effca9da5e
- use OpenGL 2.0 instead of OpenGL 1.0; - port to Raspberry Pi; - remove PLib dependencies.
374 lines
11 KiB
C++
374 lines
11 KiB
C++
//
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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 as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#include <iostream>
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#include <math.h>
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#include <string.h>
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#include "GL_utils.hxx"
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const float PI (3.1415926535897932384626433832795);
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GL_utils::GL_utils () {
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Matrix Tmp;
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memset (&Tmp, 0x0, sizeof (Matrix));
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int i;
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for (i = GL_UTILS_MODELVIEW; i < GL_UTILS_LAST; ++i) {
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m_Current_Matrix_Mode = (GLenum_Mode) i;
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m_Matrix[m_Current_Matrix_Mode].push (Tmp);
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glLoadIdentity ();
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}
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m_Current_Matrix_Mode = GL_utils::GL_UTILS_UNSET;
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}
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GL_utils::~GL_utils () {}
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GL_utils&
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GL_utils::instance () {
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static GL_utils* const The_Instance (new GL_utils);
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return *The_Instance;
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}
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//
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///
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/// \brief Load a shader, check for compile errors, print error messages to std error
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/// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
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/// \param shader_src Shader source string
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/// \return A new shader object on success, 0 on failure
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//
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GLuint
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GL_utils::load_shader (GLenum type, const char *shader_src) {
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GLint compiled;
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// Create the shader object
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GLuint shader (glCreateShader (type));
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if (shader == 0) {
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cerr << "Error creating shader" << endl;
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return 0;
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}
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// Load the shader source
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glShaderSource (shader, 1, &shader_src, NULL);
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// Compile the shader
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glCompileShader (shader);
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// Check the compile status
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glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint info_len (0);
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glGetShaderiv (shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1) {
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char* info_log ((char *) malloc (sizeof (char) * info_len));
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glGetShaderInfoLog (shader, info_len, NULL, info_log);
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cerr << "Error compiling shader:" << endl << info_log << endl;
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free (info_log);
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}
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glDeleteShader (shader);
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return 0;
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}
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return shader;
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}
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//
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///
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/// \brief Load a vertex and fragment shader, create a program object, link program.
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// Errors output to std error.
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/// \param vertShaderSrc Vertex shader source code
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/// \param fragShaderSrc Fragment shader source code
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/// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
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//
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GLuint
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GL_utils::load_program (const char *vert_shader_src, const char *frag_shader_src) {
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GLint linked;
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// Load the vertex/fragment shaders
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GLuint vertex_shader (load_shader (GL_VERTEX_SHADER, vert_shader_src));
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if (vertex_shader == 0) {
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cerr << "Error loading vertex shader" << endl;
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return 0;
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}
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GLuint fragment_shader (load_shader (GL_FRAGMENT_SHADER, frag_shader_src));
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if (fragment_shader == 0) {
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cerr << "Error loading fragment shader" << endl;
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glDeleteShader (vertex_shader);
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return 0;
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}
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// Create the program object
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GLuint program_object (glCreateProgram ());
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if (program_object == 0) {
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cerr << "Error creating program" << endl;
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return 0;
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}
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glAttachShader (program_object, vertex_shader);
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glAttachShader (program_object, fragment_shader);
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// Link the program
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glLinkProgram (program_object);
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// Check the link status
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glGetProgramiv (program_object, GL_LINK_STATUS, &linked);
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if (!linked) {
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GLint info_len (0);
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glGetProgramiv (program_object, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1) {
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char* info_log ((char *) malloc (sizeof (char) * info_len));
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glGetProgramInfoLog (program_object, info_len, NULL, info_log);
