mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
250 lines
8.9 KiB
C++
250 lines
8.9 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <stack>
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#include <vector>
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// encapsulation of the fixed pipeline opengl matrix stack
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class opengl_matrices {
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// types:
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class opengl_stack {
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public:
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// constructors:
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opengl_stack() { m_stack.emplace(1.f); }
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// methods:
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glm::mat4 const &
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data() const {
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return m_stack.top(); }
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void
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push_matrix() {
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m_stack.emplace( m_stack.top() ); }
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void
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pop_matrix( bool const Upload = true ) {
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if( m_stack.size() > 1 ) {
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m_stack.pop();
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if( Upload ) { upload(); } } }
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void
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load_identity( bool const Upload = true ) {
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m_stack.top() = glm::mat4( 1.f );
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if( Upload ) { upload(); } }
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void
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load_matrix( glm::mat4 const &Matrix, bool const Upload = true ) {
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m_stack.top() = Matrix;
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if( Upload ) { upload(); } }
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void
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rotate( float const Angle, glm::vec3 const &Axis, bool const Upload = true ) {
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m_stack.top() = glm::rotate( m_stack.top(), Angle, Axis );
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if( Upload ) { upload(); } }
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void
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translate( glm::vec3 const &Translation, bool const Upload = true ) {
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m_stack.top() = glm::translate( m_stack.top(), Translation );
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if( Upload ) { upload(); } }
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void
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scale( glm::vec3 const &Scale, bool const Upload = true ) {
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m_stack.top() = glm::scale( m_stack.top(), Scale );
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if( Upload ) { upload(); } }
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void
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multiply( glm::mat4 const &Matrix, bool const Upload = true ) {
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m_stack.top() *= Matrix;
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if( Upload ) { upload(); } }
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void
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ortho( float const Left, float const Right, float const Bottom, float const Top, float const Znear, float const Zfar, bool const Upload = true ) {
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m_stack.top() *= glm::ortho( Left, Right, Bottom, Top, Znear, Zfar );
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if( Upload ) { upload(); } }
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void
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perspective( float const Fovy, float const Aspect, float const Znear, float const Zfar, bool const Upload = true ) {
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m_stack.top() *= glm::perspective( Fovy, Aspect, Znear, Zfar );
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if( Upload ) { upload(); } }
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void
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look_at( glm::vec3 const &Eye, glm::vec3 const &Center, glm::vec3 const &Up, bool const Upload = true ) {
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m_stack.top() *= glm::lookAt( Eye, Center, Up );
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if( Upload ) { upload(); } }
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private:
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// types:
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typedef std::stack<glm::mat4> mat4_stack;
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// methods:
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void
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upload() { ::glLoadMatrixf( glm::value_ptr( m_stack.top() ) ); }
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// members:
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mat4_stack m_stack;
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};
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enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
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typedef std::vector<opengl_stack> openglstack_array;
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public:
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// constructors:
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opengl_matrices() {
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m_stacks.emplace_back(); // modelview
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m_stacks.emplace_back(); // projection
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m_stacks.emplace_back(); // texture
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}
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// methods:
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bool &
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upload() {
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return m_upload; }
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void
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mode( GLuint const Mode ) {
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switch( Mode ) {
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case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
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case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
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case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
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default: { break; } }
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if( m_upload ) {::glMatrixMode( Mode ); } }
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glm::mat4 const &
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data( GLuint const Mode = -1 ) const {
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switch( Mode ) {
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case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
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case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
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case GL_TEXTURE: { return m_stacks[ stack_mode::gl_texture ].data(); }
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default: { return m_stacks[ m_mode ].data(); } } }
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float const *
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data_array( GLuint const Mode = -1 ) const {
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return glm::value_ptr( data( Mode ) ); }
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void
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push_matrix() { m_stacks[ m_mode ].push_matrix(); }
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void
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pop_matrix() { m_stacks[ m_mode ].pop_matrix( m_upload ); }
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void
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load_identity() { m_stacks[ m_mode ].load_identity( m_upload ); }
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void
