296 lines
11 KiB
Plaintext
296 lines
11 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_render_action
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#define tools_sg_render_action
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#include "matrix_action"
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#include "../glprims"
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#include "../vdata"
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#include "../colorf"
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namespace tools {
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namespace sg {
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class render_manager;
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}}
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namespace tools {
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namespace sg {
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typedef size_t bufpos;
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class render_action : public matrix_action {
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TOOLS_ACTION_NO_COPY(render_action,tools::sg::render_action,matrix_action)
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public:
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typedef unsigned int gstoid;
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public:
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virtual void load_proj_matrix(const mat4f&) = 0;
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virtual void load_model_matrix(const mat4f&) = 0;
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public:
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virtual void draw_vertex_array(gl::mode_t,size_t,const float*) = 0;
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virtual void draw_vertex_array_xy(gl::mode_t,size_t,const float*) = 0;
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virtual void draw_vertex_color_array(gl::mode_t,size_t,const float*,const float*) = 0;
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virtual void draw_vertex_normal_array(gl::mode_t,size_t,const float*,const float*) = 0;
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virtual void draw_vertex_color_normal_array(gl::mode_t,size_t,const float*,const float*,const float*) = 0;
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/////////////////////////////////////////////////////////////////
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/// texture /////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void draw_vertex_array_texture(gl::mode_t,size_t,const float*,gstoid,const float*) = 0;
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virtual void draw_vertex_normal_array_texture(gl::mode_t,size_t,const float*,const float*,gstoid,const float*) = 0;
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/////////////////////////////////////////////////////////////////
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/// VBO /////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void begin_gsto(gstoid) = 0;
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virtual void draw_gsto_v(gl::mode_t,size_t,bufpos) = 0;
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virtual void draw_gsto_vc(gl::mode_t,size_t,bufpos,bufpos) = 0;
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virtual void draw_gsto_vn(gl::mode_t,size_t,bufpos,bufpos) = 0;
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virtual void draw_gsto_vcn(gl::mode_t,size_t,bufpos,bufpos,bufpos) = 0;
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virtual void end_gsto() = 0;
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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virtual void clear_color(float,float,float,float) = 0;
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virtual void color4f(float,float,float,float) = 0;
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virtual void line_width(float) = 0;
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virtual void point_size(float) = 0;
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virtual void set_polygon_offset(bool) = 0;
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virtual void set_winding(winding_type) = 0;
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virtual void set_shade_model(shade_type) = 0;
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virtual void set_cull_face(bool) = 0;
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virtual void set_point_smooth(bool) = 0;
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virtual void set_line_smooth(bool) = 0;
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virtual void normal(float,float,float) = 0;
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virtual void set_depth_test(bool) = 0;
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virtual unsigned int max_lights() = 0;
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virtual void enable_light(unsigned int,
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float,float,float, //directrion
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float,float,float,float) = 0; //RGBA
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virtual void set_lighting(bool) = 0;
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virtual void set_blend(bool) = 0;
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virtual void restore_state(unsigned int) = 0;
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virtual sg::render_manager& render_manager() = 0; //sg:: is needed.
