1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cmath> |
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16 | #include <cstdio> |
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17 | #include <cstring> |
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18 | |
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19 | #include "core.h" |
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20 | #include "lolgl.h" |
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21 | #include "loldebug.h" |
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22 | |
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23 | using namespace std; |
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24 | |
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25 | namespace lol |
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26 | { |
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27 | |
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28 | /* |
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29 | * DebugQuad implementation class |
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30 | */ |
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31 | |
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32 | static int const NUM_ARRAYS = 10; |
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33 | static int const NUM_BUFFERS = 20; |
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34 | static int const NUM_ATTRS = 20; |
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35 | static int const NUM_UNIFORMS = 20; |
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36 | static int const NUM_SHADERS = 20; |
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37 | static int const NUM_TEXTURES = 10; |
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38 | |
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39 | static int const TEX_SIZE = 32; |
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40 | |
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41 | class DebugQuadData |
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42 | { |
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43 | friend class DebugQuad; |
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44 | |
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45 | private: |
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46 | vec2 orig, step, aa, bb; |
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47 | |
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48 | int initialised; |
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49 | float time; |
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50 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
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51 | GLuint array[NUM_ARRAYS]; |
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52 | #endif |
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53 | GLuint buffer[NUM_BUFFERS]; |
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54 | Shader *shader[NUM_SHADERS]; |
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55 | GLuint attr[NUM_ATTRS]; |
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56 | GLuint uni[NUM_UNIFORMS]; |
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57 | GLuint texture[NUM_TEXTURES]; |
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58 | uint8_t image[1][TEX_SIZE * TEX_SIZE * 4]; |
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59 | |
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60 | GLfloat const *GetVertexArray() |
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61 | { |
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62 | GLfloat tmp[18] = { aa.x, bb.y, 0, bb.x, bb.y, 0, bb.x, aa.y, 0, |
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63 | bb.x, aa.y, 0, aa.x, aa.y, 0, aa.x, bb.y, 0 }; |
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64 | memcpy(vertices, tmp, sizeof(tmp)); |
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65 | return vertices; |
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66 | } |
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67 | GLfloat vertices[18]; /* To cache quad coordinates */ |
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68 | }; |
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69 | |
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70 | /* |
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71 | * Public DebugQuad class |
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72 | */ |
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73 | |
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74 | DebugQuad::DebugQuad() |
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75 | : data(new DebugQuadData()) |
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76 | { |
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77 | data->initialised = 0; |
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78 | data->time = RandF(10000.0f); |
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79 | |
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80 | drawgroup = DRAWGROUP_HUD; |
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81 | } |
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82 | |
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83 | DebugQuad::~DebugQuad() |
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84 | { |
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85 | delete data; |
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86 | } |
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87 | |
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88 | void DebugQuad::Advance() |
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89 | { |
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90 | data->aa.x += 4.0f * data->step.x; |
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91 | data->bb.x += 4.0f * data->step.x; |
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92 | if (data->bb.x > 1.0f) |
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93 | { |
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94 | data->aa.x = data->orig.x; |
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95 | data->bb.x = data->orig.x + 3.0f * data->step.x; |
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96 | data->aa.y += 4.0f * data->step.y; |
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97 | data->bb.y += 4.0f * data->step.y; |
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98 | } |
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99 | } |
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100 | |
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101 | void DebugQuad::TickGame(float deltams) |
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102 | { |
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103 | Entity::TickGame(deltams); |
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104 | |
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105 | data->time += deltams; |
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106 | } |
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107 | |
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108 | void DebugQuad::TickDraw(float deltams) |
