244 lines
7.1 KiB
C++
244 lines
7.1 KiB
C++
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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "painterogl1.h"
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#include "graphics.h"
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PainterOGL1 *g_painterOGL1 = nullptr;
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PainterOGL1::PainterOGL1()
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{
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m_matrixMode = GL_PROJECTION;
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resetState();
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}
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void PainterOGL1::refreshState()
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{
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Painter::refreshState();
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updateGlColor();
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updateGlMatrixMode();
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updateGlProjectionMatrix();
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updateGlTextureMatrix();
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}
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void PainterOGL1::bind()
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{
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Painter::bind();
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// vertex and texture coord arrays are always enabled
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// to avoid massive enable/disables, thus improving frame rate
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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}
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void PainterOGL1::unbind()
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{
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void PainterOGL1::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode)
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{
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int vertexCount = coordsBuffer.getVertexCount();
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if(vertexCount == 0)
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return;
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bool textured = coordsBuffer.getTextureCoordCount() != 0;
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if(textured)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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// use vertex arrays if possible, much faster
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if(g_graphics.canUseDrawArrays()) {
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// update coords buffer hardware caches if enabled
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coordsBuffer.updateCaches();
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bool hardwareCached = coordsBuffer.isHardwareCached();
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// only set texture coords arrays when needed
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if(textured) {
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if(hardwareCached) {
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coordsBuffer.getHardwareTextureCoordArray()->bind();
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glTexCoordPointer(2, GL_FLOAT, 0, nullptr);
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} else
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glTexCoordPointer(2, GL_FLOAT, 0, coordsBuffer.getTextureCoordArray());
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}
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// set vertex array
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if(hardwareCached) {
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coordsBuffer.getHardwareVertexArray()->bind();
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glVertexPointer(2, GL_FLOAT, 0, nullptr);
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} else
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glVertexPointer(2, GL_FLOAT, 0, coordsBuffer.getVertexArray());
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if(hardwareCached)
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HardwareBuffer::unbind(HardwareBuffer::VertexBuffer);
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// draw the element in coords buffers
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glDrawArrays(drawMode, 0, vertexCount);
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} else {
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int verticesSize = vertexCount*2;
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float *vertices = coordsBuffer.getVertexArray();
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float *texCoords = coordsBuffer.getTextureCoordArray();
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// use glBegin/glEnd, this is not available in OpenGL ES
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// and is considered much slower then glDrawArrays,
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// but this code is executed in really old graphics cards
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glBegin(drawMode);
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for(int i=0;i<verticesSize;i+=2) {
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if(textured)
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glTexCoord2f(texCoords[i], texCoords[i+1]);
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glVertex2f(vertices[i], vertices[i+1]);
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}
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glEnd();
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}
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}
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void PainterOGL1::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
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{
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if(!texture->getId())
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return;
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setTexture(texture.get());
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drawCoords(coordsBuffer);
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}
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void PainterOGL1::drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
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{
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if(dest.isEmpty() || src.isEmpty() || !texture->getId())
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return;
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m_coordsBuffer.clear();
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m_coordsBuffer.addQuad(dest, src);
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setTexture(texture.get());
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drawCoords(m_coordsBuffer, TriangleStrip);
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}
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void PainterOGL1::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src)
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{
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if(dest.isEmpty() || src.isEmpty() || !texture->getId())
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return;
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m_coordsBuffer.clear();
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m_coordsBuffer.addRepeatedRects(dest, src);
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setTexture(texture.get());
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drawCoords(m_coordsBuffer);
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}
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void PainterOGL1::drawFilledRect(const Rect& dest)
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{
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if(dest.isEmpty())
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return;
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m_coordsBuffer.clear();
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m_coordsBuffer.addRect(dest);
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setTexture(nullptr);
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drawCoords(m_coordsBuffer);
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}
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void PainterOGL1::drawBoundingRect(const Rect& dest, int innerLineWidth)
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{
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if(dest.isEmpty() || innerLineWidth == 0)
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return;
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m_coordsBuffer.clear();
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m_coordsBuffer.addBoudingRect(dest, innerLineWidth);
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setTexture(nullptr);
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drawCoords(m_coordsBuffer);
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}
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void PainterOGL1::setMatrixMode(PainterOGL1::MatrixMode matrixMode)
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{
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if(m_matrixMode == matrixMode)
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return;
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m_matrixMode = matrixMode;
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updateGlMatrixMode();
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}
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void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix)
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{
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m_projectionMatrix = projectionMatrix;
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updateGlProjectionMatrix();
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}
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void PainterOGL1::setTextureMatrix(const Matrix2& textureMatrix)
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{
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m_textureMatrix = textureMatrix;
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updateGlTextureMatrix();
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}
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void PainterOGL1::setColor(const Color& color)
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{
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if(m_color == color)
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return;
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m_color = color;
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updateGlColor();
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}
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void PainterOGL1::setOpacity(float opacity)
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{
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if(m_opacity == opacity)
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return;
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m_opacity = opacity;
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updateGlColor();
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}
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void PainterOGL1::updateGlColor()
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{
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glColor4f(m_color.rF(), m_color.gF(), m_color.bF(), m_color.aF() * m_opacity);
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}
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void PainterOGL1::updateGlMatrixMode()
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{
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glMatrixMode(m_matrixMode);
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}
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void PainterOGL1::updateGlProjectionMatrix()
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{
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float glProjectionMatrix[] = {
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m_projectionMatrix(1,1), m_projectionMatrix(1,2), 0.0f, m_projectionMatrix(1,3),
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m_projectionMatrix(2,1), m_projectionMatrix(2,2), 0.0f, m_projectionMatrix(2,3),
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0.0f, 0.0f, 1.0f, 0.0f,
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m_projectionMatrix(3,1), m_projectionMatrix(3,2), 0.0f, m_projectionMatrix(3,3),
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};
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setMatrixMode(MatrixProjection);
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glLoadMatrixf(glProjectionMatrix);
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}
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void PainterOGL1::updateGlTextureMatrix()
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{
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float glTextureMatrix[] = {
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m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f,
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m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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setMatrixMode(MatrixTexture);
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glLoadMatrixf(glTextureMatrix);
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}
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