Implement new driver interface in OpenGL driver
--HG-- branch : multipass-stereohg/feature/sound
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdopengl.h"
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#include "driver_opengl.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D {
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#ifdef NL_STATIC
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#ifdef USE_OPENGLES
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namespace NLDRIVERGLES {
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#else
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namespace NLDRIVERGL {
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#endif
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#endif
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inline void CDriverGL::setUniform4f(TProgram program, uint index, float f0, float f1, float f2, float f3)
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{
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H_AUTO_OGL(CDriverGL_setUniform4f);
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#ifndef USE_OPENGLES
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switch (program)
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{
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case VertexProgram:
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if (_Extensions.NVVertexProgram)
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{
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// Setup constant
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nglProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, index, f0, f1, f2, f3);
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}
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else if (_Extensions.ARBVertexProgram)
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{
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nglProgramEnvParameter4fARB(GL_VERTEX_PROGRAM_ARB, index, f0, f1, f2, f3);
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}
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else if (_Extensions.EXTVertexShader)
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{
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float datas[] = { f0, f1, f2, f3 };
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nglSetInvariantEXT(_EVSConstantHandle + index, GL_FLOAT, datas);
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}
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break;
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case PixelProgram:
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if (_Extensions.ARBFragmentProgram)
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{
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nglProgramEnvParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, index, f0, f1, f2, f3);
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}
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break;
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}
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#endif
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}
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inline void CDriverGL::setUniform4fv(TProgram program, uint index, size_t num, const float *src)
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{
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H_AUTO_OGL(CDriverGL_setUniform4fv);
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#ifndef USE_OPENGLES
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switch (program)
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{
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case VertexProgram:
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if (_Extensions.NVVertexProgram)
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{
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nglProgramParameters4fvNV(GL_VERTEX_PROGRAM_NV, index, num, src);
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}
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else if (_Extensions.ARBVertexProgram) // ARB pixel and geometry program will only exist when ARB vertex program exists
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{
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for (uint k = 0; k < num; ++k)
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{
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nglProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, index + k, src + 4 * k);
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}
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}
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else if (_Extensions.EXTVertexShader)
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{
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for (uint k = 0; k < num; ++k)
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{
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nglSetInvariantEXT(_EVSConstantHandle + index + k, GL_FLOAT, (void *)(src + 4 * k));
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}
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}
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break;
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case PixelProgram:
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if (_Extensions.ARBFragmentProgram) // ARB pixel and geometry program will only exist when ARB vertex program exists
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{
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for (uint k = 0; k < num; ++k)
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{
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nglProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, index + k, src + 4 * k);
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}
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}
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break;
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}
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#endif
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}
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void CDriverGL::setUniform1f(TProgram program, uint index, float f0)
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{
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CDriverGL::setUniform4f(program, index, f0, 0.f, 0.f, 0.f);
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}
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void CDriverGL::setUniform2f(TProgram program, uint index, float f0, float f1)
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{
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CDriverGL::setUniform4f(program, index, f0, f1, 0.f, 0.f);
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}
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void CDriverGL::setUniform3f(TProgram program, uint index, float f0, float f1, float f2)
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{
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CDriverGL::setUniform4f(program, index, f0, f1, f2, 0.0f);
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}
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void CDriverGL::setUniform1i(TProgram program, uint index, sint32 i0)
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{
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}
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void CDriverGL::setUniform2i(TProgram program, uint index, sint32 i0, sint32 i1)
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{
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}
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void CDriverGL::setUniform3i(TProgram program, uint index, sint32 i0, sint32 i1, sint32 i2)
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{
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}
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void CDriverGL::setUniform4i(TProgram program, uint index, sint32 i0, sint32 i1, sint32 i2, sint32 i3)
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{
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}
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void CDriverGL::setUniform1ui(TProgram program, uint index, uint32 ui0)
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{
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}
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void CDriverGL::setUniform2ui(TProgram program, uint index, uint32 ui0, uint32 ui1)
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{
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}
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void CDriverGL::setUniform3ui(TProgram program, uint index, uint32 ui0, uint32 ui1, uint32 ui2)
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{
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}
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void CDriverGL::setUniform4ui(TProgram program, uint index, uint32 ui0, uint32 ui1, uint32 ui2, uint32 ui3)
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{
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}
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void CDriverGL::setUniform3f(TProgram program, uint index, const NLMISC::CVector& v)
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{
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CDriverGL::setUniform4f(program, index, v.x, v.y, v.z, 0.f);
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}
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void CDriverGL::setUniform4f(TProgram program, uint index, const NLMISC::CVector& v, float f3)
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{
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CDriverGL::setUniform4f(program, index, v.x, v.y, v.z, f3);
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}
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void CDriverGL::setUniform4x4f(TProgram program, uint index, const NLMISC::CMatrix& m)
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{
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H_AUTO_OGL(CDriverGL_setUniform4x4f);
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// TODO: Verify this!