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109 | { |
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110 | Entity::TickDraw(deltams); |
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111 | |
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112 | if (!data->initialised && !IsDestroying()) |
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113 | { |
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114 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
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115 | glGenVertexArrays(NUM_ARRAYS, data->array); |
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116 | #endif |
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117 | glGenBuffers(NUM_BUFFERS, data->buffer); |
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118 | glGenTextures(NUM_TEXTURES, data->texture); |
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119 | for (int i = 0; i < NUM_SHADERS; i++) |
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120 | data->shader[i] = NULL; |
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121 | |
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122 | /* Checkerboard texture */ |
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123 | glEnable(GL_TEXTURE_2D); |
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124 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
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125 | for (int j = 0; j < TEX_SIZE; j++) |
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126 | for (int i = 0; i < TEX_SIZE; i++) |
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127 | { |
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128 | uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; |
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129 | data->image[0][(j * TEX_SIZE + i) * 4 + 0] = wb; |
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130 | data->image[0][(j * TEX_SIZE + i) * 4 + 1] = wb; |
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131 | data->image[0][(j * TEX_SIZE + i) * 4 + 2] = wb; |
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132 | data->image[0][(j * TEX_SIZE + i) * 4 + 3] = 0xff; |
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133 | } |
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134 | /* Use GL_RGBA instead of 4 for the internal format (Android) */ |
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135 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0, |
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136 | GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]); |
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137 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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138 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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139 | |
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140 | data->initialised = 1; |
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141 | } |
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142 | else if (data->initialised && IsDestroying()) |
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143 | { |
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144 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
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145 | glDeleteVertexArrays(NUM_ARRAYS, data->array); |
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146 | #endif |
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147 | glDeleteBuffers(NUM_BUFFERS, data->buffer); |
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148 | glDeleteTextures(NUM_TEXTURES, data->texture); |
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149 | |
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150 | for (int i = 0; i < NUM_SHADERS; i++) |
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151 | if (data->shader[i]) |
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152 | Shader::Destroy(data->shader[i]); |
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153 | |
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154 | data->initialised = 0; |
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155 | } |
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156 | |
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157 | /* Prepare our quad coordinates */ |
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158 | vec2i const layout(5, 4); |
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159 | data->step = vec2(2.0f, -2.0f) / (4 * layout + vec2i(1)); |
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160 | data->orig = vec2(-1.0f, 1.0f) + data->step; |
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161 | data->aa = data->orig; |
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162 | data->bb = data->orig + 3.0f * data->step; |
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163 | |
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164 | /* These points form a [0,1][0,1] square */ |
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165 | GLfloat points[12] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, |
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166 | 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f }; |
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167 | |
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168 | GLfloat texcoords[12]; |
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169 | mat4 t1 = mat4::translate(0.5f, 0.5f, 0.0f) |
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170 | * mat4::rotate(0.00054f * data->time, 0.0f, 0.0f, 1.0f) |
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171 | * mat4::translate(-0.5f, -0.5f, 0.0f); |
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172 | for (int i = 0; i < 6; i++) |
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173 | { |
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174 | vec4 p = t1 * vec4(points[i * 2], points[i * 2 + 1], 0.0f, 1.0f); |
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175 | texcoords[i * 2] = p.x; |
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176 | texcoords[i * 2 + 1] = p.y; |
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177 | } |
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178 | |
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179 | GLfloat colors[18]; |
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180 | mat4 t2 = mat4::translate(0.5f, 0.5f, 0.5f) |
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181 | * mat4::rotate(0.00034f * data->time, 0.0f, 0.0f, 1.0f) |
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182 | * mat4::rotate(0.00041f * data->time, 0.0f, 1.0f, 0.0f) |
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183 | * mat4::rotate(0.00057f * data->time, 1.0f, 0.0f, 0.0f) |
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184 | * mat4::translate(-0.5f, -0.5f, 0.0f); |
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185 | for (int i = 0; i < 6; i++) |
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186 | { |
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187 | vec4 p = t2 * vec4(points[i * 2], points[i * 2 + 1], 0.0f, 1.0f); |
