mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
vao
This commit is contained in:
@@ -82,6 +82,7 @@ set(SOURCES
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"station.cpp"
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"gl/shader.cpp"
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"gl/shader_mvp.cpp"
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"gl/vao.cpp"
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)
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set (PREFIX "")
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27
gl/bindable.h
Normal file
27
gl/bindable.h
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@@ -0,0 +1,27 @@
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#pragma once
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namespace gl
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{
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template <typename T>
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class bindable
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{
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private:
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static bindable<T>* active;
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public:
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void bind()
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{
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if (active == this)
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return;
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active = this;
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T::bind(*static_cast<T*>(active));
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}
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void unbind()
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{
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active = nullptr;
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T::bind(0);
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}
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};
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template <typename T> bindable<T>* bindable<T>::active;
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}
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@@ -99,7 +99,7 @@ gl::program::~program()
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glDeleteProgram(*this);
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}
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void gl::program::bind()
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void gl::program::bind(GLuint i)
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{
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glUseProgram(*this);
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glUseProgram(i);
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}
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@@ -5,6 +5,7 @@
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#include <functional>
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#include "object.h"
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#include "bindable.h"
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namespace gl
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{
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@@ -15,14 +16,15 @@ namespace gl
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~shader();
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};
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class program : public object
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class program : public object, public bindable<program>
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{
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public:
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program();
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program(std::vector<std::reference_wrapper<const gl::shader>>);
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~program();
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void bind();
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using bindable::bind;
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static void bind(GLuint i);
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void attach(const shader &);
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void link();
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@@ -10,6 +10,10 @@ void gl::program_mvp::init()
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void gl::program_mvp::set_mv(const glm::mat4 &m)
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{
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if (last_mv == m)
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return;
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last_mv = m;
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if (mvn_uniform != -1)
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{
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glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
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@@ -20,6 +24,10 @@ void gl::program_mvp::set_mv(const glm::mat4 &m)
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void gl::program_mvp::set_p(const glm::mat4 &m)
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{
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if (last_p == m)
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return;
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last_p = m;
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(m));
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}
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@@ -10,6 +10,9 @@ namespace gl
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GLint mvn_uniform;
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GLuint p_uniform;
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glm::mat4 last_mv;
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glm::mat4 last_p;
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public:
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using program::program;
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24
gl/vao.cpp
Normal file
24
gl/vao.cpp
Normal file
@@ -0,0 +1,24 @@
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#include "stdafx.h"
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#include "vao.h"
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gl::vao::vao()
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{
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glGenVertexArrays(1, *this);
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}
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gl::vao::~vao()
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{
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glDeleteVertexArrays(1, *this);
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}
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void gl::vao::setup_attrib(int attrib, int size, int type, int stride, int offset)
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{
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bind();
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glVertexAttribPointer(attrib, size, type, GL_FALSE, stride, reinterpret_cast<void*>(offset));
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glEnableVertexAttribArray(attrib);
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}
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void gl::vao::bind(GLuint i)
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{
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glBindVertexArray(i);
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}
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19
gl/vao.h
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19
gl/vao.h
Normal file
@@ -0,0 +1,19 @@
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#pragma once
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#include "object.h"
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#include "bindable.h"
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namespace gl
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{
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class vao : public object, public bindable<vao>
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{
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public:
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vao();
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~vao();
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void setup_attrib(int attrib, int size, int type, int stride, int offset);
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using bindable::bind;
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static void bind(GLuint i);
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};
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}
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@@ -118,12 +118,6 @@ geometry_bank::vertices( gfx::geometry_handle const &Geometry ) const {
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return geometry_bank::chunk( Geometry ).vertices;
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}
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// opengl vbo-based variant of the geometry bank
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GLuint opengl_vbogeometrybank::m_activebuffer { 0 }; // buffer bound currently on the opengl end, if any
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unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
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std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
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// create() subclass details
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void
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opengl_vbogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
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@@ -173,7 +167,8 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
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if( datasize == 0 ) { return; }
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// try to set up the buffer we need
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::glGenBuffers( 1, &m_buffer );
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bind_buffer();
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glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
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// TODO: allow to specify usage hint at the object creation, and pass it here
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::glBufferData(
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@@ -181,6 +176,9 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
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datasize * sizeof( gfx::basic_vertex ),
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nullptr,
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GL_STATIC_DRAW );
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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// TBD: throw a bad_alloc?
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ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
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@@ -189,34 +187,45 @@ opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream
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}
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m_buffercapacity = datasize;
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}
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// actual draw procedure starts here
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// setup...
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if( m_activebuffer != m_buffer ) {
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bind_buffer();
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if (!m_vao)
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{
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m_vao = std::make_unique<gl::vao>();
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glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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if( Streams & gfx::stream::position )
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m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(basic_vertex), 0 * sizeof(GL_FLOAT));
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// NOTE: normal and color streams share the data, making them effectively mutually exclusive
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if( Streams & gfx::stream::normal )
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m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(GL_FLOAT));
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else if( Streams & gfx::stream::color )
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m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(basic_vertex), 3 * sizeof(GL_FLOAT));
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if( Streams & gfx::stream::texture )
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m_vao->setup_attrib(2, 2, GL_FLOAT, sizeof(basic_vertex), 6 * sizeof(GL_FLOAT));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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// actual draw procedure starts here
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auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
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auto const &chunk = gfx::geometry_bank::chunk( Geometry );
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if( false == chunkrecord.is_good ) {
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glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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// we may potentially need to upload new buffer data before we can draw it
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::glBufferSubData(
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GL_ARRAY_BUFFER,
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chunkrecord.offset * sizeof( gfx::basic_vertex ),
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chunkrecord.size * sizeof( gfx::basic_vertex ),
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chunk.vertices.data() );
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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chunkrecord.is_good = true;
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}
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if( m_activestreams != Streams ) {
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bind_streams( Units, Streams );
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}
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// ...render...
