2021-10-24 12:39:07 +02:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/rect.h"
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#include "common/textconsole.h"
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#if defined(USE_OPENGL_GAME) && !defined(USE_GLES2)
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#include "graphics/opengl/context.h"
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#include "graphics/surface.h"
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#include "engines/playground3d/gfx.h"
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#include "engines/playground3d/gfx_opengl.h"
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namespace Playground3d {
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2021-10-27 22:31:47 +02:00
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static const GLfloat dimRegionVertices[] = {
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// X Y
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-0.5f, 0.5f,
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0.5f, 0.5f,
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-0.5f, -0.5f,
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0.5f, -0.5f,
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};
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2021-11-08 09:00:01 +01:00
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static const GLfloat boxVertices[] = {
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// X Y
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-1.0f, 1.0f,
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1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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};
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2021-10-24 12:39:07 +02:00
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Renderer *CreateGfxOpenGL(OSystem *system) {
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return new OpenGLRenderer(system);
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}
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OpenGLRenderer::OpenGLRenderer(OSystem *system) :
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Renderer(system) {
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}
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OpenGLRenderer::~OpenGLRenderer() {
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}
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void OpenGLRenderer::init() {
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debug("Initializing OpenGL Renderer");
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computeScreenViewport();
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#if defined(USE_OPENGL_SHADERS)
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// The ShaderSurfaceRenderer sets an array buffer which conflict with fixed pipeline rendering
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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2021-10-27 22:31:47 +02:00
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glDisable(GL_TEXTURE_2D);
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2021-10-24 12:39:07 +02:00
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glDisable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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}
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2021-10-27 22:31:47 +02:00
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void OpenGLRenderer::clear(const Math::Vector4d &clearColor) {
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glClearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w());
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2021-10-24 12:39:07 +02:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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2021-11-08 09:00:01 +01:00
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void OpenGLRenderer::setupViewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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}
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2021-10-24 12:39:07 +02:00
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void OpenGLRenderer::drawFace(uint face) {
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glBegin(GL_TRIANGLE_STRIP);
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for (uint i = 0; i < 4; i++) {
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glColor3f(cubeVertices[11 * (4 * face + i) + 8], cubeVertices[11 * (4 * face + i) + 9], cubeVertices[11 * (4 * face + i) + 10]);
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glVertex3f(cubeVertices[11 * (4 * face + i) + 2], cubeVertices[11 * (4 * face + i) + 3], cubeVertices[11 * (4 * face + i) + 4]);
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glNormal3f(cubeVertices[11 * (4 * face + i) + 5], cubeVertices[11 * (4 * face + i) + 6], cubeVertices[11 * (4 * face + i) + 7]);
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}
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glEnd();
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}
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void OpenGLRenderer::drawCube(const Math::Vector3d &pos, const Math::Vector3d &roll) {
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(_projectionMatrix.getData());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(_modelViewMatrix.getData());
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glTranslatef(pos.x(), pos.y(), pos.z());
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glRotatef(roll.x(), 1.0f, 0.0f, 0.0f);
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glRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
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glRotatef(roll.z(), 0.0f, 0.0f, 1.0f);
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for (uint i = 0; i < 6; i++) {
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drawFace(i);
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}
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}
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2021-10-26 22:02:39 +02:00
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void OpenGLRenderer::drawPolyOffsetTest(const Math::Vector3d &pos, const Math::Vector3d &roll) {
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(_projectionMatrix.getData());
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(_modelViewMatrix.getData());
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glTranslatef(pos.x(), pos.y(), pos.z());
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glRotatef(roll.y(), 0.0f, 1.0f, 0.0f);
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glColor3f(0.0f, 1.0f, 0.0f);
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glBegin(GL_TRIANGLES);
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glVertex3f(-1.0f, 1.0, 0.0f);
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glVertex3f( 1.0f, 1.0, 0.0f);
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glVertex3f( 0.0f, -1.0, 0.0f);
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glEnd();
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glPolygonOffset(-1.0f, 0.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glColor3f(1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLES);
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glVertex3f(-0.5f, 0.5, 0.0f);
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glVertex3f( 0.5f, 0.5, 0.0f);
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glVertex3f( 0.0f, -0.5, 0.0f);
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glEnd();
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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2021-10-27 22:31:47 +02:00
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void OpenGLRenderer::dimRegionInOut(float fade) {
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f - fade);
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glEnableClientState(GL_VERTEX_ARRAY);
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2021-11-08 09:00:01 +01:00
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), dimRegionVertices);
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2021-10-27 22:31:47 +02:00
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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2021-11-08 09:00:01 +01:00
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void OpenGLRenderer::drawInViewport() {
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static GLfloat box2Vertices[] = {
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// X Y
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-0.1f, 0.1f,
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0.1f, 0.1f,
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-0.1f, -0.1f,
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0.1f, -0.1f,
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};
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &boxVertices[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glPushMatrix();
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_pos.x() += 0.01;
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_pos.y() += 0.01;
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if (_pos.x() >= 1.0f) {
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_pos.x() = -1.0;
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_pos.y() = -1.0;
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}
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glTranslatef(_pos.x(), _pos.y(), 0);
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glPolygonOffset(-1.0f, 0.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &box2Vertices[0]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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}
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2021-10-24 12:39:07 +02:00
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} // End of namespace Playground3d
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#endif
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