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 <cstdlib> |
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16 | #include <cstdio> |
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17 | #include <cmath> |
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18 | |
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19 | #ifdef WIN32 |
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20 | # define WIN32_LEAN_AND_MEAN |
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21 | # include <windows.h> |
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22 | #endif |
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23 | #if defined __APPLE__ && defined __MACH__ |
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24 | # include <OpenGL/gl.h> |
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25 | #else |
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26 | # define GL_GLEXT_PROTOTYPES |
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27 | # include <GL/gl.h> |
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28 | #endif |
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29 | |
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30 | #include "core.h" |
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31 | |
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32 | struct Tile |
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33 | { |
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34 | uint32_t prio, code; |
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35 | int x, y, z, o; |
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36 | }; |
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37 | |
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38 | #if LOL_EXPERIMENTAL |
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39 | extern Shader *stdshader; |
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40 | #endif |
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41 | extern mat4 model_matrix; |
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42 | |
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43 | /* |
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44 | * Scene implementation class |
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45 | */ |
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46 | |
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47 | class SceneData |
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48 | { |
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49 | friend class Scene; |
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50 | |
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51 | private: |
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52 | static int Compare(void const *p1, void const *p2) |
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53 | { |
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54 | Tile const *t1 = (Tile const *)p1; |
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55 | Tile const *t2 = (Tile const *)p2; |
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56 | |
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57 | return t2->prio - t1->prio; |
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58 | } |
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59 | |
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60 | Tile *tiles; |
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61 | int ntiles; |
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62 | float angle; |
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63 | |
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64 | GLuint *bufs; |
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65 | int nbufs; |
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66 | |
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67 | static Scene *scene; |
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68 | }; |
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69 | |
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70 | Scene *SceneData::scene = NULL; |
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71 | |
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72 | /* |
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73 | * Public Scene class |
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74 | */ |
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75 | |
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76 | Scene::Scene(float angle) |
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77 | : data(new SceneData()) |
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78 | { |
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79 | data->tiles = 0; |
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80 | data->ntiles = 0; |
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81 | data->angle = angle; |
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82 | |
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83 | data->bufs = 0; |
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84 | data->nbufs = 0; |
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85 | } |
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86 | |
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87 | Scene::~Scene() |
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88 | { |
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89 | /* FIXME: this must be done while the GL context is still active. |
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90 | * Change the architecture to make sure of that. */ |
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91 | glDeleteBuffers(data->nbufs, data->bufs); |
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92 | free(data->bufs); |
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93 | delete data; |
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94 | } |
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95 | |
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96 | Scene *Scene::GetDefault() |
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97 | { |
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98 | if (!SceneData::scene) |
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99 | SceneData::scene = new Scene(0.0f); |
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100 | return SceneData::scene; |
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101 | } |
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102 | |
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103 | void Scene::Reset() |
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104 | { |
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105 | if (SceneData::scene) |
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106 | delete SceneData::scene; |
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107 | SceneData::scene = NULL; |
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108 | } |
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109 | |
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110 | void Scene::AddTile(uint32_t code, int x, int y, int z, int o) |
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111 | { |
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112 | if ((data->ntiles % 1024) == 0) |
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113 | data->tiles = (Tile *)realloc(data->tiles, |
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114 | (data->ntiles + 1024) * sizeof(Tile)); |
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115 | /* FIXME: this sorting only works for a 45-degree camera */ |
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116 | data->tiles[data->ntiles].prio = -y - 2 * 32 * z + (o ? 0 : 32); |
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117 | data->tiles[data->ntiles].code = code; |
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118 | data->tiles[data->ntiles].x = x; |
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119 | data->tiles[data->ntiles].y = y; |
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120 | data->tiles[data->ntiles].z = z; |
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121 | data->tiles[data->ntiles].o = o; |
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122 | data->ntiles++; |
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123 | } |
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124 | |
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125 | void Scene::Render() // XXX: rename to Blit() |
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126 | { |
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127 | #if 0 |
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128 | // Randomise, then sort. |
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129 | for (int i = 0; i < data->ntiles; i++) |
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130 | { |
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131 | Tile tmp = data->tiles[i]; |
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132 | int j = rand() % data->ntiles; |
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133 | data->tiles[i] = data->tiles[j]; |
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134 | data->tiles[j] = tmp; |
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135 | } |
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136 | #endif |
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137 | qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare); |
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138 | |
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139 | // XXX: debug stuff |
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140 | model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); |
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141 | model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f); |
