2013-07-14 15:09:41 +02:00
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/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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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* 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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* 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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#ifndef GRIM_GFX_OPENGL_SHADERS_H
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#define GRIM_GFX_OPENGL_SHADERS_H
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#include "engines/grim/actor.h"
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#include "engines/grim/gfx_base.h"
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#include "graphics/opengles2/shader.h"
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#include "common/stack.h"
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namespace Grim {
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class GfxOpenGLS : public GfxBase {
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public:
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GfxOpenGLS();
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virtual ~GfxOpenGLS();
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/**
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* Creates a render-context.
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*
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* @param screenW the width of the context
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* @param screenH the height of the context
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* @param fullscreen true if fullscreen is desired, false otherwise.
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*/
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virtual byte *setupScreen(int screenW, int screenH, bool fullscreen);
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/**
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* Query whether the current context is hardware-accelerated
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*
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* @return true if hw-accelerated, false otherwise
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*/
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virtual bool isHardwareAccelerated() { return true; } ;
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virtual void setupCamera(float fov, float nclip, float fclip, float roll);
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virtual void positionCamera(const Math::Vector3d &pos, const Math::Vector3d &interest, float roll);
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virtual void clearScreen();
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/**
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* Swap the buffers, making the drawn screen visible
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*/
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virtual void flipBuffer();
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virtual void getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2);
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void getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2);
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virtual void startActorDraw(const Actor *actor);
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virtual void finishActorDraw();
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virtual void setShadow(Shadow *shadow);
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virtual void drawShadowPlanes();
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virtual void setShadowMode();
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virtual void clearShadowMode();
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bool isShadowModeActive();
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virtual void setShadowColor(byte r, byte g, byte b);
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virtual void getShadowColor(byte *r, byte *g, byte *b);
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virtual void set3DMode();
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virtual void translateViewpointStart();
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virtual void translateViewpoint(const Math::Vector3d &vec);
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virtual void rotateViewpoint(const Math::Angle &angle, const Math::Vector3d &axis);
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virtual void translateViewpointFinish();
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virtual void drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face);
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virtual void drawModelFace(const Mesh *mesh, const MeshFace *face);
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virtual void drawSprite(const Sprite *sprite);
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virtual void drawMesh(const Mesh *mesh);
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virtual void enableLights();
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virtual void disableLights();
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virtual void setupLight(Light *light, int lightId);
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virtual void turnOffLight(int lightId);
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virtual void createMaterial(Texture *material, const char *data, const CMap *cmap);
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virtual void selectMaterial(const Texture *material);
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virtual void destroyMaterial(Texture *material);
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/**
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* Prepares a bitmap for drawing
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* performs any format conversions needed for the renderer,
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* and might create an internal representation of the bitmap
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* external changes to the bitmap may not be visible after this
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* is called. Must be called before drawBitmap can be used.
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*
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* the external bitmap might have its data changed by this function,
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*
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* @param bitmap the bitmap to be prepared
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* @see destroyBitmap
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* @see drawBitmap
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*/
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virtual void createBitmap(BitmapData *bitmap);
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/**
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* Draws a bitmap
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* before this is safe to use, createBitmap MUST have been called
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*
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* @param bitmap the bitmap to be drawn
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* @see createBitmap
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* @see destroyBitmap
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*/
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virtual void drawBitmap(const Bitmap *bitmap, int x, int y, uint32 layer = 0);
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/**
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* Deletes any internal references and representations of a bitmap
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* after this is called, it is safe to dispose of or change the external
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* bitmapdata.
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*
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* @param bitmap the bitmap to be destroyed
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* @see createBitmap
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* @see drawBitmap
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*/
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virtual void destroyBitmap(BitmapData *bitmap);
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virtual void createFont(Font *font);
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virtual void destroyFont(Font *font);
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virtual void createTextObject(TextObject *text);
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virtual void drawTextObject(const TextObject *text);
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virtual void destroyTextObject(TextObject *text);
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virtual Bitmap *getScreenshot(int w, int h);
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virtual void storeDisplay();
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virtual void copyStoredToDisplay();
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/**
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* Dims the entire screen
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* Sets the entire screen to 10% of its current brightness,
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* and converts it to grayscale.