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NLMISC::CMatrix mat = m;
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mat.transpose();
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const float *md = mat.get();
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CDriverGL::setUniform4fv(program, index, 4, md);
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}
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void CDriverGL::setUniform4iv(TProgram program, uint index, size_t num, const sint32 *src)
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{
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}
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void CDriverGL::setUniform4uiv(TProgram program, uint index, size_t num, const uint32 *src)
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{
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}
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const uint CDriverGL::GLMatrix[IDriver::NumMatrix]=
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{
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GL_MODELVIEW,
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GL_PROJECTION,
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#ifdef USE_OPENGLES
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GL_MODELVIEW
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#else
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GL_MODELVIEW_PROJECTION_NV
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#endif
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};
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const uint CDriverGL::GLTransform[IDriver::NumTransform]=
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{
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#ifdef USE_OPENGLES
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0,
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0,
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0,
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0
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#else
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GL_IDENTITY_NV,
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GL_INVERSE_NV,
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GL_TRANSPOSE_NV,
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GL_INVERSE_TRANSPOSE_NV
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#endif
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};
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void CDriverGL::setUniformMatrix(NL3D::IDriver::TProgram program, uint index, NL3D::IDriver::TMatrix matrix, NL3D::IDriver::TTransform transform)
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{
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H_AUTO_OGL(CDriverGL_setUniformMatrix);
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#ifndef USE_OPENGLES
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// Vertex program exist ?
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if (program == VertexProgram && _Extensions.NVVertexProgram)
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{
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// First, ensure that the render setup is correclty setuped.
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refreshRenderSetup();
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// Track the matrix
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nglTrackMatrixNV(GL_VERTEX_PROGRAM_NV, index, GLMatrix[matrix], GLTransform[transform]);
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// Release Track => matrix data is copied.
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nglTrackMatrixNV(GL_VERTEX_PROGRAM_NV, index, GL_NONE, GL_IDENTITY_NV);
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}
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else
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{
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// First, ensure that the render setup is correctly setuped.
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refreshRenderSetup();
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CMatrix mat;
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switch (matrix)
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{
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case IDriver::ModelView:
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mat = _ModelViewMatrix;
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break;
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case IDriver::Projection:
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{
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refreshProjMatrixFromGL();
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mat = _GLProjMat;
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}
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break;
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case IDriver::ModelViewProjection:
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refreshProjMatrixFromGL();
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mat = _GLProjMat * _ModelViewMatrix;
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break;
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default:
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break;
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}
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switch(transform)
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{
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case IDriver::Identity: break;
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case IDriver::Inverse:
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mat.invert();
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break;
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case IDriver::Transpose:
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mat.transpose();
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break;
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case IDriver::InverseTranspose:
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mat.invert();
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mat.transpose();
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break;
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default:
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break;
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}
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mat.transpose();
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const float *md = mat.get();
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CDriverGL::setUniform4fv(program, index, 4, md);
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}
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#endif
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}
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void CDriverGL::setUniformFog(NL3D::IDriver::TProgram program, uint index)
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{
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H_AUTO_OGL(CDriverGL_setUniformFog)
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const float *values = _ModelViewMatrix.get();
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CDriverGL::setUniform4f(program, index, -values[2], -values[6], -values[10], -values[14]);
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}
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#ifdef NL_STATIC
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} // NLDRIVERGL/ES
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#endif
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} // NL3D
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