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188 | colors[i * 3] = p.x; |
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189 | colors[i * 3 + 1] = p.y; |
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190 | colors[i * 3 + 2] = p.z; |
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191 | } |
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192 | |
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193 | /* Cheap iterators */ |
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194 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
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195 | GLuint *array = data->array; |
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196 | #endif |
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197 | GLuint *buffer = data->buffer; |
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198 | Shader **shader = data->shader; |
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199 | GLuint *attr = data->attr; |
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200 | GLuint *uni = data->uni; |
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201 | |
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202 | ResetState(); |
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203 | |
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204 | /* |
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205 | * Test #1: simple glBegin code |
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206 | * |
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207 | * Renders an orange square. |
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208 | */ |
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209 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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210 | glColor3f(0.8f, 0.5f, 0.2f); |
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211 | glBegin(GL_TRIANGLES); |
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212 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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213 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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214 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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215 | |
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216 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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217 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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218 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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219 | glEnd(); |
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220 | #endif |
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221 | |
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222 | Advance(); |
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223 | ResetState(); |
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224 | |
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225 | /* |
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226 | * Test #2: glBegin + per-vertex coloring |
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227 | * |
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228 | * Renders a multicoloured square with varying colors. |
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229 | */ |
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230 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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231 | glBegin(GL_TRIANGLES); |
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232 | glColor3f(colors[0], colors[1], colors[2]); |
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233 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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234 | glColor3f(colors[3], colors[4], colors[5]); |
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235 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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236 | glColor3f(colors[6], colors[7], colors[8]); |
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237 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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238 | |
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239 | glColor3f(colors[9], colors[10], colors[11]); |
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240 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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241 | glColor3f(colors[12], colors[13], colors[14]); |
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242 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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243 | glColor3f(colors[15], colors[16], colors[17]); |
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244 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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245 | glEnd(); |
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246 | #endif |
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247 | |
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248 | Advance(); |
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249 | ResetState(); |
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250 | |
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251 | /* |
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252 | * Test #3: glBegin + texture |
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253 | * |
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254 | * Renders a multicoloured square with varying colors multiplied with an |
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255 | * animated distorted checkerboard. |
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256 | */ |
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257 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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258 | glEnable(GL_TEXTURE_2D); |
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259 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
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260 | glColor3f(1.0f, 1.0f, 1.0f); |
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261 | glBegin(GL_TRIANGLES); |
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262 | glColor3f(colors[0], colors[1], colors[2]); |
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263 | glTexCoord2f(texcoords[0], texcoords[1]); |
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264 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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265 | glColor3f(colors[3], colors[4], colors[5]); |
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266 | glTexCoord2f(texcoords[2], texcoords[3]); |
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267 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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268 | glColor3f(colors[6], colors[7], colors[8]); |
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269 | glTexCoord2f(texcoords[4], texcoords[5]); |
