2007-01-21 07:30:19 +01:00
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// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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///////////
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// Headers
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#include <GL/gl.h>
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#include "gl_wrap.h"
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/////////////
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// Draw line
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void OpenGLWrapper::DrawLine(float x1,float y1,float x2,float y2) {
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SetModeLine();
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glBegin(GL_LINES);
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glVertex2f(x1,y1);
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glVertex2f(x2,y2);
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glEnd();
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}
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///////////////
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// Draw circle
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void OpenGLWrapper::DrawEllipse(float x,float y,float radiusX,float radiusY) {
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DrawRing(x,y,radiusY,radiusY,radiusX/radiusY);
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}
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//////////////////
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// Draw rectangle
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void OpenGLWrapper::DrawRectangle(float x1,float y1,float x2,float y2) {
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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glBegin(GL_QUADS);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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// Outline
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if (a1 != 0.0) {
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SetModeLine();
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glBegin(GL_LINE_LOOP);
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glVertex2f(x1,y1);
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glVertex2f(x2,y1);
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glVertex2f(x2,y2);
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glVertex2f(x1,y2);
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glEnd();
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}
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}
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///////////////////////
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// Draw ring (annulus)
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void OpenGLWrapper::DrawRing(float x,float y,float r1,float r2,float ar,float arcStart,float arcEnd) {
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// Make r1 bigger
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if (r2 > r1) {
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float temp = r1;
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r1 = r2;
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r2 = temp;
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}
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// Arc range
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bool hasEnds = arcStart != arcEnd;
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float pi = 3.1415926535897932384626433832795f;
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arcEnd *= pi / 180.f;
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arcStart *= pi / 180.f;
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if (arcEnd <= arcStart) arcEnd += 2.0f*pi;
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float range = arcEnd - arcStart;
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// Math
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int steps = int((r1 + r1*ar) * range / (2.0f*pi))*4;
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if (steps < 12) steps = 12;
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2007-01-24 04:54:32 +01:00
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//float end = arcEnd;
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2007-01-21 07:30:19 +01:00
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float step = range/steps;
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float curAngle = arcStart;
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// Fill
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if (a2 != 0.0) {
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SetModeFill();
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// Annulus
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if (r1 != r2) {
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glBegin(GL_QUADS);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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curAngle += step;
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glVertex2f(x+sin(curAngle)*r2*ar,y+cos(curAngle)*r2);
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glVertex2f(x+sin(curAngle)*r1*ar,y+cos(curAngle)*r1);
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}
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glEnd();
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}
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// Circle
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else {
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glBegin(GL_POLYGON);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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}
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// Reset angle
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curAngle = arcStart;
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}
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// Outlines
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if (a1 != 0.0) {
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// Outer
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steps++;
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SetModeLine();
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r1,y+cos(curAngle)*r1);
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curAngle += step;
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}
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glEnd();
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// Inner
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if (r1 != r2) {
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curAngle = arcStart;
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glBegin(GL_LINE_STRIP);
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for (int i=0;i<steps;i++) {
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glVertex2f(x+sin(curAngle)*r2,y+cos(curAngle)*r2);
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curAngle += step;
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}
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glEnd();
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// End caps
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if (hasEnds) {
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glBegin(GL_LINES);
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glVertex2f(x+sin(arcStart)*r1,y+cos(arcStart)*r1);
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glVertex2f(x+sin(arcStart)*r2,y+cos(arcStart)*r2);
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glVertex2f(x+sin(arcEnd)*r1,y+cos(arcEnd)*r1);
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glVertex2f(x+sin(arcEnd)*r2,y+cos(arcEnd)*r2);
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glEnd();
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}
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}
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}
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}
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///////////////////
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// Set line colour
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void OpenGLWrapper::SetLineColour(wxColour col,float alpha,int width) {
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r1 = col.Red()/255.0f;
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g1 = col.Green()/255.0f;
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b1 = col.Blue()/255.0f;
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a1 = alpha;
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lw = width;
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}
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///////////////////
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// Set fill colour
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void OpenGLWrapper::SetFillColour(wxColour col,float alpha) {
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r2 = col.Red()/255.0f;
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g2 = col.Green()/255.0f;
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b2 = col.Blue()/255.0f;
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a2 = alpha;
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}
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////////
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// Line
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void OpenGLWrapper::SetModeLine() {
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glColor4f(r1,g1,b1,a1);
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if (a1 == 1.0f) 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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glLineWidth(lw);
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//glEnable(GL_LINE_SMOOTH);
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}
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////////
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// Fill
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void OpenGLWrapper::SetModeFill() {
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glColor4f(r2,g2,b2,a2);
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if (a2 == 1.0f) 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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