mirror of https://github.com/odrling/Aegisub
444 lines
11 KiB
C++
444 lines
11 KiB
C++
// Copyright (c) 2011, Thomas Goyne <plorkyeran@aegisub.org>
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//
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// Permission to use, copy, modify, and distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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//
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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//
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// Aegisub Project http://www.aegisub.org/
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/// @file gl_wrap.cpp
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/// @brief Convenience functions for drawing various geometric primitives on an OpenGL surface
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/// @ingroup video_output
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///
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#include "config.h"
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#include "gl_wrap.h"
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#include <wx/colour.h>
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#ifdef HAVE_OPENGL_GL_H
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#else
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#include <GL/gl.h>
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#include "gl/glext.h"
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#endif
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static const float deg2rad = 3.1415926536f / 180.f;
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static const float rad2deg = 180.f / 3.1415926536f;
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static const float pi = 3.1415926535897932384626433832795f;
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#ifdef __WIN32__
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#define glGetProc(a) wglGetProcAddress(a)
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#elif !defined(__APPLE__)
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#include <GL/glx.h>
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#define glGetProc(a) glXGetProcAddress((const GLubyte *)(a))
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#endif
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#if defined(__APPLE__)
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// Not required on OS X.
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#define APIENTRY
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#define GL_EXT(type, name)
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#else
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#define GL_EXT(type, name) \
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static type name = reinterpret_cast<type>(glGetProc(#name)); \
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if (!name) { \
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name = reinterpret_cast<type>(& name ## Fallback); \
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}
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#endif
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class VertexArray {
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std::vector<float> data;
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size_t dim;
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public:
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VertexArray(size_t dims, size_t elems) {
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SetSize(dims, elems);
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}
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void SetSize(size_t dims, size_t elems) {
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dim = dims;
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data.resize(elems * dim);
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}
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void Set(size_t i, float x, float y) {
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data[i * dim] = x;
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data[i * dim + 1] = y;
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}
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void Set(size_t i, float x, float y, float z) {
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data[i * dim] = x;
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data[i * dim + 1] = y;
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data[i * dim + 2] = z;
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}
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void Set(size_t i, Vector2D p) {
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data[i * dim] = p.X();
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data[i * dim + 1] = p.Y();
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}
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void Draw(GLenum mode, bool clear = true) {
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(dim, GL_FLOAT, 0, &data[0]);
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glDrawArrays(mode, 0, data.size() / dim);
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glDisableClientState(GL_VERTEX_ARRAY);
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if (clear)
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data.clear();
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}
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};
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OpenGLWrapper::OpenGLWrapper() {
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line_r = line_g = line_b = line_a = 1.f;
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fill_r = fill_g = fill_b = fill_a = 1.f;
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line_width = 1;
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transform_pushed = false;
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smooth = true;
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}
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void OpenGLWrapper::DrawLine(Vector2D p1, Vector2D p2) const {
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SetModeLine();
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VertexArray buf(2, 2);
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buf.Set(0, p1);
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buf.Set(1, p2);
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buf.Draw(GL_LINES);
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}
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static inline Vector2D interp(Vector2D p1, Vector2D p2, float t) {
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return t * p1 + (1 - t) * p2;
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}
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void OpenGLWrapper::DrawDashedLine(Vector2D p1, Vector2D p2, float step) const {
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step /= (p2 - p1).Len();
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for (float t = 0; t < 1.f; t += 2 * step) {
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DrawLine(interp(p1, p2, t), interp(p1, p2, t + step));
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}
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}
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void OpenGLWrapper::DrawEllipse(Vector2D center, Vector2D radius) const {
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DrawRing(center, radius.Y(), radius.Y(), radius.X() / radius.Y());
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}
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void OpenGLWrapper::DrawRectangle(Vector2D p1, Vector2D p2) const {
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VertexArray buf(2, 4);
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buf.Set(0, p1);
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buf.Set(1, Vector2D(p2, p1));
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buf.Set(2, p2);
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buf.Set(3, Vector2D(p1, p2));
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// Fill
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if (fill_a != 0.0) {
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SetModeFill();
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buf.Draw(GL_QUADS, false);
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}
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// Outline
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if (line_a != 0.0) {
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SetModeLine();
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buf.Draw(GL_LINE_LOOP);
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}
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}
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void OpenGLWrapper::DrawTriangle(Vector2D p1, Vector2D p2, Vector2D p3) const {
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VertexArray buf(2, 3);
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buf.Set(0, p1);
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buf.Set(1, p2);
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buf.Set(2, p3);
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// Fill
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if (fill_a != 0.0) {
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SetModeFill();
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buf.Draw(GL_TRIANGLES, false);
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}
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// Outline
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if (line_a != 0.0) {
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SetModeLine();
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buf.Draw(GL_LINE_LOOP);
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}
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}
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void OpenGLWrapper::DrawRing(Vector2D center, float r1, float r2, float ar, float arc_start, float arc_end) const {
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if (r2 > r1)