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public:
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render_action(std::ostream& a_out,unsigned int a_ww,unsigned int a_wh)
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:parent(a_out,a_ww,a_wh){}
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virtual ~render_action(){}
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public:
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render_action(const render_action& a_from)
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:parent(a_from)
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{}
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render_action& operator=(const render_action& a_from){
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parent::operator=(a_from);
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return *this;
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}
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public:
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void load_matrices_to_identity() {
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load_proj_matrix(m_identity);
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load_model_matrix(m_identity);
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}
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void load_matrices_from_state() {
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const sg::state& _state = state();
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load_proj_matrix(_state.m_proj);
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load_model_matrix(_state.m_model);
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}
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void clear_color(const colorf& a_color){
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clear_color(a_color[0],a_color[1],a_color[2],a_color[3]);
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}
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void color4f(const colorf& a_color){
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color4f(a_color[0],a_color[1],a_color[2],a_color[3]);
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}
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void enable_light(unsigned int a_light,
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const vec3f& a_dir,
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const colorf& a_col) {
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enable_light(a_light,
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a_dir[0],a_dir[1],a_dir[2],
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a_col[0],a_col[1],a_col[2],1);
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}
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void draw_vertex_array(gl::mode_t a_mode,const std::vector<float>& a_xyzs){
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const float* _xyzs = vec_data<float>(a_xyzs);
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draw_vertex_array(a_mode,a_xyzs.size(),_xyzs);
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}
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void draw_vertex_array_xy(gl::mode_t a_mode,const std::vector<float>& a_xys){
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const float* _xys = vec_data<float>(a_xys);
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draw_vertex_array_xy(a_mode,a_xys.size(),_xys);
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}
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void draw_vertex_color_array(gl::mode_t a_mode,
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const std::vector<float>& a_xyzs,
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const std::vector<float>& a_rgbas){
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const float* _xyzs = vec_data<float>(a_xyzs);
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const float* _rgbas = vec_data<float>(a_rgbas);
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draw_vertex_color_array(a_mode,a_xyzs.size(),_xyzs,_rgbas);
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}
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void draw_vertex_normal_array(gl::mode_t a_mode,
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const std::vector<float>& a_xyzs,
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const std::vector<float>& a_nms){
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const float* _xyzs = vec_data<float>(a_xyzs);
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const float* _nms = vec_data<float>(a_nms);
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draw_vertex_normal_array(a_mode,a_xyzs.size(),_xyzs,_nms);
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}
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void draw_vertex_color_normal_array(gl::mode_t a_mode,
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const std::vector<float>& a_xyzs,
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const std::vector<float>& a_rgbas,
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const std::vector<float>& a_nms){
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const float* _xyzs = vec_data<float>(a_xyzs);
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const float* _rgbas = vec_data<float>(a_rgbas);
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const float* _nms = vec_data<float>(a_nms);
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draw_vertex_color_normal_array(a_mode,a_xyzs.size(),_xyzs,_rgbas,_nms);
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}
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void normal(const vec3f& a_vec) {normal(a_vec[0],a_vec[1],a_vec[2]);}
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public:
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// for sphere::visit template.
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bool add_triangles_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
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draw_vertex_normal_array(gl::triangles(),a_floatn,a_xyzs,a_nms);
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return true;
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}
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bool add_triangle_fan_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
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draw_vertex_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_nms);
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return true;
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}
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bool add_triangle_fan_normal_rgba(size_t a_floatn,const float* a_xyzs,float* a_nms,const float* a_rgbas) {
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draw_vertex_color_normal_array(gl::triangle_fan(),a_floatn,a_xyzs,a_rgbas,a_nms);
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return true;
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}
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bool add_triangle_strip_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms) {
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draw_vertex_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_nms);
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return true;
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}
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bool add_triangle_strip_normal_rgba(size_t a_floatn,const float* a_xyzs,const float* a_nms,const float* a_rgbas) {
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draw_vertex_color_normal_array(gl::triangle_strip(),a_floatn,a_xyzs,a_rgbas,a_nms);
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return true;
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}
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bool add_lines(size_t a_floatn,const float* a_xyzs) {
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draw_vertex_array(gl::lines(),a_floatn,a_xyzs);
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return true;
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}
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bool add_line_loop(size_t a_floatn,const float* a_xyzs) {
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draw_vertex_array(gl::line_loop(),a_floatn,a_xyzs);
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return true;
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}
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bool add_line_strip(size_t a_floatn,const float* a_xyzs) {