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m_vao->bind();
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::glDrawArrays( chunk.type, chunkrecord.offset, chunkrecord.size );
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// ...post-render cleanup
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/*
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::glDisableClientState( GL_VERTEX_ARRAY );
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::glDisableClientState( GL_NORMAL_ARRAY );
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::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
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*/
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}
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// release () subclass details
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@@ -226,24 +235,13 @@ opengl_vbogeometrybank::release_() {
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delete_buffer();
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}
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void
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opengl_vbogeometrybank::bind_buffer() {
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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m_activebuffer = m_buffer;
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m_activestreams = gfx::stream::none;
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}
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void
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opengl_vbogeometrybank::delete_buffer() {
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if( m_buffer != 0 ) {
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m_vao.reset(nullptr);
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::glDeleteBuffers( 1, &m_buffer );
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if( m_activebuffer == m_buffer ) {
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m_activebuffer = 0;
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release_streams();
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}
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m_buffer = 0;
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m_buffercapacity = 0;
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// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
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@@ -251,52 +249,6 @@ opengl_vbogeometrybank::delete_buffer() {
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}
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}
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void
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opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams ) {
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if( Streams & gfx::stream::position ) {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GL_FLOAT), (void*)0);
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glEnableVertexAttribArray(0);
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}
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else {
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glDisableVertexAttribArray(0);
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}
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// NOTE: normal and color streams share the data, making them effectively mutually exclusive
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if( Streams & gfx::stream::normal ) {
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GL_FLOAT), (void*)(3 * sizeof(GL_FLOAT)));
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glEnableVertexAttribArray(1);
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}
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else {
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glDisableVertexAttribArray(1);
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}
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if( Streams & gfx::stream::color ) {
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GL_FLOAT), (void*)(3 * sizeof(GL_FLOAT)));
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glEnableVertexAttribArray(1);
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}
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if( Streams & gfx::stream::texture ) {
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GL_FLOAT), (void*)(6 * sizeof(GL_FLOAT)));
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glEnableVertexAttribArray(2);
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m_activetexturearrays = Units.texture;
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}
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else {
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glDisableVertexAttribArray(2);
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m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets
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}
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m_activestreams = Streams;
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}
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void
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opengl_vbogeometrybank::release_streams() {
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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m_activestreams = gfx::stream::none;
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m_activetexturearrays.clear();
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}
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// opengl display list based variant of the geometry bank
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// create() subclass details
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@@ -17,6 +17,7 @@ http://mozilla.org/MPL/2.0/.
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#include "GL/wglew.h"
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#endif
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#include "ResourceManager.h"
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#include "gl/vao.h"
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namespace gfx {
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@@ -169,9 +170,7 @@ public:
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// methods:
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static
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void
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reset() {
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m_activebuffer = 0;
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m_activestreams = gfx::stream::none; }
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reset() { }
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private:
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// types:
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@@ -196,22 +195,12 @@ private:
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// release() subclass details
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void
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release_();
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void
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bind_buffer();
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void
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delete_buffer();
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static
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void
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bind_streams( gfx::stream_units const &Units, unsigned int const Streams );
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static
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void
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release_streams();
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// members:
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static GLuint m_activebuffer; // buffer bound currently on the opengl end, if any
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static unsigned int m_activestreams;
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static std::vector<GLint> m_activetexturearrays;
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GLuint m_buffer { 0 }; // id of the buffer holding data on the opengl end
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std::unique_ptr<gl::vao> m_vao;
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std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
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chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
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@@ -166,10 +166,6 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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shader = std::make_unique<gl::program_mvp>(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
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shader->init();
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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return true;
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}
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@@ -323,7 +319,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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}
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}
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glUseProgram(0);
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shader->unbind();
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if( m_environmentcubetexturesupport ) {
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// restore default texture matrix for reflections cube map
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18
skydome.cpp
18
skydome.cpp
@@ -126,14 +126,18 @@ void CSkyDome::Render() {
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}
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if( m_vertexbuffer == -1 ) {
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m_vao = std::make_unique<gl::vao>();
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// build the buffers
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::glGenBuffers( 1, &m_vertexbuffer );
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::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
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::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW );
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m_vao->setup_attrib(0, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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::glGenBuffers( 1, &m_coloursbuffer );
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::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
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::glBufferData( GL_ARRAY_BUFFER, m_colours.size() * sizeof( glm::vec3 ), m_colours.data(), GL_DYNAMIC_DRAW );
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m_vao->setup_attrib(1, 3, GL_FLOAT, sizeof(glm::vec3), 0);
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::glGenBuffers( 1, &m_indexbuffer );
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::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
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@@ -143,20 +147,10 @@ void CSkyDome::Render() {
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m_shader->bind();
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m_shader->copy_gl_mvp();
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glBindBuffer(GL_ARRAY_BUFFER, m_vertexbuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), 0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, m_coloursbuffer);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), 0);
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glEnableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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m_vao->bind();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer);
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::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
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glUseProgram(0);
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glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
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}
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bool CSkyDome::SetSunPosition( glm::vec3 const &Direction ) {
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@@ -1,6 +1,7 @@
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#pragma once
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#include "gl/shader_mvp.h"
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#include "gl/vao.h"
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#include <memory>
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// sky gradient based on "A practical analytic model for daylight"
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@@ -65,4 +66,5 @@ private:
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float PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta, const float Gamma, const float Cosgamma2, const float Zenithval );
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std::unique_ptr<gl::program_mvp> m_shader;
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std::unique_ptr<gl::vao> m_vao;
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};
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