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270 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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271 | |
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272 | glColor3f(colors[9], colors[10], colors[11]); |
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273 | glTexCoord2f(texcoords[6], texcoords[7]); |
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274 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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275 | glColor3f(colors[12], colors[13], colors[14]); |
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276 | glTexCoord2f(texcoords[8], texcoords[9]); |
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277 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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278 | glColor3f(colors[15], colors[16], colors[17]); |
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279 | glTexCoord2f(texcoords[10], texcoords[11]); |
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280 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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281 | glEnd(); |
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282 | glDisable(GL_TEXTURE_2D); |
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283 | #endif |
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284 | |
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285 | Advance(); |
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286 | ResetState(); |
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287 | |
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288 | /* |
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289 | * Test #4: glBegin + color in fragment shader |
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290 | * |
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291 | * Renders a static, coloured and tiled pattern. |
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292 | */ |
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293 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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294 | if (!shader[0]) |
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295 | shader[0] = Shader::Create( |
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296 | "#version 110\n" |
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297 | "void main()" |
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298 | "{" |
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299 | " gl_Position = gl_Vertex;" |
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300 | "}", |
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301 | |
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302 | "#version 110\n" |
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303 | "void main()" |
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304 | "{" |
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305 | " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" |
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306 | " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" |
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307 | " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" |
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308 | " gl_FragColor = vec4(dx, dy, dz, 1.0);" |
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309 | "}"); |
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310 | shader[0]->Bind(); |
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311 | shader++; |
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312 | glColor3f(0.0f, 1.0f, 1.0f); |
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313 | glBegin(GL_TRIANGLES); |
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314 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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315 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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316 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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317 | |
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318 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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319 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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320 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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321 | glEnd(); |
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322 | #endif |
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323 | |
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324 | Advance(); |
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325 | ResetState(); |
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326 | |
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327 | /* |
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328 | * Test #5: glBegin + pass vertex coord from vertex shader to fragment |
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329 | * shader for use as color information. |
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330 | * |
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331 | * Renders a multicoloured square with varying colors. |
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332 | */ |
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333 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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334 | if (!shader[0]) |
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335 | shader[0] = Shader::Create( |
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336 | "#version 110\n" |
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337 | "varying vec4 pass_Color;" |
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338 | "void main()" |
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339 | "{" |
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340 | " float r = gl_MultiTexCoord0.x;" |
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341 | " float g = gl_MultiTexCoord0.y;" |
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342 | " float b = gl_MultiTexCoord0.z;" |
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343 | " pass_Color = vec4(r, g, b, 1.0);" |
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344 | " gl_Position = gl_Vertex;" |
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345 | "}", |
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346 | |
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347 | "#version 110\n" |
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348 | "varying vec4 pass_Color;" |
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349 | "void main()" |
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350 | "{" |
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351 | " gl_FragColor = pass_Color;" |
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352 | "}"); |
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353 | shader[0]->Bind(); |
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354 | shader++; |
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355 | glColor3f(0.0f, 1.0f, 1.0f); |