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std::swap(r1, r2);
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// Arc range
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bool needs_end_caps = arc_start != arc_end;
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arc_end *= deg2rad;
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arc_start *= deg2rad;
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if (arc_end <= arc_start)
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arc_end += 2.f * pi;
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float range = arc_end - arc_start;
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// Math
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int steps = std::max<int>(((r1 + r1 * ar) * range / (2.f * pi)) * 4, 12);
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float step = range / steps;
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float cur_angle = arc_start;
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VertexArray buf(2, steps);
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Vector2D scale_inner = Vector2D(ar, 1) * r1;
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Vector2D scale_outer = Vector2D(ar, 1) * r2;
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if (fill_a != 0.0) {
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SetModeFill();
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// Annulus
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if (r1 != r2) {
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buf.SetSize(2, (steps + 1) * 2);
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for (int i = 0; i <= steps; i++) {
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Vector2D offset = Vector2D::FromAngle(cur_angle);
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buf.Set(i * 2 + 0, center + offset * scale_inner);
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buf.Set(i * 2 + 1, center + offset * scale_outer);
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cur_angle += step;
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}
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buf.Draw(GL_QUAD_STRIP);
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}
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// Circle
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else {
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buf.SetSize(2, steps);
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for (int i = 0; i < steps; i++) {
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buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
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cur_angle += step;
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}
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buf.Draw(GL_POLYGON);
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}
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cur_angle = arc_start;
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}
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if (line_a == 0.0) return;
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// Outer
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steps++;
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buf.SetSize(2, steps);
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SetModeLine();
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for (int i = 0; i < steps; i++) {
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buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_outer);
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cur_angle += step;
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}
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buf.Draw(GL_LINE_STRIP);
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// Inner
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if (r1 == r2) return;
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cur_angle = arc_start;
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buf.SetSize(2, steps);
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for (int i = 0; i < steps; i++) {
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buf.Set(i, center + Vector2D::FromAngle(cur_angle) * scale_inner);
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cur_angle += step;
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}
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buf.Draw(GL_LINE_STRIP);
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if (!needs_end_caps) return;
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buf.SetSize(2, 4);
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buf.Set(0, center + Vector2D::FromAngle(arc_start) * scale_inner);
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buf.Set(1, center + Vector2D::FromAngle(arc_start) * scale_outer);
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buf.Set(2, center + Vector2D::FromAngle(arc_end) * scale_inner);
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buf.Set(3, center + Vector2D::FromAngle(arc_end) * scale_outer);
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buf.Draw(GL_LINES);
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}
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void OpenGLWrapper::SetLineColour(wxColour col, float alpha, int width) {
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line_r = col.Red() / 255.f;
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line_g = col.Green() / 255.f;
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line_b = col.Blue() / 255.f;
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line_a = alpha;
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line_width = width;
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}
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void OpenGLWrapper::SetFillColour(wxColour col, float alpha) {
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fill_r = col.Red() / 255.f;
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fill_g = col.Green() / 255.f;
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fill_b = col.Blue() / 255.f;
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fill_a = alpha;
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}
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void OpenGLWrapper::SetModeLine() const {
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glColor4f(line_r, line_g, line_b, line_a);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(line_width);
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if (smooth)
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glEnable(GL_LINE_SMOOTH);
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else
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glDisable(GL_LINE_SMOOTH);
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}
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void OpenGLWrapper::SetModeFill() const {
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glColor4f(fill_r, fill_g, fill_b, fill_a);
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if (fill_a == 1.f) glDisable(GL_BLEND);
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else {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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}
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void OpenGLWrapper::SetInvert() {
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(GL_INVERT);
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// GL_LINE_SMOOTH combines badly with inverting
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smooth = false;
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}
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void OpenGLWrapper::ClearInvert() {
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glDisable(GL_COLOR_LOGIC_OP);
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smooth = true;
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}
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bool OpenGLWrapper::IsExtensionSupported(const char *ext) {
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char *extList = (char * )glGetString(GL_EXTENSIONS);
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return extList && !!strstr(extList, ext);
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}
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void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines) {
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DrawLines(dim, &lines[0], lines.size() / dim);
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}
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void OpenGLWrapper::DrawLines(size_t dim, std::vector<float> const& lines, size_t c_dim, std::vector<float> const& colors) {
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glShadeModel(GL_SMOOTH);
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(c_dim, GL_FLOAT, 0, &colors[0]);
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DrawLines(dim, &lines[0], lines.size() / dim);
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glDisableClientState(GL_COLOR_ARRAY);
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glShadeModel(GL_FLAT);
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}
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void OpenGLWrapper::DrawLines(size_t dim, const float *lines, size_t n) {
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SetModeLine();
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(dim, GL_FLOAT, 0, lines);
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glDrawArrays(GL_LINES, 0, n);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void OpenGLWrapper::DrawLineStrip(size_t dim, std::vector<float> const& lines) {
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SetModeLine();
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(dim, GL_FLOAT, 0, &lines[0]);
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glDrawArrays(GL_LINE_STRIP, 0, lines.size() / dim);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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// Substitute for glMultiDrawArrays for sub-1.4 OpenGL
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// Not required on OS X.