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*/
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virtual void dimScreen();
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virtual void dimRegion(int x, int y, int w, int h, float level);
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/**
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* Draw a completely opaque Iris around the specified rectangle.
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* the arguments specify the distance from the screen-edge to the first
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* non-iris pixel.
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*
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* @param x the width of the Iris
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* @param y the height of the Iris
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*/
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virtual void irisAroundRegion(int x1, int y1, int x2, int y2);
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virtual void drawEmergString(int x, int y, const char *text, const Color &fgColor);
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virtual void loadEmergFont();
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virtual void drawRectangle(const PrimitiveObject *primitive);
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virtual void drawLine(const PrimitiveObject *primitive);
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virtual void drawPolygon(const PrimitiveObject *primitive);
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/**
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* Prepare a movie-frame for drawing
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* performing any necessary conversion
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*
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* @param width the width of the movie-frame.
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* @param height the height of the movie-frame.
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* @param bitmap a pointer to the data for the movie-frame.
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* @see drawMovieFrame
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* @see releaseMovieFrame
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*/
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virtual void prepareMovieFrame(Graphics::Surface* frame);
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virtual void drawMovieFrame(int offsetX, int offsetY);
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/**
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* Release the currently prepared movie-frame, if one exists.
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*
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* @see drawMovieFrame
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* @see prepareMovieFrame
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*/
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virtual void releaseMovieFrame();
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virtual const char *getVideoDeviceName();
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void renderBitmaps(bool render);
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void renderZBitmaps(bool render);
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virtual void createSpecialtyTextures();
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virtual void createModel(Mesh *mesh);
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virtual void createEMIModel(EMIModel *model);
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virtual void updateEMIModel(const EMIModel* model);
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protected:
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void setupShaders();
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GLuint compileShader(const char *vertex, const char *fragment);
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GLuint compileShader(const char *shader) { return compileShader(shader, shader); }
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private:
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2013-07-14 15:46:18 +02:00
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const Actor *_currentActor;
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2013-07-14 15:09:41 +02:00
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float _alpha;
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2013-11-21 21:47:57 +01:00
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int _maxLights;
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2013-07-14 15:09:41 +02:00
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GLuint _emergTexture;
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Graphics::Shader* _emergProgram;
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Graphics::Shader* _backgroundProgram;
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Graphics::Shader* _actorProgram;
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Graphics::Shader* _spriteProgram;
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Graphics::Shader* _smushProgram;
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2014-01-14 00:26:44 +01:00
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GLuint _smushVBO, _quadEBO;
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2013-07-14 15:09:41 +02:00
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Graphics::Shader* _textProgram;
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2013-11-20 01:03:12 +01:00
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Graphics::Shader* _primitiveProgram;
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2013-11-21 23:42:43 +01:00
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Graphics::Shader* _irisProgram;
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2013-07-14 15:09:41 +02:00
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int _smushWidth;
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int _smushHeight;
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GLuint _smushTexId;
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bool _smushSwizzle;
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void setupTexturedQuad();
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2014-01-14 00:26:44 +01:00
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void setupQuadEBO();
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2013-07-14 15:09:41 +02:00
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void setupZBuffer();
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void drawDepthBitmap(int x, int y, int w, int h, char *data);
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float _fov;
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float _nclip;
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float _fclip;
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Math::Matrix4 _projMatrix;
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Math::Matrix4 _viewMatrix;
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Math::Matrix4 _mvpMatrix;
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void setupTexturedCenteredQuad();
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GLuint _spriteVBO;
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Common::Stack<Math::Matrix4> _matrixStack;
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Texture *_selectedTexture;
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GLuint _zBufTex;
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Math::Vector2d _zBufTexCrop;
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struct Light {
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Math::Vector4d _position;
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Math::Vector4d _direction;
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Math::Vector4d _color;
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};
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Light *_lights;
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bool _lightsEnabled;
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2013-11-20 01:03:12 +01:00
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void setupPrimitives();
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GLuint nextPrimitive();
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GLuint _primitiveVBOs[32];
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uint32 _currentPrimitive;
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void drawGenericPrimitive(const float *vertices, uint32 numVertices, const PrimitiveObject *primitive);
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2013-11-21 23:42:43 +01:00
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GLuint _irisVBO;
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2013-07-14 15:09:41 +02:00
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};
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}
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#endif
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