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142 | #if 0 |
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143 | static float f = 0.0f; |
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144 | f += 0.01f; |
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145 | model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f); |
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146 | model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f); |
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147 | #endif |
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148 | model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f); |
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149 | // XXX: end of debug stuff |
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150 | |
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151 | #if LOL_EXPERIMENTAL |
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152 | GLuint uni, attr_pos, attr_tex; |
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153 | uni = stdshader->GetUniformLocation("model_matrix"); |
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154 | attr_pos = stdshader->GetAttribLocation("in_Position"); |
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155 | attr_tex = stdshader->GetAttribLocation("in_TexCoord"); |
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156 | |
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157 | glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]); |
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158 | glEnable(GL_DEPTH_TEST); |
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159 | glDepthFunc(GL_LEQUAL); |
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160 | glEnable(GL_ALPHA_TEST); |
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161 | glAlphaFunc(GL_GEQUAL, 0.01f); |
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162 | glEnable(GL_BLEND); |
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163 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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164 | #else |
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165 | glEnable(GL_DEPTH_TEST); |
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166 | glDepthFunc(GL_LEQUAL); |
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167 | glEnable(GL_ALPHA_TEST); |
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168 | glAlphaFunc(GL_GEQUAL, 0.01f); |
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169 | glEnable(GL_BLEND); |
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170 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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171 | |
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172 | glLoadIdentity(); |
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173 | glMultMatrixf(&model_matrix[0][0]); |
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174 | #endif |
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175 | |
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176 | for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) |
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177 | { |
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178 | /* Generate new vertex / texture coord buffers if necessary */ |
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179 | if (buf + 2 > data->nbufs) |
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180 | { |
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181 | data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint)); |
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182 | glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs); |
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183 | data->nbufs = buf + 2; |
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184 | } |
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185 | |
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186 | /* Count how many quads will be needed */ |
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187 | for (n = i + 1; n < data->ntiles; n++) |
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188 | if (data->tiles[i].code >> 16 != data->tiles[n].code >> 16) |
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189 | break; |
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190 | |
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191 | /* Create a vertex array object */ |
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192 | float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float)); |
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193 | float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float)); |
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194 | |
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195 | for (int j = i; j < n; j++) |
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196 | { |
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197 | Tiler::BlitTile(data->tiles[j].code, data->tiles[j].x, |
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198 | data->tiles[j].y, data->tiles[j].z, data->tiles[j].o, |
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199 | vertex + 18 * (j - i), texture + 12 * (j - i)); |
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200 | } |
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201 | |
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202 | #if LOL_EXPERIMENTAL |
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203 | GLuint vao; |
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204 | |
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205 | glGenVertexArrays(1, &vao); |
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206 | glBindVertexArray(vao); |
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207 | #else |
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208 | glEnableClientState(GL_VERTEX_ARRAY); |
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209 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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210 | #endif |
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211 | |
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212 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]); |
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213 | glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat), |
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214 | vertex, GL_STATIC_DRAW); |
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215 | #if LOL_EXPERIMENTAL |
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216 | glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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217 | glEnableVertexAttribArray(attr_pos); |
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218 | #else |
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219 | glVertexPointer(3, GL_FLOAT, 0, NULL); |
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220 | #endif |
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221 | |
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222 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]); |
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223 | glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat), |
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224 | texture, GL_STATIC_DRAW); |
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225 | #if LOL_EXPERIMENTAL |
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226 | glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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227 | glEnableVertexAttribArray(attr_tex); |
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228 | #else |
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229 | glTexCoordPointer(2, GL_FLOAT, 0, NULL); |
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230 | #endif |
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231 | |
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232 | #if LOL_EXPERIMENTAL |
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233 | stdshader->Bind(); |
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234 | #endif |
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235 | |
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236 | Tiler::Bind(data->tiles[i].code); |
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237 | glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6); |
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238 | |
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239 | #if LOL_EXPERIMENTAL |
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240 | glBindVertexArray(0); |
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241 | #else |
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242 | glDisableClientState(GL_VERTEX_ARRAY); |
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243 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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244 | #endif |
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245 | |
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246 | free(vertex); |
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247 | free(texture); |
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248 | } |
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249 | |
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250 | free(data->tiles); |
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251 | data->tiles = 0; |
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252 | data->ntiles = 0; |
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253 | } |
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254 | |
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