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356 | glBegin(GL_TRIANGLES); |
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357 | glTexCoord3f(colors[0], colors[1], colors[2]); |
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358 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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359 | glTexCoord3f(colors[3], colors[4], colors[5]); |
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360 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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361 | glTexCoord3f(colors[6], colors[7], colors[8]); |
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362 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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363 | |
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364 | glTexCoord3f(colors[9], colors[10], colors[11]); |
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365 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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366 | glTexCoord3f(colors[12], colors[13], colors[14]); |
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367 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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368 | glTexCoord3f(colors[15], colors[16], colors[17]); |
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369 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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370 | glEnd(); |
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371 | #endif |
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372 | |
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373 | Advance(); |
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374 | ResetState(); |
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375 | |
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376 | /* |
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377 | * Test #6: glBegin + apply texture in fragment shader |
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378 | * |
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379 | * Renders an animated black-and-white distorted checkerboard with a |
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380 | * zoom ratio twice the one in test #3. |
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381 | * |
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382 | * Note: there is no need to glEnable(GL_TEXTURE_2D) when the |
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383 | * texture lookup is done in a shader. |
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384 | */ |
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385 | #if defined HAVE_GLBEGIN || defined USE_GLEW |
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386 | if (!shader[0]) |
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387 | shader[0] = Shader::Create( |
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388 | "#version 110\n" |
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389 | "void main()" |
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390 | "{" |
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391 | " gl_TexCoord[0] = gl_MultiTexCoord0;" |
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392 | " gl_Position = gl_Vertex;" |
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393 | "}", |
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394 | |
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395 | "#version 110\n" |
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396 | "uniform sampler2D tex;" |
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397 | "void main()" |
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398 | "{" |
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399 | " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);" |
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400 | "}"); |
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401 | shader[0]->Bind(); |
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402 | shader++; |
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403 | glColor3f(0.0f, 1.0f, 1.0f); |
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404 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
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405 | glBegin(GL_TRIANGLES); |
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406 | glTexCoord2f(texcoords[0], texcoords[1]); |
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407 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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408 | glTexCoord2f(texcoords[2], texcoords[3]); |
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409 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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410 | glTexCoord2f(texcoords[4], texcoords[5]); |
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411 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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412 | |
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413 | glTexCoord2f(texcoords[6], texcoords[7]); |
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414 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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415 | glTexCoord2f(texcoords[8], texcoords[9]); |
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416 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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417 | glTexCoord2f(texcoords[10], texcoords[11]); |
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418 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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419 | glEnd(); |
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420 | #endif |
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421 | |
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422 | Advance(); |
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423 | ResetState(); |
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424 | |
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425 | /* |
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426 | * Test #7: simple vertex buffer |
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427 | * |
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428 | * Renders an orange square. |
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429 | */ |
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430 | #if !defined ANDROID_NDK |
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431 | glColor4f(0.8f, 0.5f, 0.2f, 1.0f); |
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432 | glEnableClientState(GL_VERTEX_ARRAY); |
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433 | |
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434 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
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435 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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436 | |
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437 | glDisableClientState(GL_VERTEX_ARRAY); |
