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https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-24 12:30:17 +00:00
Replace deprecated GL api usage from gl_hud. It also supports OpenGLES.
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@ -54,18 +54,58 @@
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include <GL/glew.h>
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#if defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#endif
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#endif
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#include <string.h>
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#include <stdio.h>
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#include "gl_hud.h"
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#include "font_image.h"
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#include "simple_math.h"
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GLhud::GLhud() : _fontTexture(0), _vbo(0), _staticVbo(0)
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static const char *s_VS =
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"attribute vec2 position;\n"
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"attribute vec3 color;\n"
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"attribute vec2 uv;\n"
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"varying vec4 fragColor;\n"
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"varying vec2 fragUV;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main()\n"
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"{\n"
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" fragColor = vec4(1, 0, 0, 1);\n"
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" fragUV = uv;\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position.x, position.y, 0, 1);\n"
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"}\n";
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static const char *s_FS =
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"precision mediump float;\n"
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"varying vec4 fragColor;\n"
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"varying vec2 fragUV;\n"
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"uniform sampler2D texture;\n"
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"void main()\n"
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"{\n"
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" vec4 c = texture2D(texture, fragUV);\n"
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" if (c.a == 0.0) discard;\n"
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" gl_FragColor = c;\n"
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"}\n";
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GLhud::GLhud() : _fontTexture(0), _vbo(0), _staticVbo(0), _program(0),
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_aPosition(0), _aColor(0), _aUV(0)
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{
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}
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GLhud::~GLhud()
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{
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if (_program)
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glDeleteProgram(_program);
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if (_fontTexture)
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glDeleteTextures(1, &_fontTexture);
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if (_vbo)
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@ -74,6 +114,15 @@ GLhud::~GLhud()
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glDeleteBuffers(1, &_staticVbo);
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}
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static GLuint compileShader(GLenum shaderType, const char *source)
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{
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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return shader;
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}
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void
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GLhud::Init(int width, int height)
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{
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@ -83,16 +132,44 @@ GLhud::Init(int width, int height)
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glBindTexture(GL_TEXTURE_2D, _fontTexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT,
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0, GL_RGBA, GL_UNSIGNED_BYTE, font_image);
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glGenBuffers(1, &_vbo);
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glGenBuffers(1, &_staticVbo);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, s_VS);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, s_FS);
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_program = glCreateProgram();
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glAttachShader(_program, vertexShader);
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glAttachShader(_program, fragmentShader);
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glLinkProgram(_program);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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GLint status;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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}
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_mvpMatrix = glGetUniformLocation(_program, "ModelViewProjectionMatrix");
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_aPosition = glGetAttribLocation(_program, "position");
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_aColor = glGetAttribLocation(_program, "color");
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_aUV = glGetAttribLocation(_program, "uv");
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}
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void
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@ -136,7 +213,8 @@ GLhud::Rebuild(int width, int height)
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_staticVboSize = (int)vboSource.size();
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glBindBuffer(GL_ARRAY_BUFFER, _staticVbo);
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glBufferData(GL_ARRAY_BUFFER, _staticVboSize * sizeof(float), &vboSource[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, _staticVboSize * sizeof(float),
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&vboSource[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -148,65 +226,55 @@ GLhud::Flush()
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// update dynamic text
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, getVboSource().size() * sizeof(float), &getVboSource()[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, getVboSource().size() * sizeof(float),
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&getVboSource()[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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int numVertices = (int)getVboSource().size()/7; /* (x, y, r, g, b, u, v) = 7*/
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/* (x, y, r, g, b, u, v) = 7*/
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int numVertices = (int)getVboSource().size()/7;
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// reserved space of the vector remains for the next frame.
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getVboSource().clear();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, GetWidth(), GetHeight(), 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glUseProgram(_program);
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float proj[16];
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ortho(proj, 0, 0, GetWidth(), GetHeight());
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glUniformMatrix4fv(_mvpMatrix, 1, GL_FALSE, proj);
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glPushAttrib(GL_ENABLE_BIT|GL_POLYGON_BIT);
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{
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0);
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glDisable(GL_CULL_FACE);
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glColor4f(1, 1, 1, 1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _fontTexture);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableVertexAttribArray(_aPosition);
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glEnableVertexAttribArray(_aColor);
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glEnableVertexAttribArray(_aUV);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glVertexPointer(2, GL_FLOAT, 7*sizeof(float), (void*)0);
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glColorPointer(3, GL_FLOAT, 7*sizeof(float), (void*)(2*sizeof(float)));
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), (void*)(5*sizeof(float)));
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glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)0);
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glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2));
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glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5));
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glDrawArrays(GL_TRIANGLES, 0, numVertices);
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glBindBuffer(GL_ARRAY_BUFFER, _staticVbo);
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glVertexPointer(2, GL_FLOAT, 7*sizeof(float), (void*)0);
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glColorPointer(3, GL_FLOAT, 7*sizeof(float), (void*)(2*sizeof(float)));
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(float), (void*)(5*sizeof(float)));
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glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)0);
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glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2));
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glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5));
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glDrawArrays(GL_TRIANGLES, 0, _staticVboSize/7);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableVertexAttribArray(_aPosition);
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glDisableVertexAttribArray(_aColor);
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glDisableVertexAttribArray(_aUV);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glPopAttrib();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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return true;
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}
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@ -57,7 +57,14 @@
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#ifndef GL_HUD_H
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#define GL_HUD_H
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#include <GL/gl.h>
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#if defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#endif
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#include "hud.h"
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class GLhud : public Hud
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@ -76,6 +83,10 @@ private:
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GLuint _fontTexture;
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GLuint _vbo, _staticVbo;
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int _staticVboSize;
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GLint _program;
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GLint _mvpMatrix;
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GLint _aPosition, _aColor, _aUV;
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};
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#endif // GL_HUD_H
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