLYGON_STIPPLE); //CoinGL : reading a .wrl having Material::transparency may enable GL_POLYGON_STIPPLE.
|
|
#endif
|
|
}
|
|
|
|
virtual tools::sg::render_manager& render_manager() {return m_mgr;}
|
|
public:
|
|
GL_action(GL_manager& a_mgr,std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
|
|
:parent(a_out,a_ww,a_wh)
|
|
,m_mgr(a_mgr)
|
|
,m_gsto(0)
|
|
#ifdef TOOLS_HAS_GL_LIST
|
|
,m_created(false)
|
|
,m_gl_id(0)
|
|
#endif
|
|
{}
|
|
virtual ~GL_action(){}
|
|
public:
|
|
GL_action(const GL_action& a_from)
|
|
:parent(a_from)
|
|
,m_mgr(a_from.m_mgr)
|
|
,m_gsto(0)
|
|
#ifdef TOOLS_HAS_GL_LIST
|
|
,m_created(false)
|
|
,m_gl_id(0)
|
|
#endif
|
|
{}
|
|
GL_action& operator=(const GL_action& a_from){
|
|
render_action::operator=(a_from);
|
|
m_gsto = 0;
|
|
#ifdef TOOLS_HAS_GL_LIST
|
|
m_created = false;
|
|
m_gl_id = 0;
|
|
#endif
|
|
return *this;
|
|
}
|
|
protected:
|
|
void _draw_v(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs){
|
|
::glEnableClientState(GL_VERTEX_ARRAY);
|
|
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
|
|
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
|
|
::glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
void _draw_vc(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_rgbas){
|
|
|
|
::glEnableClientState(GL_VERTEX_ARRAY);
|
|
::glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
|
|
::glColorPointer(4,GL_FLOAT,0,a_pos_rgbas);
|
|
|
|
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
|
|
|
|
::glDisableClientState(GL_COLOR_ARRAY);
|
|
::glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
void _draw_vn(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_nms){
|
|
::glEnableClientState(GL_VERTEX_ARRAY);
|
|
::glEnableClientState(GL_NORMAL_ARRAY);
|
|
|
|
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
|
|
::glNormalPointer(GL_FLOAT,0,a_pos_nms);
|
|
|
|
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
|
|
|
|
::glDisableClientState(GL_NORMAL_ARRAY);
|
|
::glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
void _draw_vcn(tools::gl::mode_t a_mode,size_t a_elems,const void* a_pos_xyzs,const void* a_pos_rgbas,const void* a_pos_nms){
|
|
::glEnableClientState(GL_VERTEX_ARRAY);
|
|
::glEnableClientState(GL_COLOR_ARRAY);
|
|
::glEnableClientState(GL_NORMAL_ARRAY);
|
|
|
|
::glVertexPointer(3,GL_FLOAT,0,a_pos_xyzs);
|
|
::glColorPointer(4,GL_FLOAT,0,a_pos_rgbas);
|
|
::glNormalPointer(GL_FLOAT,0,a_pos_nms);
|
|
|
|
::glDrawArrays(a_mode,0,(GLsizei)a_elems);
|
|
|
|
::glDisableClientState(GL_COLOR_ARRAY);
|
|
::glDisableClientState(GL_NORMAL_ARRAY);
|
|
::glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
protected:
|
|
GL_manager& m_mgr;
|
|
gstoid m_gsto;
|
|
#ifdef TOOLS_HAS_GL_LIST
|
|
bool m_created;
|
|
gstoid m_gl_id;
|
|
#endif
|
|
};
|
|
|
|
}}
|
|
|
|
#endif
|