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438 | #endif |
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439 | |
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440 | Advance(); |
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441 | ResetState(); |
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442 | |
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443 | /* |
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444 | * Test #8: vertex buffer + per-vertex coloring |
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445 | * |
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446 | * Renders a multicoloured square with varying colors. |
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447 | */ |
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448 | #if !defined ANDROID_NDK |
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449 | glEnableClientState(GL_VERTEX_ARRAY); |
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450 | glEnableClientState(GL_COLOR_ARRAY); |
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451 | |
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452 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
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453 | glColorPointer(3, GL_FLOAT, 0, colors); |
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454 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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455 | |
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456 | glDisableClientState(GL_VERTEX_ARRAY); |
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457 | glDisableClientState(GL_COLOR_ARRAY); |
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458 | #endif |
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459 | |
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460 | Advance(); |
---|
461 | ResetState(); |
---|
462 | |
---|
463 | /* |
---|
464 | * Test #9: vertex buffer + per-vertex coloring + texture |
---|
465 | * |
---|
466 | * Renders a multicoloured square with varying colors multiplied with an |
---|
467 | * animated distorted checkerboard. |
---|
468 | */ |
---|
469 | #if !defined ANDROID_NDK |
---|
470 | glEnable(GL_TEXTURE_2D); |
---|
471 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
---|
472 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
473 | glEnableClientState(GL_COLOR_ARRAY); |
---|
474 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
475 | |
---|
476 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
477 | glColorPointer(3, GL_FLOAT, 0, colors); |
---|
478 | glTexCoordPointer(2, GL_FLOAT, 0, texcoords); |
---|
479 | |
---|
480 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
481 | |
---|
482 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
483 | glDisableClientState(GL_COLOR_ARRAY); |
---|
484 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
485 | glDisable(GL_TEXTURE_2D); |
---|
486 | #endif |
---|
487 | |
---|
488 | Advance(); |
---|
489 | ResetState(); |
---|
490 | |
---|
491 | /* |
---|
492 | * Test #10: vertex buffer + hardcoded color in 1.10 fragment shader |
---|
493 | * (GLSL) or in Cg fragment shader (PS3) |
---|
494 | * |
---|
495 | * Renders an orange square. |
---|
496 | */ |
---|
497 | #if !defined ANDROID_NDK |
---|
498 | if (!shader[0]) |
---|
499 | #if !defined __CELLOS_LV2__ |
---|
500 | shader[0] = Shader::Create( |
---|
501 | "#version 110\n" |
---|
502 | "void main()" |
---|
503 | "{" |
---|
504 | " gl_Position = gl_Vertex;" |
---|
505 | "}", |
---|
506 | |
---|
507 | "#version 110\n" |
---|
508 | "void main()" |
---|
509 | "{" |
---|
510 | " gl_FragColor = vec4(0.8, 0.5, 0.2, 1.0);" |
---|
511 | "}"); |
---|
512 | #else |
---|
513 | shader[0] = Shader::Create( |
---|
514 | "void main(float4 in_Position : POSITION," |
---|
515 | " out float4 out_Position : POSITION)" |
---|
516 | "{" |
---|
517 | " out_Position = in_Position;" |
---|
518 | "}", |
---|
519 | |
---|
520 | "void main(out float4 out_FragColor : COLOR)" |
---|
521 | "{" |
---|
522 | " out_FragColor = float4(0.8, 0.5, 0.2, 1.0);" |
---|
523 | "}"); |
---|
524 | #endif |
---|
525 | shader[0]->Bind(); |
---|
526 | shader++; |
---|
527 | |
---|
528 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
529 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
530 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
531 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
532 | #endif |
---|
533 | |
---|
534 | Advance(); |
---|
535 | ResetState(); |
---|
536 | |
---|
537 | /* |
---|
538 | * Test #11: vertex buffer + uniform color in 1.10 fragment shader |
---|
539 | * (GLSL) or in Cg fragment shader (PS3) |
---|
540 | * |
---|
541 | * Renders an orange square. |
---|
542 | */ |
---|
543 | #if !defined ANDROID_NDK |
---|
544 | if (!shader[0]) |
---|
545 | { |
---|
546 | #if !defined __CELLOS_LV2__ |
---|
547 | shader[0] = Shader::Create( |
---|
548 | "#version 110\n" |
---|
549 | "void main()" |
---|
550 | "{" |
---|
551 | " gl_Position = gl_Vertex;" |
---|
552 | "}", |
---|
553 | |
---|
554 | "#version 110\n" |
---|
555 | "uniform vec4 in_Color;" |
---|
556 | "void main()" |
---|
557 | "{" |
---|
558 | " gl_FragColor = in_Color;" |
---|
559 | "}"); |
---|
560 | #else |
---|
561 | shader[0] = Shader::Create( |
---|
562 | "void main(float4 in_Position : POSITION," |
---|
563 | " out float4 out_Position : POSITION)" |
---|
564 | "{" |
---|
565 | " out_Position = in_Position;" |
---|
566 | "}", |
---|
567 | |
---|
568 | "uniform float4 in_Color;" |
---|
569 | "void main(out float4 out_FragColor : COLOR)" |
---|
570 | "{" |
---|
571 | " out_FragColor = in_Color;" |
---|
572 | "}"); |
---|
573 | #endif |
---|
574 | uni[0] = shader[0]->GetUniformLocation("in_Color"); |
---|
575 | } |
---|
576 | shader[0]->Bind(); |
---|
577 | shader++; |
---|
578 | #if !defined __CELLOS_LV2__ |
---|
579 | glUniform4f(uni[0], 0.8f, 0.5f, 0.2f, 1.0f); |
---|
580 | #else |
---|
581 | cgGLSetParameter4f((CGparameter)(intptr_t)uni[0], 0.8f, 0.5f, 0.2f, 1.0f); |
---|
582 | #endif |
---|
583 | uni++; |
---|
584 | |
---|
585 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
586 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
587 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
588 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
589 | #endif |
---|
590 | |
---|
591 | Advance(); |
---|
592 | ResetState(); |
---|
593 | |
---|
594 | /* |
---|
595 | * Test #12: vertex buffer + color in 1.10 fragment shader (GLSL) or |
---|
596 | * in Cg fragment shader (PS3) |
---|
597 | * |
---|
598 | * Renders a static, coloured and tiled pattern. |
---|
599 | */ |
---|
600 | #if !defined ANDROID_NDK |
---|
601 | if (!shader[0]) |
---|
602 | #if !defined __CELLOS_LV2__ |
---|
603 | shader[0] = Shader::Create( |
---|
604 | "#version 110\n" |
---|
605 | "void main()" |
---|
606 | "{" |
---|
607 | " gl_Position = gl_Vertex;" |
---|
608 | "}", |
---|
609 | |
---|
610 | "#version 110\n" |
---|
611 | "void main()" |
---|
612 | "{" |
---|
613 | " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" |
---|
614 | " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" |
---|
615 | " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" |
---|
616 | " gl_FragColor = vec4(dx, dy, dz, 1.0);" |
---|
617 | "}"); |