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cerr << "Error linking program:" << endl << info_log << endl;
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free (info_log);
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}
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glDeleteProgram (program_object);
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return 0;
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}
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// Free up no longer needed shader resources
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glDeleteShader (vertex_shader);
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glDeleteShader (fragment_shader);
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return program_object;
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}
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void
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GL_utils::glMatrixMode (const GLenum_Mode mode) {
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if (mode < GL_UTILS_LAST) {
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m_Current_Matrix_Mode = mode;
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}
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}
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void
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GL_utils::glLoadIdentity () {
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if (m_Current_Matrix_Mode < GL_UTILS_LAST) {
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memset (&(m_Matrix[m_Current_Matrix_Mode].top ()), 0x0, sizeof (Matrix));
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m_Matrix[m_Current_Matrix_Mode].top ().m[0][0] = 1.0f;
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m_Matrix[m_Current_Matrix_Mode].top ().m[1][1] = 1.0f;
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m_Matrix[m_Current_Matrix_Mode].top ().m[2][2] = 1.0f;
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m_Matrix[m_Current_Matrix_Mode].top ().m[3][3] = 1.0f;
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}
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}
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void
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GL_utils::gluOrtho2D (const GLfloat left,
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const GLfloat right,
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const GLfloat bottom,
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const GLfloat top) {
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GL_utils::glOrtho (left, right, bottom, top, -1.0f, 1.0f);
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}
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void
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GL_utils::glOrtho (const GLfloat left,
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const GLfloat right,
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const GLfloat bottom,
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const GLfloat top,
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const GLfloat nearVal,
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const GLfloat farVal) {
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const GLfloat Delta_X (right - left);
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const GLfloat Delta_Y (top - bottom);
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const GLfloat Delta_Z (farVal - nearVal);
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Matrix Ortho;
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if ((Delta_X == 0.0f) || (Delta_Y == 0.0f) || (Delta_Z == 0.0f) || (m_Current_Matrix_Mode < GL_UTILS_LAST)) {
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return;
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}
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memset (&Ortho, 0x0, sizeof (Matrix));
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Ortho.m[0][0] = 2.0f / Delta_X;
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Ortho.m[3][0] = -(right + left) / Delta_X;
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Ortho.m[1][1] = 2.0f / Delta_Y;
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Ortho.m[3][1] = -(top + bottom) / Delta_Y;
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Ortho.m[2][2] = -2.0f / Delta_Z;
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Ortho.m[3][2] = -(nearVal + farVal) / Delta_Z;
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Ortho.m[3][3] = 1.0f;
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GL_utils::glMultMatrixf (Ortho.m);
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}
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void
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GL_utils::glTranslatef (const GLfloat x, const GLfloat y, const GLfloat z) {
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if (m_Current_Matrix_Mode < GL_UTILS_LAST) {
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m_Matrix[m_Current_Matrix_Mode].top ().m[3][0] += (m_Matrix[m_Current_Matrix_Mode].top ().m[0][0] * x +
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m_Matrix[m_Current_Matrix_Mode].top ().m[1][0] * y +
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m_Matrix[m_Current_Matrix_Mode].top ().m[2][0] * z);
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m_Matrix[m_Current_Matrix_Mode].top ().m[3][1] += (m_Matrix[m_Current_Matrix_Mode].top ().m[0][1] * x +
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m_Matrix[m_Current_Matrix_Mode].top ().m[1][1] * y +
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m_Matrix[m_Current_Matrix_Mode].top ().m[2][1] * z);
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m_Matrix[m_Current_Matrix_Mode].top ().m[3][2] += (m_Matrix[m_Current_Matrix_Mode].top ().m[0][2] * x +
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m_Matrix[m_Current_Matrix_Mode].top ().m[1][2] * y +
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m_Matrix[m_Current_Matrix_Mode].top ().m[2][2] * z);
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m_Matrix[m_Current_Matrix_Mode].top ().m[3][3] += (m_Matrix[m_Current_Matrix_Mode].top ().m[0][3] * x +
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m_Matrix[m_Current_Matrix_Mode].top ().m[1][3] * y +
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m_Matrix[m_Current_Matrix_Mode].top ().m[2][3] * z);
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}
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}
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void
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GL_utils::glRotatef (const GLfloat angle, const GLfloat x, const GLfloat y, const GLfloat z) {
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const GLfloat xx (x * x);
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const GLfloat yy (y * y);
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const GLfloat zz (z * z);
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const GLfloat Mag (sqrtf (xx + yy + zz));
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if ((Mag > 0.0f) && (m_Current_Matrix_Mode < GL_UTILS_LAST)) {
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const GLfloat Sin_Angle (sinf (-angle * PI / 180.0f));
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const GLfloat Cos_Angle (cosf (angle * PI / 180.0f));
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const GLfloat xy (x * y);
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const GLfloat yz (y * z);
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const GLfloat zx (z * x);
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const GLfloat xs (x * Sin_Angle);
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const GLfloat ys (y * Sin_Angle);
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const GLfloat zs (z * Sin_Angle);
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const GLfloat One_Minus_Cos (1.0f - Cos_Angle);
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Matrix Rot;
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// x /= mag;