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load_matrix( glm::mat4 const &Matrix ) { m_stacks[ m_mode ].load_matrix( Matrix, m_upload ); }
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template <typename Type_>
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void
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load_matrix( Type_ const *Matrix ) { load_matrix( glm::make_mat4( Matrix ) ); }
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template <typename Type_>
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void
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rotate( Type_ const Angle, Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].rotate(
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static_cast<float>(glm::radians(Angle)),
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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translate( Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].translate(
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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scale( Type_ const X, Type_ const Y, Type_ const Z ) {
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m_stacks[ m_mode ].scale(
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glm::vec3(
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static_cast<float>( X ),
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static_cast<float>( Y ),
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static_cast<float>( Z ) ),
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m_upload ); }
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template <typename Type_>
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void
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multiply( Type_ const *Matrix ) {
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m_stacks[ m_mode ].multiply(
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glm::make_mat4( Matrix ),
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m_upload ); }
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template <typename Type_>
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void
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ortho( Type_ const Left, Type_ const Right, Type_ const Bottom, Type_ const Top, Type_ const Znear, Type_ const Zfar ) {
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m_stacks[ m_mode ].ortho(
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static_cast<float>( Left ),
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static_cast<float>( Right ),
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static_cast<float>( Bottom ),
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static_cast<float>( Top ),
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static_cast<float>( Znear ),
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static_cast<float>( Zfar ),
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m_upload ); }
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template <typename Type_>
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void
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perspective( Type_ const Fovy, Type_ const Aspect, Type_ const Znear, Type_ const Zfar ) {
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m_stacks[ m_mode ].perspective(
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static_cast<float>( glm::radians( Fovy ) ),
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static_cast<float>( Aspect ),
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static_cast<float>( Znear ),
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static_cast<float>( Zfar ),
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m_upload ); }
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template <typename Type_>
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void
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look_at( Type_ const Eyex, Type_ const Eyey, Type_ const Eyez, Type_ const Centerx, Type_ const Centery, Type_ const Centerz, Type_ const Upx, Type_ const Upy, Type_ const Upz ) {
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m_stacks[ m_mode ].look_at(
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glm::vec3(
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static_cast<float>( Eyex ),
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static_cast<float>( Eyey ),
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static_cast<float>( Eyez ) ),
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glm::vec3(
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static_cast<float>( Centerx ),
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static_cast<float>( Centery ),
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static_cast<float>( Centerz ) ),
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glm::vec3(
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static_cast<float>( Upx ),
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static_cast<float>( Upy ),
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static_cast<float>( Upz ) ),
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m_upload ); }
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private:
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// members:
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stack_mode m_mode{ stack_mode::gl_projection };
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openglstack_array m_stacks;
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bool m_upload { true };
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};
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extern opengl_matrices OpenGLMatrices;
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// NOTE: standard opengl calls re-definitions
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#undef glMatrixMode
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#undef glPushMatrix
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#undef glPopMatrix
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#undef glLoadIdentity
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#undef glLoadMatrixf
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#undef glLoadMatrixd
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#undef glRotated
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#undef glRotatef
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#undef glTranslated
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#undef glTranslatef
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#undef glScaled
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#undef glScalef
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#undef glMultMatrixd
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#undef glMultMatrixf
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#undef glOrtho
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#undef gluPerspective
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#undef gluLookAt
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#define glMatrixMode OpenGLMatrices.mode
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#define glPushMatrix OpenGLMatrices.push_matrix
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#define glPopMatrix OpenGLMatrices.pop_matrix
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#define glLoadIdentity OpenGLMatrices.load_identity
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#define glLoadMatrixf OpenGLMatrices.load_matrix
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#define glLoadMatrixd OpenGLMatrices.load_matrix
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#define glRotated OpenGLMatrices.rotate
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#define glRotatef OpenGLMatrices.rotate
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#define glTranslated OpenGLMatrices.translate
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#define glTranslatef OpenGLMatrices.translate
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#define glScaled OpenGLMatrices.scale
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#define glScalef OpenGLMatrices.scale
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#define glMultMatrixd OpenGLMatrices.multiply
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#define glMultMatrixf OpenGLMatrices.multiply
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#define glOrtho OpenGLMatrices.ortho
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#define gluPerspective OpenGLMatrices.perspective
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#define gluLookAt OpenGLMatrices.look_at
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//---------------------------------------------------------------------------
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