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draw_vertex_array(gl::line_strip(),a_floatn,a_xyzs);
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return true;
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}
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bool add_points(size_t a_floatn,const float* a_xyzs) {
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draw_vertex_array(gl::points(),a_floatn,a_xyzs);
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return true;
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}
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/*
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bool add_triangles_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
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draw_vertex_array_texture(gl::triangles(),a_floatn,a_xyzs,a_tex,a_texs);
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return true;
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}
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bool add_triangle_fan_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
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draw_vertex_array_texture(gl::triangle_fan(),a_floatn,a_xyzs,a_tex,a_texs);
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return true;
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}
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bool add_triangle_strip_texture(size_t a_floatn,const float* a_xyzs,gstoid a_tex,const float* a_texs){
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draw_vertex_array_texture(gl::triangle_strip(),a_floatn,a_xyzs,a_tex,a_texs);
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return true;
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}
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*/
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bool add_triangle_fan_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
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draw_vertex_normal_array_texture(gl::triangle_fan(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
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return true;
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}
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bool add_triangle_strip_texture_normal(size_t a_floatn,const float* a_xyzs,const float* a_nms,gstoid a_tex,const float* a_texs){
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draw_vertex_normal_array_texture(gl::triangle_strip(),a_floatn,a_xyzs,a_nms,a_tex,a_texs);
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return true;
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}
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bool add_line_loop(const std::vector<float>& a_xyzs){
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const float* _xyzs = vec_data<float>(a_xyzs);
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draw_vertex_array(gl::line_loop(),a_xyzs.size(),_xyzs);
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return true;
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}
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bool add_line_strip(const std::vector<float>& a_xyzs){
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const float* _xyzs = vec_data<float>(a_xyzs);
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draw_vertex_array(gl::line_strip(),a_xyzs.size(),_xyzs);
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return true;
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}
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/*
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/////////////////////////////////////////////////////////
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/// for sg::markers and gstos : /////////////////////////
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/////////////////////////////////////////////////////////
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bool add_lines(const std::vector<float>& a_xyzs){
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const float* _xyzs = vec_data<float>(a_xyzs);
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draw_vertex_array(gl::lines(),a_xyzs.size(),_xyzs);
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return true;
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}
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bool add_triangles_normal(const std::vector<float>& a_xyzs,const std::vector<float>& a_nms){
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if(a_xyzs.size()!=a_nms.size()) return false;
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const float* _xyzs = vec_data<float>(a_xyzs);
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const float* _nms = vec_data<float>(a_nms);
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draw_vertex_normal_array(gl::triangles(),a_xyzs.size(),_xyzs,_nms);
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return true;
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}
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bool project_point(const mat4f& a_model_matrix,const mat4f& a_projection_matrix,
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float& a_x,float& a_y,float& a_z,float& a_w) {
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//return project_point(a_x,a_y,a_z,a_w);
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a_w = 1;
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a_model_matrix.mul_4f(a_x,a_y,a_z,a_w);
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a_projection_matrix.mul_4f(a_x,a_y,a_z,a_w);
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if(a_w==0.0F) return false;
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a_x /= a_w;
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a_y /= a_w;
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a_z /= a_w;
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return true;
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}
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/////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////
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*/
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bool add_triangle_strip_as_triangles(size_t a_floatn,const float* a_xyzs,const float* a_nms) { //used in sg::sphere, icosahedron_sphere.
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// It appears that if glShadeModel is GL_FLAT, triangle strip does not look the same in "gsto mode" where it is rendered as triangles.
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// We use this function for immediate rendering, in case we want the same rendering as "gsto mode".
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size_t num = a_floatn/3;
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if(num<3) return false;
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size_t nxyzs = (num-2)*3*3;
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std::vector<float> m_xyzs(nxyzs);
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std::vector<float> m_nms(nxyzs);
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{float* pxyzs = vec_data<float>(m_xyzs);
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float* pnms = vec_data<float>(m_nms);
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gl::triangle_strip_to_triangles_nms(num,a_xyzs,a_nms,pxyzs,pnms);}
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return add_triangles_normal(nxyzs,vec_data<float>(m_xyzs),vec_data<float>(m_nms));
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}
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void dump_vertex_array_xy(std::ostream& a_out,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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a_out << "dump_vertex_array_xy : begin : " << num << std::endl;
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for(size_t index=0;index<num;index++) {
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a_out << "xy : " << index
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<< " " << a_xys[2*index]
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<< " " << a_xys[2*index+1]
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<< std::endl;
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}
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a_out << "dump_vertex_array_xy : end." << std::endl;
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}
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};
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}}
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#endif
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