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// y /= mag;
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// z /= mag;
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Rot.m[0][0] = (One_Minus_Cos * xx) + Cos_Angle;
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Rot.m[0][1] = (One_Minus_Cos * xy) - zs;
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Rot.m[0][2] = (One_Minus_Cos * zx) + ys;
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Rot.m[0][3] = 0.0f;
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Rot.m[1][0] = (One_Minus_Cos * xy) + zs;
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Rot.m[1][1] = (One_Minus_Cos * yy) + Cos_Angle;
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Rot.m[1][2] = (One_Minus_Cos * yz) - xs;
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Rot.m[1][3] = 0.0f;
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Rot.m[2][0] = (One_Minus_Cos * zx) - ys;
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Rot.m[2][1] = (One_Minus_Cos * yz) + xs;
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Rot.m[2][2] = (One_Minus_Cos * zz) + Cos_Angle;
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Rot.m[2][3] = 0.0f;
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Rot.m[3][0] = 0.0f;
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Rot.m[3][1] = 0.0f;
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Rot.m[3][2] = 0.0f;
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Rot.m[3][3] = 1.0f;
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GL_utils::glMultMatrixf (Rot.m);
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}
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}
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void
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GL_utils::glScalef (GLfloat x, GLfloat y, GLfloat z) {
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if (m_Current_Matrix_Mode < GL_UTILS_LAST) {
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Matrix Scale;
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Scale.m[0][0] = x;
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Scale.m[0][1] = 0.0f;
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Scale.m[0][2] = 0.0f;
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Scale.m[0][3] = 0.0f;
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Scale.m[1][0] = 0.0f;
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Scale.m[1][1] = y;
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Scale.m[1][2] = 0.0f;
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Scale.m[1][3] = 0.0f;
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Scale.m[2][0] = 0.0f;
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Scale.m[2][1] = 0.0f;
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Scale.m[2][2] = z;
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Scale.m[2][3] = 0.0f;
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Scale.m[3][0] = 0.0f;
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Scale.m[3][1] = 0.0f;
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Scale.m[3][2] = 0.0f;
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Scale.m[3][3] = 1.0f;
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GL_utils::glMultMatrixf (Scale.m);
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}
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}
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void
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GL_utils::glMultMatrixf (const GLfloat m[4][4]) {
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Matrix Tmp;
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for (int i = 0; i < 4; ++i) {
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Tmp.m[i][0] = (m[i][0] * m_Matrix[m_Current_Matrix_Mode].top ().m[0][0] +
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m[i][1] * m_Matrix[m_Current_Matrix_Mode].top ().m[1][0] +
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m[i][2] * m_Matrix[m_Current_Matrix_Mode].top ().m[2][0] +
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m[i][3] * m_Matrix[m_Current_Matrix_Mode].top ().m[3][0]);
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Tmp.m[i][1] = (m[i][0] * m_Matrix[m_Current_Matrix_Mode].top ().m[0][1] +
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m[i][1] * m_Matrix[m_Current_Matrix_Mode].top ().m[1][1] +
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m[i][2] * m_Matrix[m_Current_Matrix_Mode].top ().m[2][1] +
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m[i][3] * m_Matrix[m_Current_Matrix_Mode].top ().m[3][1]);
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Tmp.m[i][2] = (m[i][0] * m_Matrix[m_Current_Matrix_Mode].top ().m[0][2] +
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m[i][1] * m_Matrix[m_Current_Matrix_Mode].top ().m[1][2] +
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m[i][2] * m_Matrix[m_Current_Matrix_Mode].top ().m[2][2] +
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m[i][3] * m_Matrix[m_Current_Matrix_Mode].top ().m[3][2]);
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Tmp.m[i][3] = (m[i][0] * m_Matrix[m_Current_Matrix_Mode].top ().m[0][3] +
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m[i][1] * m_Matrix[m_Current_Matrix_Mode].top ().m[1][3] +
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m[i][2] * m_Matrix[m_Current_Matrix_Mode].top ().m[2][3] +
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m[i][3] * m_Matrix[m_Current_Matrix_Mode].top ().m[3][3]);
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}
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memcpy (&(m_Matrix[m_Current_Matrix_Mode].top ()), &Tmp, sizeof (Matrix));
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}
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void
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GL_utils::glPushMatrix () {
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if (m_Current_Matrix_Mode < GL_UTILS_LAST) {
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m_Matrix[m_Current_Matrix_Mode].push (m_Matrix[m_Current_Matrix_Mode].top ());
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}
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}
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void
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GL_utils::glPopMatrix () {
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if (m_Current_Matrix_Mode < GL_UTILS_LAST) {
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m_Matrix[m_Current_Matrix_Mode].pop ();
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}
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}
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GLfloat*
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GL_utils::get_top_matrix (const GL_utils::GLenum_Mode mode) {
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if (mode < GL_UTILS_LAST) {
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return &(m_Matrix[mode].top ().m[0][0]);
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} else {
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return NULL;
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}
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}
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void
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GL_utils::Debug (const GL_utils::GLenum_Mode mode) const {
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if (mode < GL_UTILS_LAST) {
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for (int l = 0; l < 4; ++l) {
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cout << " ";
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for (int c = 0; c < 4; ++c) {
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cout << m_Matrix[mode].top ().m[c][l] << " ";
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}
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cout << endl;
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}
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}
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}
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