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#ifndef __APPLE__
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static void APIENTRY glMultiDrawArraysFallback(GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount) {
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for (int i = 0; i < primcount; ++i) {
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glDrawArrays(mode, *first++, *count++);
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}
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}
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#endif
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void OpenGLWrapper::DrawMultiPolygon(std::vector<float> const& points, std::vector<int> &start, std::vector<int> &count, Vector2D video_pos, Vector2D video_size, bool invert) {
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GL_EXT(PFNGLMULTIDRAWARRAYSPROC, glMultiDrawArrays);
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float real_line_a = line_a;
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line_a = 0;
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// The following is nonzero winding-number PIP based on stencils
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// Draw to stencil only
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glEnable(GL_STENCIL_TEST);
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glColorMask(0, 0, 0, 0);
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// GL_INCR_WRAP was added in 1.4, so instead set the entire stencil to 128
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// and wobble from there
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glStencilFunc(GL_NEVER, 128, 0xFF);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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Vector2D video_max = video_pos + video_size;
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DrawRectangle(video_pos, video_max);
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// Increment the winding number for each forward facing triangle
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glStencilOp(GL_INCR, GL_INCR, GL_INCR);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, &points[0]);
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glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
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// Decrement the winding number for each backfacing triangle
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glStencilOp(GL_DECR, GL_DECR, GL_DECR);
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glCullFace(GL_FRONT);
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glMultiDrawArrays(GL_TRIANGLE_FAN, &start[0], &count[0], start.size());
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glDisable(GL_CULL_FACE);
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// Draw the actual rectangle
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glColorMask(1, 1, 1, 1);
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// VSFilter draws when the winding number is nonzero, so we want to draw the
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// mask when the winding number is zero (where 128 is zero due to the lack of
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// wrapping combined with unsigned numbers)
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glStencilFunc(invert ? GL_EQUAL : GL_NOTEQUAL, 128, 0xFF);
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DrawRectangle(video_pos, video_max);
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glDisable(GL_STENCIL_TEST);
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// Draw lines
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line_a = real_line_a;
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SetModeLine();
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, &points[0]);
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glMultiDrawArrays(GL_LINE_LOOP, &start[0], &count[0], start.size());
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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void OpenGLWrapper::SetOrigin(Vector2D origin) {
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PrepareTransform();
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glTranslatef(origin.X(), origin.Y(), -1.f);
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}
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void OpenGLWrapper::SetScale(Vector2D scale) {
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PrepareTransform();
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glScalef(scale.X() / 100.f, scale.Y() / 100.f, 1.f);
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}
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void OpenGLWrapper::SetRotation(float x, float y, float z) {
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PrepareTransform();
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float matrix[16] = { 2500, 0, 0, 0, 0, 2500, 0, 0, 0, 0, 1, 1, 0, 0, 2500, 2500 };
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glMultMatrixf(matrix);
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glScalef(1.f, 1.f, 8.f);
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glRotatef(y, 0.f, -1.f, 0.f);
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glRotatef(x, -1.f, 0.f, 0.f);
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glRotatef(z, 0.f, 0.f, -1.f);
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}
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void OpenGLWrapper::SetShear(float x, float y) {
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PrepareTransform();
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float matrix[16] = {
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1, y, 0, 0,
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x, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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};
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glMultMatrixf(matrix);
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}
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void OpenGLWrapper::PrepareTransform() {
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if (!transform_pushed) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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transform_pushed = true;
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}
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}
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void OpenGLWrapper::ResetTransform() {
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if (transform_pushed) {
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glPopMatrix();
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transform_pushed = false;
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}
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}
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