---|
618 | #else |
---|
619 | shader[0] = Shader::Create( |
---|
620 | "void main(float4 in_Position : POSITION," |
---|
621 | " out float4 out_Position : POSITION)" |
---|
622 | "{" |
---|
623 | " out_Position = in_Position;" |
---|
624 | "}", |
---|
625 | |
---|
626 | "void main(float4 in_FragCoord : WPOS," |
---|
627 | " out float4 out_FragColor : COLOR)" |
---|
628 | "{" |
---|
629 | " float dx = frac(in_FragCoord.x * in_FragCoord.y * 0.5) * 2.0;" |
---|
630 | " float dy = frac(in_FragCoord.x * 0.125);" |
---|
631 | " float dz = frac(in_FragCoord.y * 0.125);" |
---|
632 | " out_FragColor = float4(dx, dy, dz, 1.0);" |
---|
633 | "}"); |
---|
634 | #endif |
---|
635 | shader[0]->Bind(); |
---|
636 | shader++; |
---|
637 | |
---|
638 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
639 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
640 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
641 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
642 | #endif |
---|
643 | |
---|
644 | Advance(); |
---|
645 | ResetState(); |
---|
646 | |
---|
647 | /* |
---|
648 | * Test #13: vertex buffer + uniform matrix for color transform in 1.10 |
---|
649 | * or Cg fragment shader |
---|
650 | * |
---|
651 | * Renders a multicoloured square with varying colors. |
---|
652 | */ |
---|
653 | #if !defined ANDROID_NDK |
---|
654 | if (!shader[0]) |
---|
655 | { |
---|
656 | #if !defined __CELLOS_LV2__ |
---|
657 | shader[0] = Shader::Create( |
---|
658 | "#version 110\n" |
---|
659 | "varying vec4 pass_Color;" |
---|
660 | "uniform mat4 in_Matrix;" |
---|
661 | "void main()" |
---|
662 | "{" |
---|
663 | " gl_Position = gl_Vertex;" |
---|
664 | " pass_Color = in_Matrix * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);" |
---|
665 | "}", |
---|
666 | |
---|
667 | "#version 110\n" |
---|
668 | "varying vec4 pass_Color;" |
---|
669 | "void main()" |
---|
670 | "{" |
---|
671 | " gl_FragColor = pass_Color;" |
---|
672 | "}"); |
---|
673 | #else |
---|
674 | shader[0] = Shader::Create( |
---|
675 | "void main(float4 in_Position : POSITION," |
---|
676 | " float2 in_TexCoord : TEXCOORD0," |
---|
677 | " uniform float4x4 in_Matrix," |
---|
678 | " out float4 out_Color : COLOR," |
---|
679 | " out float4 out_Position : POSITION)" |
---|
680 | "{" |
---|
681 | " out_Position = in_Position;" |
---|
682 | " out_Color = mul(in_Matrix, float4(in_TexCoord, 0, 1));" |
---|
683 | "}", |
---|
684 | |
---|
685 | "void main(float4 in_Color : COLOR," |
---|
686 | " out float4 out_FragColor : COLOR)" |
---|
687 | "{" |
---|
688 | " out_FragColor = in_Color;" |
---|
689 | "}"); |
---|
690 | #endif |
---|
691 | uni[0] = shader[0]->GetUniformLocation("in_Matrix"); |
---|
692 | } |
---|
693 | shader[0]->Bind(); |
---|
694 | shader++; |
---|
695 | #if !defined __CELLOS_LV2__ |
---|
696 | glUniformMatrix4fv(uni[0], 1, GL_FALSE, &t2[0][0]); |
---|
697 | #else |
---|
698 | cgGLSetMatrixParameterfc((CGparameter)(intptr_t)uni[0], &t2[0][0]); |
---|
699 | #endif |
---|
700 | uni++; |
---|
701 | |
---|
702 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
703 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
704 | |
---|
705 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
706 | glTexCoordPointer(2, GL_FLOAT, 0, points); |
---|
707 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
708 | |
---|
709 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
710 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
711 | #endif |
---|
712 | |
---|
713 | Advance(); |
---|
714 | ResetState(); |
---|
715 | |
---|
716 | /* |
---|
717 | * Test #14: vertex buffer + texture & color in 1.10 fragment shader |
---|
718 | * |
---|
719 | * Renders a multicoloured square with varying colors xored with an |
---|
720 | * animated distorted checkerboard. |
---|
721 | */ |
---|
722 | #if !defined ANDROID_NDK |
---|
723 | if (!shader[0]) |
---|
724 | #if !defined __CELLOS_LV2__ |
---|
725 | shader[0] = Shader::Create( |
---|
726 | "#version 110\n" |
---|
727 | "varying vec4 pass_Color;" |
---|
728 | "void main()" |
---|
729 | "{" |
---|
730 | " gl_TexCoord[0] = gl_MultiTexCoord0;" |
---|
731 | " pass_Color = gl_Color;" |
---|
732 | " gl_Position = gl_Vertex;" |
---|
733 | "}", |
---|
734 | |
---|
735 | "#version 110\n" |
---|
736 | "varying vec4 pass_Color;" |
---|
737 | "uniform sampler2D tex;" |
---|
738 | "void main()" |
---|
739 | "{" |
---|
740 | " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" |
---|
741 | " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" |
---|
742 | "}"); |
---|
743 | #else |
---|
744 | shader[0] = Shader::Create( |
---|
745 | "void main(float4 in_Position : POSITION," |
---|
746 | " float2 in_TexCoord : TEXCOORD0," |
---|
747 | " float4 in_Color : COLOR," |
---|
748 | " out float4 out_Color : COLOR," |
---|
749 | " out float4 out_Position : POSITION," |
---|
750 | " out float2 out_TexCoord : TEXCOORD0)" |
---|
751 | "{" |
---|
752 | " out_TexCoord = in_TexCoord;" |
---|
753 | " out_Color = in_Color;" |
---|
754 | " out_Position = in_Position;" |
---|
755 | "}", |
---|
756 | |
---|
757 | "void main(float2 in_TexCoord : TEXCOORD0," |
---|
758 | " float4 in_Color : COLOR," |
---|
759 | " uniform sampler2D tex," |
---|
760 | " out float4 out_FragColor : COLOR)" |
---|
761 | "{" |
---|
762 | " float4 tmp = tex2D(tex, in_TexCoord * 0.25);" |
---|
763 | " out_FragColor = float4(abs(tmp.xyz - in_Color.xyz), 1);" |
---|
764 | "}"); |
---|
765 | #endif |
---|
766 | |
---|
767 | shader[0]->Bind(); |
---|
768 | shader++; |
---|
769 | |
---|
770 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
---|
771 | |
---|
772 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
773 | glEnableClientState(GL_COLOR_ARRAY); |
---|
774 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
775 | |
---|
776 | glVertexPointer(3, GL_FLOAT, 0, data->GetVertexArray()); |
---|
777 | glColorPointer(3, GL_FLOAT, 0, colors); |
---|
778 | glTexCoordPointer(2, GL_FLOAT, 0, texcoords); |
---|
779 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
780 | |
---|
781 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
782 | glDisableClientState(GL_COLOR_ARRAY); |
---|
783 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
784 | #endif |
---|
785 | |
---|
786 | Advance(); |
---|
787 | ResetState(); |
---|
788 | |
---|
789 | /* |
---|
790 | * Test #15: vertex buffer + texture & color in 1.20 fragment shader |
---|
791 | * |
---|
792 | * Renders a multicoloured square with varying colors xored with an |
---|
793 | * animated distorted checkerboard. |
---|
794 | */ |
---|
795 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
---|
796 | if (!shader[0]) |
---|
797 | { |
---|
798 | shader[0] = Shader::Create( |
---|
799 | "#version 120\n" |
---|
800 | "attribute vec3 in_Vertex;" |
---|
801 | "attribute vec3 in_Color;" |
---|
802 | "attribute vec2 in_MultiTexCoord0;" |
---|
803 | "varying vec4 pass_Color;" |
---|
804 | "void main()" |
---|
805 | "{" |
---|
806 | " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" |
---|
807 | " pass_Color = vec4(in_Color, 1.0);" |
---|
808 | " gl_Position = vec4(in_Vertex, 1.0);" |
---|
809 | "}", |
---|
810 | |
---|
811 | "#version 120\n" |
---|
812 | "varying vec4 pass_Color;" |
---|
813 | "uniform sampler2D tex;" |
---|
814 | "void main()" |
---|
815 | "{" |
---|
816 | " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" |
---|
817 | " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" |
---|
818 | "}"); |
---|
819 | attr[0] = shader[0]->GetAttribLocation("in_Vertex"); |
---|
820 | attr[1] = shader[0]->GetAttribLocation("in_Color"); |
---|
821 | attr[2] = shader[0]->GetAttribLocation("in_MultiTexCoord0"); |
---|
822 | } |
---|
823 | shader[0]->Bind(); |
---|
824 | shader++; |
---|
825 | |
---|
826 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
---|
827 | |
---|
828 | glBindVertexArray(*array++); |
---|
829 | |
---|
830 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
831 | glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(GLfloat), |
---|
832 | data->GetVertexArray(), GL_DYNAMIC_DRAW); |
---|
833 | glVertexAttribPointer(attr[0], 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
834 | glEnableVertexAttribArray(attr[0]); |
---|
835 | |
---|
836 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
837 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, |
---|
838 | GL_DYNAMIC_DRAW); |
---|
839 | glVertexAttribPointer(attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
840 | glEnableVertexAttribArray(attr[1]); |
---|
841 | |
---|
842 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
843 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, |
---|
844 | GL_DYNAMIC_DRAW); |
---|
845 | glVertexAttribPointer(attr[2], 2, GL_FLOAT, GL_FALSE, 0, 0); |
---|
846 | glEnableVertexAttribArray(attr[2]); |
---|
847 | |
---|
848 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
849 | glBindVertexArray(0); |
---|
850 | |
---|
851 | glDisableVertexAttribArray(*attr++); |
---|
852 | glDisableVertexAttribArray(*attr++); |
---|
853 | glDisableVertexAttribArray(*attr++); |
---|
854 | #endif |
---|
855 | |
---|
856 | Advance(); |
---|
857 | ResetState(); |
---|
858 | |
---|
859 | /* |
---|
860 | * Test #16: vertex buffer + texture & color in 1.30 fragment shader |
---|
861 | * |
---|
862 | * Renders a multicoloured square with varying colors xored with an |
---|
863 | * animated distorted checkerboard. |
---|
864 | */ |
---|
865 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
---|
866 | if (!shader[0]) |
---|
867 | { |
---|
868 | shader[0] = Shader::Create( |
---|
869 | "#version 130\n" |
---|
870 | "in vec3 in_Vertex;" |
---|
871 | "in vec3 in_Color;" |
---|
872 | "in vec2 in_MultiTexCoord0;" |
---|
873 | "out vec4 pass_Color;" |
---|
874 | "void main()" |
---|
875 | "{" |
---|
876 | " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" |
---|
877 | " pass_Color = vec4(in_Color, 1.0);" |
---|
878 | " gl_Position = vec4(in_Vertex, 1.0);" |
---|
879 | "}", |
---|
880 | |
---|
881 | "#version 130\n" |
---|
882 | "in vec4 pass_Color;" |
---|
883 | "uniform sampler2D tex;" |
---|
884 | "void main()" |
---|
885 | "{" |
---|
886 | " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" |
---|
887 | " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" |
---|
888 | "}"); |
---|
889 | attr[0] = shader[0]->GetAttribLocation("in_Vertex"); |
---|
890 | attr[1] = shader[0]->GetAttribLocation("in_Color"); |
---|
891 | attr[2] = shader[0]->GetAttribLocation("in_MultiTexCoord0"); |
---|
892 | } |
---|
893 | shader[0]->Bind(); |
---|
894 | shader++; |
---|
895 | |
---|
896 | glBindTexture(GL_TEXTURE_2D, data->texture[0]); |
---|
897 | |
---|
898 | glBindVertexArray(*array++); |
---|
899 | |
---|
900 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
901 | glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(GLfloat), |
---|
902 | data->GetVertexArray(), GL_DYNAMIC_DRAW); |
---|
903 | glVertexAttribPointer(attr[0], 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
904 | glEnableVertexAttribArray(attr[0]); |
---|
905 | |
---|
906 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
907 | glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, |
---|
908 | GL_DYNAMIC_DRAW); |
---|
909 | glVertexAttribPointer(attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
910 | glEnableVertexAttribArray(attr[1]); |
---|
911 | |
---|
912 | glBindBuffer(GL_ARRAY_BUFFER, *buffer++); |
---|
913 | glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, |
---|
914 | GL_DYNAMIC_DRAW); |
---|
915 | glVertexAttribPointer(attr[2], 2, GL_FLOAT, GL_FALSE, 0, 0); |
---|
916 | glEnableVertexAttribArray(attr[2]); |
---|
917 | |
---|
918 | glDrawArrays(GL_TRIANGLES, 0, 6); |
---|
919 | glBindVertexArray(0); |
---|
920 | |
---|
921 | glDisableVertexAttribArray(*attr++); |
---|
922 | glDisableVertexAttribArray(*attr++); |
---|
923 | glDisableVertexAttribArray(*attr++); |
---|
924 | #endif |
---|
925 | |
---|
926 | Advance(); |
---|
927 | ResetState(); |
---|
928 | |
---|
929 | /* Check that we didn't overflow our list */ |
---|
930 | #if !defined __CELLOS_LV2__ && !defined ANDROID_NDK |
---|
931 | if (array > data->array + NUM_ARRAYS) |
---|
932 | Log::Error("too many arrays used\n"); |
---|
933 | #endif |
---|
934 | if (buffer > data->buffer + NUM_BUFFERS) |
---|
935 | Log::Error("too many buffers used\n"); |
---|
936 | if (shader > data->shader + NUM_SHADERS) |
---|
937 | Log::Error("too many shaders used\n"); |
---|
938 | if (attr > data->attr + NUM_ATTRS) |
---|
939 | Log::Error("too many attributes used\n"); |
---|
940 | } |
---|
941 | |
---|
942 | void DebugQuad::ResetState() |
---|
943 | { |
---|
944 | /* Reset GL states to something reasonably safe */ |
---|
945 | |
---|
946 | #if defined HAVE_GLBEGIN || defined USE_GLEW || defined __CELLOS_LV2__ |
---|
947 | glMatrixMode(GL_PROJECTION); |
---|
948 | glLoadIdentity(); |
---|
949 | glMatrixMode(GL_MODELVIEW); |
---|
950 | glLoadIdentity(); |
---|
951 | #endif |
---|
952 | |
---|
953 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f); |
---|
954 | |
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955 | glEnable(GL_TEXTURE_2D); |
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956 | glBindTexture(GL_TEXTURE_2D, 0); |
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957 | #if defined HAVE_GLBEGIN || defined USE_GLEW || defined __CELLOS_LV2__ |
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958 | glClientActiveTexture(GL_TEXTURE0); |
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959 | #endif |
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960 | glDisable(GL_TEXTURE_2D); |
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961 | |
---|
962 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
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963 | #if !defined __CELLOS_LV2__ |
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964 | glUseProgram(0); |
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965 | #else |
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966 | cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); |
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967 | cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); |
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968 | #endif |
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969 | } |
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970 | |
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971 | } /* namespace lol */ |
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972 | |
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